Changelog V1.1:I'd like to start off by giving credit where it is due and say that certain changes were inspired by SNAC mod (It self a multiplayer oriented mod, I reccomend trying it out). Mainly the forest, borehole, Peacekeeper archivist bonus, Believer tech steal, Morgan's Energy Base, colony pod cost and poly encryption changes.
Faction Changes:The key here was achieving synergy, supporting the AI's hybrid playstyle, while even making the factions more interesting to human players.
I'll begin by stating that all penalties have been removed and all AIs are aggressive now. HURRY cost has been increased by 200% for all factions.
Believers:Removed Research penalty and Probe bonus.
Gave new +2 Morale bonus instead.
Reduced Support bonus to +1.
Added, Sociological expertise: Free Recreation Commons at every base.
Added, Agreeable interrogators: Can steal tech when conquering base. (Interesting for human players too)
Changed Tech focus from Military to Tech.
Changed AI focus from Probe to Growth.
Gaians:Removed Morale and Police penalty.
Increased Planet bonus to +2. (Partially offsets morale increase for all factions at start, prevents AI Deidre from running into too much eco damage from her rampant terraforming)
Reduced Efficiency bonus to +1.
Added, Ecological Affinity: +1 Minerals from fungus squares. (Makes for a more unique experience and allows AI Deidre to sprawl more effectively, replaces Nutrient bonus)
Changed AI focus from Growth to Military and Tech.
Changed AI focus from Planet to Industry. (:xD)
Hive:Removed Economy penalty.
Removed starting perimeter defenses.
Added, Self-Sufficient Bases: Free Recyling Tanks at every base. (Might appear overpowered, but this allows the other AIs to overcome the Hive more easily early game)
Changed tech focus from Military and Wealth to Tech and Growth.
Changes AI focus from Police to Economy.
Morgan:Removed Support penalty.
Increase Economy bonus to +3.
Removed crippling Pop restriction penalty.
Removed energy bonus.
Added, Economic Development: Free Energy Bank at every base.
Changed Tech focus from wealth to Tech and Growth.
Changed AI priority from Economy to Efficiency.
Peacekeepers:Removed Efficiency penalty.
Gave new +1 Efficiency bonus.
Starting tech changed to Information Networks.
Added, Planetary Archivists: Gains any technology known by 3 other factions
Changed Tech focus from Tech and Growth to Military.
Spartans:Removed Industry penalty.
Increased Police bonus to +2.
Added, Organised Militias: Free Perimeter Defense at every base.
Added, Well-Prepared: Free former at start.
Changed Tech focus from Military to Wealth (Together with Tech).
Changed AI focus from Morale to Growth.
University:Removed Probe penalty.
Increased Research bonus to +3.
Removed crippling (for AI) drone penalty.
Starting tech changed to Biogenetics.
Changed Tech focus from Tech to Wealth and Growth.
Changed AI focus from Research to Industry.
Social Engineering Changes:All penalties removed.
Frontier gives +1 efficiency.
Simple gives +1 Economy.
Survival gives +1 Morale. Mostly useful to the AI early game as it makes poor efforts to avoid or first strike mindworms and fungal blooms.
Police State changes to 2 Police, 1 Support, 1 Growth.
Fundamentalism has an additional 1 Growth.
Free Market gives +1 efficiency.
Unit changes:Colony pods cost reduced by 50%.
Crawlers cost reduced by 1/6th.
Transport cost increased by 100%.
Crawler cost increased by 60%.
Supply Crawlers moved to Industrial Nanorobotics. No more early game crawlers. (Where they were most effective)
Colony pods, formers, crawlers and transports now use PSI by default. Makes them survive a bit better early game (in combination with the SE changes, as the AI is bad at avoiding native life) and prevents some cheesy late game tactics like walls of armoured foils or crawlers from being effective.
Unconventional warhead (Inc. Planet Busters) base cost reduced to 18. AI will gladly spam planet busters now on higher difficulties.
Conventional warhead cost reduced to 12. Missiles are most effective against the highly elite units mostly favoured by human players, while they are largely ineffective against the AI's spam tactics.
Ability changes:Polymorphic encryption, super former and fungicide tanks are free now for all units.
Gas pods cannot be fit on choppers now.
Tech changes:DocLoy is a now a "starting" tech (no prerequisites)
All starting techs are prioritized for all AI types. (Meaning the AI has a better chance of getting vital technologies such as ecology early)
Buildings changes:Creche, Network Node, Recreation commons and Energy Bank now have no maintenance.
Creche and recycling tanks are cheaper.
Merchant Exchange available for everyone from start.
Virtual World, Ascetic Virtues, Planetary Datalinks and Planetary transit changed to "early" projects.
Virtual World now enabled with Psych.
Planetary Datalinks enabled with InfNet.
Planetary Transit enabled with Mobile. (Doctrine: Mobility)
Ascetic Virtues enabled with DocLoy.
Planetary Energy Grid enabled with Indust.
Command Nexus enabled with Physic.
Voice of Planet base cost reduced to 10. Giving players much less time to prepare for the ascend if they are caught off guard.
Terraform changes:Boreholes only give 4 minerals and energy. Cost reduced by 4 to compensate slightly.
Forests only give +1 food and +1 mineral initially. Tree and Hybrid farms are now specifically required to run a forest economy.
Text changes:Dialogue options and content made a bit darker for certain factions to reflect the extremely aggressive AI.
Help entries edited to reflect changes.
Difficulty level names changed to (From Easiest to most Difficult): Drone, Engineer, Thinker, Transcend, Planet, Diety
Other changes:Retooling is now free for the first 30 minerals.
Known problems:Deidre refuses to switch to Green. (

)
Future:I'm not sure about morgan's +3 eco boost as the AI rarely (efficiently) uses hurry. I might change it to +1 IND & +1 ECO instead as minerals are generally more important to the AI. Also with such aggressive AI commerce is a lot less useful.
Change Yang's starting tech. Even with nerfed Police State he still feels a bit overpowered, especially now when he starts off with recyling tanks. I might just switch them around with the Spartan's.
Move more techs around to making it harder for human players to beeline for certain powerful techs.
Early artillery enabled with Physic. I holding back on this for now because early artillery access can lead to artillery sprawl, which negatively affects the AIs offensive capabilities.
Reduce cost of later game wonders and move them earlier into the tech tree, assuring the AI gets an easy chance at those as well. Especially the Universal Translator.