2) this is an early A.I. most of it will be changing over and over again as the game gets closer to completion
That is exactly why we socumenting & performing brain surgery on it now makes the most sense. Later when the AI is more advanced it will be more difficult to judge the impact of changes when someone wants to perform cybernetic brain surgery for some modding reason.
With that said, I'm already trying 
* Drengin are on the same team & monitorable. Starspread is at 2 with abundant stars/planets & common habitable. AI's are me (yor team1), drengin (team1), & every other ai with no teams set.
* turn 7: Up until now, Drengin were at roughly the same 68-69 military power, but they jumped to 72 without builfing any new ships, presumably the change was due to completed research(?), or anomaly(?). It made me decide to start this log of notable events
* Drenga shipyard is building a constructor with 9 turns left
* Turn8, -my- military just climbed from 69 to 70 & I certainly didn't finish anything but a manufacturing yor
* Turn 13, Drengin are at 78, I'm 77 after finishing another manufacturing yor. it warms my heart that industry seems to influence military strength to some small degree(?)
* Turn 16, Drengin finished their cunstructor & started a colony ship. Constructor is docked at Drengia shipyard still. I've researched collective manufacturing & have 2 turns left on orbital mfg
* Turn 17, constructor takes off
* turn 22. Drengin constructor built starbase between kona (class5 & settled oriting drengia star) and gabrielsII (class 12 unsettled). I'm a couple turns into skilled starship construction.
* Turn 25. My colony ship completed & is taking .5 mil yor to a class 16 Fenris1
* Construction on my first colony probe (1 life support & one engine on a small hull) begins. ETA is 11 turns vrs the colony ship's 19
*Drengin have 6 turns left on their colony ship being built
* Turm 26, class 13 siblia4 reaches 8.1 mil
* Turn 32, drengin colony ship launches with 2.5mil colonists.
* oops, Siblia IV reaches 11.3 mil yor & I remember to stop construction to start building manufacturing
* Begin research on xeno commerce with the ultimate goal of opening tourism income & more
* Turn 35, drengin colony ship settled on class 10 yomo as opposed to the class 12Gabriels II in range of that earlier starbase near kona
* Colony probe leaves -towards- Class 16 FenrisIII & will be in range once colony ship settles Fenrus I to open range gap
* Turn 39, Fenris I is settled w/ 99% manufacturing & those .5 mil yor assembling more
* Colony probe redirected towards fenris III
* TUrn 41, Research on Supportive population begins. Drengin will finish another colony ship in 2 turns.
** I find that yor really need the morale boost because their plane pop cap is player controlled rather than the generally lower self regulating one.
* Turn 44, colony probe fires .5mil yor towards Class 11 fenrisII
* Turn 48, Yor settled Class 12 gabriels II in range of that starbase
* Turn 50, starting on universal translator just in case.
* Turn 53 Colony Probe sends .5 mil yor towards class 8 zaveran I sharing an orbit with a class 6 zaveran II
* Turm 54, star xeno entertainment towards tourism income unlock
* Siblia IV finished building.. Reset sliders & start stimulus there
* Turn 57 Drengin settled class 8 gabriels IV & are building a constructor
* Class 16 Fenris III is settled, 100% manufacturing slider I assembly begins
* Class 8 Gabriels 4 got settled by drengin since last checkin on them
* Turn 60, a lost constructor heading towards the edge of my range (for it) puts weapons as next research target for next three turns rather than 9 turn tourism.
* Turn 61, colony poble hurls .5mil yor towards class 6 zaveran II
* Turn 62... an ai apparently chose an error I made & turn 62 never comes. I didn't document everything I changed initially in the AI, but it was a lot & I'm not sure which caused the hang or if it was due to beta or user error.
A somewhat less experimental change is implemented consisting of an added <BuildShip>
<ShipClass>Colony</ShipClass>
<Weight>6</Weight>
</BuildShip>
Turnlifetime changed from 20 to 100
& <TechAge>AgeOfWar</TechAge> added to ExpansionStrat
* turn 0: Dock my colony ship with iconia
* set slider to 51 research 50 manufacturing, rush buy manufacturing yor & start assembly while exploring & researching a bit
* start research on collective manufacturing while survey ship & scout explore stars
* start a colony ship
* Turn 3 Ships find a class 10 hyperarithmeticII, but it extends towards the corner
* manufacturing collective research completes
* Turn 7start xenocommerce path with sliders at 50/50 manufacturing/research on iconia
* stop assembly & start building up iconia
* ship .5mil of iconia's 13.5 mil pop towards class 12 darabi I
* Turn8. Survey ship uncovers class 20 Dablogg III beside a class 12 dablogg II
* Reroute colony ship to dablog II because of better PQ & more distant range
* Turn 11, settle dablogg II
* Set 99% manufacturing & begin assembly
* Turn 16, begin supportive population
* Turn 26. Algieba system has a class 16 planet with +25 % manufacturing(yay!)/food(pfft!!!), A CLASS 18 +25% Growth/Planetary defense, & class8 with +50% tourism/+25% goods & services.
* .5mil yor sent in newly completed colony ship towards the class 16
* Turn 30, begin xeno entertainment research
* Tutn 33, Iridium say hello with a dozen turns
* Turn 38. Finish universal translator, reset iconia sliders to 50/50 from 100/0 research/industry
* Trade the iconians 99 credits & open borders for a constructor, how useful!
* Trade the drengen 146 credits & xeno commerce for militarization ^ orbital manufacturing (yay!)
* Turn 43, Dablogg III reaches 10.1 yor, stop assembly & begin constructing things there
* add freighter to iconia starbase queue
* Turn 48 Bridge the gap between me & iridium by converting constructor to starbase once outside iridium influence
* Turn 50, send .5mil yor towards class 18 algieba III
* Turn 52 Trade the drengin supportive population & 186 credits for interstellar travel, weapons/defense systems (they have most of the specializations already)
* Give iridium211 credits for advanced recirculation
* Turn 56, meet the krynn
* Trade them 321 credits, xeno commerce, & open borders for Manufacturing, hyperdrive, & industrial specializations
* also otrbital manufacturing for a scout & 122 credits
* Turn 62, UP meets & terrans picked as chair pfft
* Turn 64, Freighter launches for Iridia after completely derailing me. I Hope to recover.
* complete/unlock xeno tourism, income jumps to +8/turn. Prior to this point, spending money is risky & I'm down to 1095 credits total
* Turn 66, settle algieba III with .5mil yor. max manufacturing slider & start assembly
* Turn 67 algieba at 7.9 mil yor. Cancel assembly & begin construction
* Turn 70, First colony probe is complete, send it to class 11 apocrypha
* Turn 73, Skilled starship construction completes. Start on research specialization.
* Buy a lost cutter from the drengin for 163 credits
* Turn 74, terrans push interstellar patent board & I vote towards its passing
* Turn 77 Begin research on industrial mechanization
* Class 11 apocrypha II settled, set sliders & begin assembly with the .5mil yor there.
* Turn 78 Colony probe sends .5 mil yor towards class 15 Avitus I
* Freighter reaches iridia & trade route established! Relations improve to ambivilent
* Turn 81, Class 15 avitusI settled. Set sliders & begin assembly
* Turn 82. Begin efficient manufacturing research
* Turn 85, Colony probe 3 launches .5mil yor towards Class 14 Chanstallar Dawn II
* Buy lost constructor from the Krynn for 236 credits.
* Turn 86 Terrans almost eject me from the game by pushing environmental protection act, only altarians & iridium vote -or- it. everyone else says no
* Turn 89, sustainable mechanization research begins for -15% maintenace cost
* Turn 91 Send .5mil yor towards Class 13 Dawnn I in colony probe 4
* Trade the Krynn 511 credits for Ion Drive & Defensive fortifications
* Trade Iridium 74 credits for cos sniper M2-1
* Turn 93 Algieba shipyard Launches with Algieba III/IV & Dablogg III sponsoring it, colony probes begin getting cranked out at a rate of one every three turns
Colony probe 5 sends .5mil yor towards class 20 mercedesI
* Trade Krynn 242 credits for KSS cutter M2-2 & Kss Sniper M2-1
* Turn 97 Colony probe 6 launches .5 mil towards class 12 Jason III
* Colony Probe 7 Launches .5 mil towards class 11 Philstonia
* Turn 98 Terrans push tourism board & it passes/// wooooooo!
* Dawnn I is settled by .5mil yor, set sliders & begin assembly
* Income per turn jumps to 30
* Buy Ion Drive from Krynn for 301 credits.
* Turn 99 Colony probe 8 launches towards class 6 Amelia II
* Settle Jason III, set sliders & begin Assembly
* Turn 101, Colony probe 9 Launches towards Class 8 amelia I
* Turn 102 Colonize Mercedes I, sliders & assembly start
* Colonize Amelia II you know what happens....
* Turn103 Algieba III at 9.4 pop
stop assembly & begin buildup
* Apocrypha II at 8.9 pop, stop assembly begin buildup
* Remember class 10 hyperarithmeticII? Guess where colony probe 10 is sending .5mil yor!
* Colony Probe 11 Heads towards Class 9 Ramsius III
*Turn 104. Philstonia II is settled yadayadayada
* 7.3 mil yor on avitus i . Canxel assembly & begin construction
* Income is 100/turn with -no- planets running stimulus Making me wonder if perhaps yor should have a diplomatic subtree somewhere neyond tourism for softening their pointiness 
* My military is stringer than everyone I've met Buy a drengin cutter for 169 credits
* Buy a krynn sniper for 74 credits
*Turn 105 Send Colony Probe 12 towards class 4 CarronDevourer III
* Build colony prob Mk2 with an ion drive & double life support units.
* Turn 106 Settle amelia I.. sliders & assembly, rush buy manufacturing yor there
Yurn 106 never comes... oops!
* Go make tea & do some housework, still on wait completely revert to default ai