I've been playing around with the Strategic Reserve, and noticed something strange - It only seems to go down when being used for CPAs. Normal deployment does not cause it to reduce. In fact, it goes UP.
Other oddities include the fact that it can go over 100% strength, and that it doesn't seem to have any restrictions on the types of ships it can spawn.
Here's a section from my SpecialForcesLogicLog.txt:
10/12/2012 7:12:52 AM (5.092)
-----------------------------------
Strategic Reserve Logic check; Game Time: 13:30:42
*Computing MaxStrategicReserve for player 8
baseStrengthFactor = 19.8
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 19
effectiveAIP = 33
maxStrategicReserve = baseStrengthFactor * difficultyFactor * effectiveAIP = 12413.83
*Computing MaxStrategicReserve for player 9
baseStrengthFactor = 19.8
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 19
effectiveAIP = 33
maxStrategicReserve = baseStrengthFactor * difficultyFactor * effectiveAIP = 12413.83
**Doing Strategic Reserve Deployment to Felucia
maxAllowedReserveDeploymentPercent = 0.3
playerMaxStrategicReserve = 12413.83
playerCurrentStoredReserve = 9881.93 (79.6%)
existingStrategicReservesStrengthOnPlanet = 0
strengthToSpawn = Min(playerCurrentStoredReserve,( playerMaxStrategicReserve * maxAllowedReserveDeploymentPercent ) - existingStrategicReservesStrengthOnPlanet) = 3721.73
allocating 0.16 out of 1 (584.25 strength) for role: None , eligible types:CoreBattleCruiser, CoreDrone, CoreArmorShip, CoreRaider, CoreDemonHand, CoreAstroPlane, CorePredator, CoreGrenadeLauncher, CoreZenithMirror, CoreZenithParalyzer, CoreZenithPolarizer, CoreImpulseReactionEmitter, CoreSpireArmorRotter, CoreSpireGravityRipper, CoreSpireMaw, CoreSpireMiniRam, CoreZenithMedicFrigate, CoreNeinzulScapegoat, CoreSpireRailcluster, CoreYounglingFirefly, CoreSaboteur
Stopping here because expected AI population of planet is now >= 4000
actually bought:
Grand total: 0 ships, 0 strength
Remaining reserve: 9881.93 out of 12413.83 (79.6%)
10/12/2012 7:13:12 AM (5.092)
-----------------------------------
Strategic Reserve Logic check; Game Time: 13:31:59
*Computing MaxStrategicReserve for player 8
baseStrengthFactor = 19.8
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 19
effectiveAIP = 33
maxStrategicReserve = baseStrengthFactor * difficultyFactor * effectiveAIP = 12413.83
*Computing MaxStrategicReserve for player 9
baseStrengthFactor = 19.8
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 19
effectiveAIP = 33
maxStrategicReserve = baseStrengthFactor * difficultyFactor * effectiveAIP = 12413.83
**Doing Strategic Reserve Deployment to Felucia
maxAllowedReserveDeploymentPercent = 0.3
playerMaxStrategicReserve = 12413.83
playerCurrentStoredReserve = 10026.76 (80.77%)
existingStrategicReservesStrengthOnPlanet = 0
strengthToSpawn = Min(playerCurrentStoredReserve,( playerMaxStrategicReserve * maxAllowedReserveDeploymentPercent ) - existingStrategicReservesStrengthOnPlanet) = 3721.73
allocating 0.16 out of 1 (584.25 strength) for role: None , eligible types:CoreBattleCruiser, CoreDrone, CoreArmorShip, CoreRaider, CoreDemonHand, CoreAstroPlane, CorePredator, CoreGrenadeLauncher, CoreZenithMirror, CoreZenithParalyzer, CoreZenithPolarizer, CoreImpulseReactionEmitter, CoreSpireArmorRotter, CoreSpireGravityRipper, CoreSpireMaw, CoreSpireMiniRam, CoreZenithMedicFrigate, CoreNeinzulScapegoat, CoreSpireRailcluster, CoreYounglingFirefly, CoreSaboteur
Stopping here because expected AI population of planet is now >= 4000
actually bought:
Grand total: 0 ships, 0 strength
Remaining reserve: 10026.76 out of 12413.83 (80.77%)
10/12/2012 7:13:18 AM (5.092)
-----------------------------------
Strategic Reserve Logic check; Game Time: 13:32:21
*Computing MaxStrategicReserve for player 8
baseStrengthFactor = 19.8
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 19
effectiveAIP = 33
maxStrategicReserve = baseStrengthFactor * difficultyFactor * effectiveAIP = 12413.83
*Computing MaxStrategicReserve for player 9
baseStrengthFactor = 19.8
specialDifficultyFactor = Game.Instance.Options.TotalSpecialDifficultyModifier (based on difficulty, homeworld count, handicap) = 19
effectiveAIP = 33
maxStrategicReserve = baseStrengthFactor * difficultyFactor * effectiveAIP = 12413.83
**Doing Strategic Reserve Deployment to Felucia
maxAllowedReserveDeploymentPercent = 0.3
playerMaxStrategicReserve = 12413.83
playerCurrentStoredReserve = 10171.59 (81.94%)
existingStrategicReservesStrengthOnPlanet = 0
strengthToSpawn = Min(playerCurrentStoredReserve,( playerMaxStrategicReserve * maxAllowedReserveDeploymentPercent ) - existingStrategicReservesStrengthOnPlanet) = 3721.73
allocating 0.16 out of 1 (584.25 strength) for role: None , eligible types:CoreBattleCruiser, CoreDrone, CoreArmorShip, CoreRaider, CoreDemonHand, CoreAstroPlane, CorePredator, CoreGrenadeLauncher, CoreZenithMirror, CoreZenithParalyzer, CoreZenithPolarizer, CoreImpulseReactionEmitter, CoreSpireArmorRotter, CoreSpireGravityRipper, CoreSpireMaw, CoreSpireMiniRam, CoreZenithMedicFrigate, CoreNeinzulScapegoat, CoreSpireRailcluster, CoreYounglingFirefly, CoreSaboteur
Stopping here because expected AI population of planet is now >= 4000
actually bought:
Grand total: 0 ships, 0 strength
Remaining reserve: 10171.59 out of 12413.83 (81.94%)
This log is for a Core world I was in the process of neutering. It had an average of fewer than 100 ships on it, including guardposts and the Reserve spawn. Didn't have 4000 firepower on it, either.
Also, it claims it wasn't deploying anything, but it most certainly was. The Ships available to spawn includes all sorts of things the AIs have not unlocked (I'm beginning to think this is deliberate?). However, the spawn strength is not going down.