Dave Keating, my mentor in the Cybernetics Department would always so that before doing artificial intelligence, we should strive for artificial stupidity. After all, he would argue, we can't agree what intelligence really looks like but we can agree on stupidity!
This is borne out in games because you don't want them to be too intelligent but you want to strike a balance between being capable and fun. I don't think AI is a done deal but even with some simple state model techniques, you can create something that's a lot of fun. I've made a new release with the AI and save functionality in, which lets me concentrate on the next big thing: economy. I've not a got a video yet; have been playing with Davinci Resolve (which will let me do 1920 videos but won't accept FRAPS encoded AVI) and OBS (better than FRAPS but is giving me low frame rate so far).
Economy - Long Term Plan
The aim of the economy is to give the player reasons to explore and provide more complex decisions when building and fighting. I'm splitting economy into two bits: flotsam and people.
Flotsam (core currency) is scrap distributed around the world. You mine it, save it up and spend it on buildings and repairs. People are little characters that live in house buildings and have skills that make other things more effective.
This is scrap that will be lying around in the world to find. It'll use perlin noise maps to generate and will do so in clumps. When near Flotsam, the Cloudship will lower some kind of bucket/claw/thing and collect the Flotsam until the deposit has gone.
Collecting Flotsam will require the player to keep the Cloudship in place. The Cloudship will need to have a store to collect Flotsam. If the store is destroyed (it's just a building), then the Flotsam will be lost. The base of the Cloudship will store a little Flotsam.
Flotsam will be spent on repair and buildings. As Flotsam needs to be put in a store building, stockpiling is avoided because of the need to balance space and weight on the Cloudship base.
I'll need a Flotsam gauge on the barrel, it will need to be visible for both driving and building modes, which isn't a problem. I want to make a gauge that swivels out when you're over Flotsam but that's later. I'm going to try and avoid updating the barrel until I have more buildings types.
Once I have economy in place, you'll also be able to upgrade your Cloudship base too. It's not really needed to prove the usefulness of Flotsam. Enemy Cloudships will also be a source of Flotsam, but not at first.