A few good points there.
From my experience, I have to do a whole lot more than a little poking to evoke that kind of response.
It seems to be a common tactic these days to 'lure' defenses away from a planet, into defenses, preserving offense to be used after that. Or that's the impression I've gotten from randomly reading the forums here and there. It's predictable and common enough to be reliable enough method. Dunno if it's tied to a difficulty level. I've used 7 and 7.3 myself.
That kind of thing usually happens after I destroy a major structure like an AI Eye or Fortress. From a logical and design standpoint, this makes sense to me because the AI sub-commander probably realizes that I've just made a major dent in their base, and that if they just sit and do nothing, I'll probably be back to do it again and again until they are all wiped out.
A true point of retaliation makes sense. That's what I'd enjoy. A threshold, which varies by the severity of the situation and the AIP, at which the AI decides a full-on counter-attack is needed. Shouldn't still be predictable though. Sometimes killing an Eye of Fortress might not be enough, other times you may not even need to do that much, maybe at high AIP.
The AIP (from my understanding) does not affect how the AI reacts to your decisions on each individual planet. The AIP simply delegates how many reinforcements they get, how big the waves are, and over time upgrades the enemy ships to a stronger type (Mark II, III, etc.).
Yes, and AIP was what defined the difficulty in 3.0, at least for me. All the games I lost in 3.0 were because the AIP got too high and I couldn't handle it. It was the AIP alone that made things harder. In 4.0 so far it's been almost completely the opposite. The only victorious game I played on 4.0 was chaos at the start, but almost a joke at the end, despite a relatively high AIP, and Avenger plot for both AI's (thankfully those have been buffed now, right?). I took several really unneeded planets too, but the consequence of that was more positive than negative in end-game. In the game I've been referring to in this thread, it's been totally hard, maybe impossibly so from the start.
Basically, what I'd like to see is the AIP returned to being the governing factor of how hard the AI is, and how badly it pushes on you, and regarding all of its actions, not just reinforcement and wave mark levels and numbers. Retaliation thresholds, CPA frequencies, Sudden raids, etc. Low AIP should make the AI not bother with minor losses, while high AIP makes every planet a literal beehive you really can't touch without consequences. 3.0 was slow and easy at the start, tough at the end. 4.0 has been mostly hard at the start, and mostly easier in end-game. That's my experience anyhow.
However, once you start sending attacking units into their base, suddenly they change their stance on things. What does it matter that it's only MK1 units?
The Mk1 units are unable to cause damage against the defenses the AI has. The AI could just sit still and the Mk1 ships would probably blow up anyways. They should have enough ability to gauge the strength of the opposition, just like humans can. They're AI's. Calculating strengths, numbers and odds is what they should be good at. You don't hunt rats with cruise missiles.
The AI are methodical, they don't take chances, they do not have pride or hubris like humans do. They realize you have become a threat, and send what they have on that planet to crush you.
Yup, and once I've fled through a wormhole, I'm no threat anymore. Defensive ships should return to guarding the AI's vital structures, and patrols should look for the escapees, if they have any reason to. Why follow and abandon guarding duties with full force for something that wasn't even able to cause anything.
BTW, nothing I say here is meant to be offensive. It's not like I hate AI War 4.0 or anything. Just sharing opinions and experiences.