- Smarter defensive moves. The base AI isn't good at claiming territory and taking advantage of the lay of the land. Instead it 'brute forces' its defences by building power lines on all tiles from where its power plants can be hit. While claiming territory turned out to be difficult to code in a generic sense, it's trivial when you know what the game grid looks like. The AI behaviour hasn't changed much, but since it blocks off territory now, it looks a lot smarter :).
- Switching between different AI modes. The AI starts off in kamikaze mode (the AI offensive/defensive scale ranges from there all the way up to turtle), but after a first rush at the player's base, it wizens up and defends if the player becomes too threatening. This creates a nice balance between an aggressive start, really pushing the player in the defensive, and a more balanced mid game, making sure the player can't get to the AI's power plants too easily.
- Extra aggression when the player does things that 'annoy' the AI. When annoyance conditions are met, usually by placing weapons or destroying certain buildings, the AI switches (back) to a much more aggressive stance. This makes the mission a little easier to finish, but it's a very logical thing for the AI to do story wise and it makes the mission feel a little more interesting.