The crimson fields AI, like most AI's, has it's weaknesses, and these can be used against it during the battle.

This page documents the current known AI weaknesses, as judged by CrimsonFields human players, these can be used either by novice players, or by developers who work on improving the AI engine.

The AI does not use Factories correctly

Factories are a good thing to owe during the battle, especially if they also produce crystals - they enable reinforcing the front line, and serve perfectly as your last stand in case of defeat.

Since different units has different costs, it often makes sense to wait until your factory has enough crystals to produce the units you need

However, the AI chooses to produce as soon as there are enough crystals for any kind of unit. since infantry in often the cheapest one, the AI just builds a large repository of infantry units, when it actually needs tanks or artillery units.

The AI is non-aggressive when no forces are on the field

When facing an AI enemy with superior number of forces, one can easily "cheat" by just moving his forces back to the base. when there are no longer forces in the field, the AI will often just fallback it's entire task force back to it's own bases.

The only units which keep advancing are infantry, and once the rest of the armada is several turns away, they are not a real threat if one acts on time. that's pretty useful trick for holding the 1000 crystal base for long periods at LostFactories

The AI easily diverts forces from the front line

One way to break through the AI lines often simply requires dropping a small number of fast ground units behind the lines(Delivered by an air/sea carrier or hovercraft).

Even if no infantry units on the task force(which could take over bases), the AI will devote a large portion of it's main task force to chase 2-3 units, creating a weakness in the front line.