I know I haven't published many updates lately (due to reasons given above plus World Cup now as well)
. However, I have been making some progress with the AI.
NPRs assess all their systems every construction phase (Capital, Core, Primary, Secondary, Claimed, Neutral, No Value) using an 'Empire AI'. This takes into account existing populations and mining sites (with greater size being higher value), logistics installations (more = high value), potential mining sites, potential colony sites (with greater potential = higher value for mining/colony sites) and proximity to high value systems (so an NPR will judge a system to have value because it provides a defensive buffer to another system). The value of mining sites is also affected by whatever minerals are in short supply within the empire.
Those 'system values' will used for a wide variety of decision-making. For example, every construction phase (or more often during war) the NPR will review the strategic deployment of its major fleet units and patrol squadrons, based on the value of the systems that need protection. Construction ships and terraformers will take account of those values (and any recent combat) when determining the route to their destination or where to conduct tasks (no more construction ships committing suicide I hope). This will also restrict those NPRs who stabilise jump points to within their own territory (or close to it - depending on the NPR). All the above is already coded. Once I get around to diplomacy, the NPR will make decisions in terms of player interaction that take into account the systems involved (more likely to fight if system is higher level - may negotiate over lower level systems).
I plan to have most strategic movement handled at the Empire AI level and fleet AIs will generally not move out of their assigned systems without permission from the higher level AI. Fleet AIs calculate their own combat status (taking into account damage and magazine loadouts, etc.) and inform the Empire AI so it can take account of that when making deployment decisions. For example, if a fleet runs low on ammo in a key system, the Empire AI will dispatch another fleet if one is available (or divert one from a lower priority system). There will also be system-level AIs that will coordinate fleet movements when required, such as conflict in the system.
The population AIs are also well-underway and can make decisions on what to build in factories or shipyards. Ordnance for example is constructed based on whatever is needed by existing fleets, taking into account current magazine loads and Empire-wide stockpiles. NPRs have to tool shipyards in C# Aurora, so the Population AI makes that decision, taking into account what is required. The Pop AI also makes decisions on shipyard upgrades or adding slipways. It will also convert conventional factories.
As you imagine, this is a lot of work, not to mention trying to hold the overall picture in my head while coding (I never bother with design documentation beyond a few high-level to-do lists, although I comment code a LOT), so don't view the lack of updates as lack of progress. In fact, my first 'test game' may well be NPR-only as I see how they handle the new way of doing things.
I'll give more updates as I make more progress.