Even transcend feels like settler difficulty on other civ games, what happened to the seemingly impossible to beat deity mode?
Sure I could make it harder by not building crawlers, not using adv. terraformng... but those things are part of what make smacs special, so I would prefer to have to use them and use them efficient in order to win.
~~> some ideas how to improve the not so well performing AI. I would be interested in the doability of those changes and some hints on how it could be possible, I assume it would all need exe modding

or are there any scripts that can be added to scenarios? Ideas how to achieve something similar, but easier to acomplish are also welcome

a) more Terraforming
give free (independent? trance? ) Terraformers every x turns for #bases/y..
~~> e.g. every 10 turns a terraformer appears in every 2nd AI Base
independent:: otherwise other units could be lost due to lack of minerals (e.g. from the 1 million transport vessels floating on the ocean)
trance:: they don't get eaten by worms the next turn (though maybe Deidre lovers are not too fond of this)
b) simulate advanced terraforming
since the AI refuses to build good improvements, just make what they use good for them
when "condition Nut1" is met -> all farms worked by that AI faction generate +1 nutrients (~~> simulates some Condensers build)
when "condition Nut2" is met -> all farms worked by that AI faction generate +2 nutrients (~~> simulates Condensers everywhere)
when "condition Nut3" is met -> all farms worked by that AI faction generate +3/+4 (?) nutrients (~~> simulates Condensers and SE everywhere)
when "condition Bore1" is met -> all Mines worked by that AI faction generate +1 Energy (~~> simulates some restricted Boreholes)
when "condition Bore2" is met -> all Mines worked by that AI faction generate +2 Energy (~~> simulates more restricted Boreholes)
when "condition Bore3" is met -> all Mines worked by that AI faction generate +1 Mins & +3 Energy (~~> simulates some Boreholes)
when "condition Bore4" is met -> all Mines worked by that AI faction generate +2 Mins & +6 Energy (~~> simulates full on Boreholes)
the values are just a wild guess, for now I just want to know if any of this is doable I would then experiment to see what works
the conditions could be linked to specific techs or to tech. levels (e.g. first E3 / D3 / B3 / C3 tech. researched unlocks Nut1) or just M.Y.
c) decrease tech costs for AI over time ~> starting techs cost the same (as the AI is doing fine in the beginning), but tech. costs should increase by (far) less for each discovered tech.
d) free facilities at every base when discovering certain Techs (AI only of course)
d) decrease the cost of best/best units for the AI (but then they will probably just build more of them and let them go pop on each other)
e) limit max # of transport foils