Alright, I've come around to agreeing that Handicaps are the easiest way to arrange the AI's production, so let's give this a shot.
Someone come up with ballpark estimates of what the bonus for Genius and Godlike AI's should have at T1, T50, T100 and T200 and we'll work out a decent formula to get there, then we'll see if we can throw it in a mod.
Currently we've got this for Genius:
<Stats>
<EffectType>ProductionPoints</EffectType>
<Scope>Global</Scope>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Stats>
i.e. a permanent 25% boost, compounded by a -25% manufacturing cost multiplier.
And this for Godlike:
<Stats>
<EffectType>ProductionPoints</EffectType>
<Scope>Global</Scope>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>3.0</Value>
</Stats>
So a 300% boost, compounded by a -50% manufacturing cost (i.e. they can produce 8x as much as a human) from the start, all the way through the game.
We'd have to find some way for the AI to itteratively adapt its multiplier each turn. It would basically be something like
<Stats>
<EffectType>ProductionPoints</EffectType>
<Scope>Global</Scope>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.01</Value>
</Stats>
added on each turn.
I don't really know how we make it adapt that yet, but it could be tied to techs - we could make an AI version of the tech tree, where each tech increased its manufacturing multiplier or added a flat rate.
Anyone got any ideas for a more elegant solution?