Sounds like a fairly passive AI. Are there plans on having different 'personalities'? Age of Empires had several AI personalities that would range from extremely passive to extremely aggressive, it made for more interesting single-player and even multi-player campaigns.
Please understand this is a lot of work and not even close to done.
There are three major elements to the AI.
The first is the task tree that lets the AI do everything possible in the game. This is simply stuff like "I want a laser lynx, but first I need X tech and a vehicle factory, but before that I need Y tech and a convec" etc. This is about 90% complete. I need to add solar sats, consumer factories, EMP missiles, and some useless stuff like light towers. Then a lot of time will be spent fixing all the little issues that crop up during the execution of these tasks.
The second is the goal system, which processes the priorities for the task tree. "This is the most important thing to take care of right now, I should make a laser lynx to solve that problem...[enter task tree]". These goals are sorted by the 0.0 to 1.0 importance value, which is combined with a weight passed at startup. The goals include all sorts of things, but there are a few critical ones that are typically high in the priority list (ExpandCommon/Rare, MaintainPop, MaintainArmy). I still need to add a useless goal set for scouts, evac transports, and dozers, and then tweak the importance formulas.
Finally, the combat system is independently ran. This system assesses enemy state and creates zones that act as a combat plan. These are sorted based on importance, and groups are populated in this sorted order. Any zone groups that don't have units assigned are put into a list for Base Management to grab and process in MaintainArmy. While the core infrastructure is there, it has not been revised since the first draft,
at all. I'd say it's probably 20% complete, if that. Still need to stop ESGs from shooting buildings, Scorpions from not firing, and generally fix all sorts of poor decisions it is currently making.
This is a pretty good summary of how the AI works and where I'm at with it. The key thing to point out here is how I'm working on it. Notice I start at the bottom (task tree) and work up to self-actualization (Destroy thy enemies).
So what does this have to do with your question?
Well, the goal system weights mentioned above affect goal priorities. For example, you can increase the MaintainArmy weight and decrease other weights to increase the focus on building troops. Or you could decrease ExpandCommon/Rare if the AI shouldn't build more bases/mines/smelters. You can also decrease MaintainPop and let the people be miserable to death, or decrease MaintainFood to allow them to starve. Combat goals will also have a similar thing, but it is barely on the radar at the moment. At some point there will be preset weights to choose from so that mission developers don't need to fiddle with the weights themselves, BUT the AI is not ready for that. EVERYTHING else must be complete first. Making presets now would be a waste of time since they will most certainly break as the core is developed further.
Customization is the very, very last thing to do. With all systems complete, it's all about doing things like disabling morale structures and useless units, setting weights, and some optional features (I want to add a base preplanner).
tl;dr, I haven't gotten to it yet.