I can't really help you with the coding (well, I could, but I'm on a mac and unable to start the game (I really don't have the skills required), so it would'nt be fun), but here are some guidances: -It's not a bad thing to give the AI a specific to-do list early on(such as : until 2 minutes, food, until 4 minutes, food and wood, and do this and that). The human players usually do just that, and it might make it easier to code the AI. -If the AI is to build towers (and walls if there are in-game), it should know where to properly place them. For walls, it's really a matter of determining what is important and what to protect and build a nice circle around it, but towers are a more strategic matter. It should not clutter more than 2 towers in one area (2 towers are more efficient than one at keeping at bay attacks, but 3 usually is overkill). It should spread the towers so that they share less than 25% of firing range, but there is no hole in "tower coverage" (otherwise it's just too easy for the player to go through). Ultimately, it should try to learn where enemy attacks are coming from and build one or two more towers there. That's not that hard to do, I think, and it's a pretty great AI response. Some graphics to illustrate the towers issue: Bad positioning ( red is the "tower coverage", stars are towers, blue is the sea, sand is ground ) Better positioning. -Giving the ai some "soft-coded" behaviours depending on the map is pretty useful too, along with giving the AI rush/boom/turtling strategies. Some other topics that you might consider adding: -Clever AI, if a lot of space is available, could build houses scarcely. It makes it harder to destroy them all and crash the AI population cap. Or it could build small clutters of 3/4 houses. -Military buildings should be built in priority closer to the enemy position. Economic buildings should be built farther to protect them. -On the same topic, the AI could build "outlooks", that is a single tower far toward the enemy to know about attacks earlier. -For AI attacks, the shortest path is rarely the best. It is much better to alternate between "straight line" attacks and attacks from the side or even the rear if possible. -AI soldiers could be divided into categories. A "guard" section with some solid defensive units, a "raid" section that harasses the enemy (though they must have some clever attack strategies to work), etc. -Micromanagement of units during attack can be the difference between success and failure, I dunno if it already does that but it could be a good improvement far harder AIs. -Again on the "AI response to the player": if the AI attacks, and it sees the player has built numerous towers and walls, it should try to find another attack path, and if there is none, it should note that for further attacks siege engines are required. That's all I can think of right now.