Cheers!
It's a tough sort of a question -- the market was extremely different in 2009, for one. So in terms of games that were indie and coming out then, aside from the "indie darlings" of the time, AI War actually was at the top of the class. In terms of some of the darlings of the time, I think that AI War may ultimately have made more in the long run (hard to say, I don't know their current numbers). AI War has grossed somewhere in the $1.5 million range, which has been enough to fund a lot of things for us, but it's the sort of thing that is way lower numbers than even a huge commercial "flop" like Alpha Centauri.
If I had to point to specific things that hold it back, I'd say:
1. The game isn't pretty. With sexy visuals, it would pull in more people.
2. The game isn't exciting from the get-go for most people. In other words, like with Dwarf Fortress or a number of other niche games, you have to put in the effort FIRST and then you find out you really like it. Being able to ease people into that with a "hey, I really like this and feel like I know what I'm doing!" from the start, and then transitioning into "oh man I LOVE this, and I had no idea what I was doing before" would be a much better arc in terms of new player experience.
3. Marketing-wise I had no money and it was just really a different time period. If I had a time machine, I'd change a number of things with some of our other products, but AI War isn't really one of them.
4. I suppose the bigger question, in some respects, is: if I were to make an "AI War Reimagined" or "AI War The Sequel"
now, knowing what I do now, what would that be like? Honestly... I ask myself that question periodically. Part of me would love a chance to rebuild AI War from the ground up as a completely new thing. Someday I imagine that I'll do something like that, although I doubt I'll call it AI War because then that would get all sorts of expectations around it.
Ultimately AI War was a game I made for myself at the start, and my dad and uncle and his friend, and we played it for many months before I realized I had something that might be remotely sellable. Remember: way different time period, in terms of PC games and indie games and so on. So I didn't approach things from a standpoint of how new players would experience things coming in. I dumped us right into the midlevel experience instead, because hey that's where we were.