So I made several tests now since the AI components are working better and I think according to my need but also for most cases of users, the AI behavior needs some strong tweaks. The first one is to offer the possibility to have a builder separated to the collector in order to extend the possibilities of gameplay without crippling the actions of the AI. I can do this now but for the AI I use the spawn components to be sure that the AI will not be stucked. The second one is to help to define build orders like in all RTS. You idea to define a behavior which calls the requirements depending of needs is good but I think that it is completely ruined by the fact that : - you don't have a tech tree function for a faction to define requirements to build one or another building; - the AI just try to put all buildings without taking into account that she wastes all resources in this. For this, I have used the border component for each building to define which building will be built after another one with a special timer but this is not comfortable also. It works but this is not the best way to do that. In an other hand, the border component is very interesting to design some AI behaviors to place buildings. It is a good tool. I would take this as a sub designer for AI behaviors to put turrets around resources or mines for example to protect a special area. I think that this could be extended to be more usefull. One simple way to do this I think : Use the NPC building component and in the list of buildings add a timer for each building (with a random factor or not) in order to define exactly the order of production for the AI. You can use a list of a list in order to define several build orders picked randomly for each game. The main fact is that for example in this case below I have destroyed her factory and the AI doesn't rebuild it. She spams generator which generates a resource not used and she's completely without any defense except with the airfighters (cannon fodder)... I really would like that the AI rises the factory as fast as possible. Linked to this and discussed before, could you add a tree for buildings dependancy to have several tiers with ou without upgrades of buildings? Maybe you can add a tech level variable and a list of requirements for each building component? Continuing for AI topic : The AI definitely needs several attack groups. I would split the NPC army component or create a list of attack groups. I saw that she attacks when the common group is filled and strike the HQ, ignoring the players units. This is not really fun to counter or play with. Balance between fun to play and challenge to survive I have also seen that the local AI of each unit prefer to select its own target over the player choice if something seems to be more relevant and if something is attacking the AI. It is fine for the AI side, but this behavior is not acceptable when you are the player since your units don't react to your orders. Bad experience for a RTS player in all cases. The player's order should not be modified during an active phase - but we can have automated behaviors in a passive stance. I have noted that the option to select several units by a dragged rectangle doesn't work if we cover a part of a building. This is annoying. I have also seen that sometime the double click only select few units of the same type on the screen and some other are not selected. These two points need to be investigating since this reduces the control of player on his army and this is very difficult to do fast actions during a fight. I have also a request concerning the AI goto point and maybe this can be applied to the player also : could you are a small area around the goto point where the AI can select a destination in order to avoid the flower of units which look at the same point? Some RTS use with to avoid this effect or create a grid to park the new units. The bad thing now is that the AI produce units and if they are several units they are blocked on the entrance of the factory. Sometimes stucked completely. An other way to avoid this, used in most RTS, is to define a rally point for the AI only where she locates her army before a strike to avoid this effect. This could be usefull. EDIT : One additionnal question: if the AI doesn't have a LoS on the target, the AI unit will move to a location with a valide LoS or will she stay passive at its location?