==Note: this post may need its own thread==
I suppose I can say the one thing I would like to see changed, somehow, is for games to not take bloody forever. Three to six hours would be ideal. And I realized that epicly long games is one of the things AI War is known for, but I don't think it's really needed to make AI War AI War. Should they be possible? Sure, there are all kinds of playstyles and some of them favor longer games. But it's not about the time component, but the nature of progression, the ability to make further gains.
One of the things the game doesn't do well is forcing an end-game. You can grind to a long, drawn out stalemate easily where it's virtually impossible for the player to progress, but the AI doesn't do anything to actually crush the player. That is, the difficulty doesn't continue to ramp up when a stalemate occurs (as the player is no longer causing AIP increases, so they languish at defending against a statically sized wave after wave of attacks that cannot breach their defenses).
I don't know what can be done about it.
If we look at the Steam Achievements, we can set a baseline for "how many people have played for more than ten minutes" with the #1 most achieved achievement:
1. Rainy Day Savings: 50,000 Energy
Given that the game is currently "do you have energy? good, you get this achievement" as the 50k value used to be a lot and now it's half what you get for building a single reactor. Anyway, 28.2% of the people who own the game have this one. Generally the most common achievement gives you an idea of how many people are actually playing as it tends to be one you get on accident (makes me want to put in a "you ran the game" achievement to a game, just to see the numbers).
But let's look at the "win/loss" numbers.
"1. First Loss" 12.4%
Half! Half of the people who have played at all have ever lost a game!
"1. First Victory" 3.6%
And only 1 in 8 players has ever won a game.
Even if we add these together, that still leaves 3/8ths of the people who've played the game having not played it long enough to reach a conclusion. Instead they abandon the game and start a new one (or never come back). And that drawn out stalemate is likely the problem. No one is going to let the AI whittle away at their defenses just to have the game tell them that they've lost: they already know it. So they quit and maybe try again.
A lot of board games don't have this problem, where the end-state occurs right at the moment that its becoming apparent who's winning. Race for the Galaxy does it perfectly, managing to thread the needle between "arg, one turn!" and a runaway winner. That is, if there had been one more turn, only one person would have been playing: the guy everyone already recognizes as the winner, but if there'd been one fewer turns, it could be a tossup between Player A and Player B depending on what they did that last turn vs. what they would have done on a one-more.
Other RTS games usually have a tipping point as well, where one player achieves that upper hand that leads to an ever-widening gap in power, leading to a quick loss. The middle game there isn't a stalemate where neither player can progress, but rather a series of probing strikes, looking for a weakness to exploit, that when found tips the scales suddenly and decisively.
AI War though, I tend to find that if the AI throws a giant wave of ships at me, I can fend it off. But it leaves my own armada weak and unable to push back and in the time it takes me to rebuild, the AI has rebuilt too and we clash head on and neither of us accomplish anything. Some players here have found ways around this (cough, nukes, cough) but I tend to be AIP-averse and don't resort to warheads as my policy is "a nuke now means two nukes later" as the AIP rises.