[NOTE: PROGRESS ON THIS MOD HAS STOPPED. COMPLETED FILES AVAILABLE IN DOWNLOADS PAGE. THANK YOU!] A mod for the Axis and Allies RTS adding a new campaign and new maps, new units, and two new factions; the Strategically Integrated Coalition of Nations (SICON for short) and the Arachnid Empire. After SICON victory on the "bugs"' home planet of Klendathua, and the supposed destruction of the Arachnid queen in space, the great bug was thought to be over. The Earth could now attend to matters of peace. This all changed when the bugs; who had secretly infiltrated some of the highest levels of earth's nations, launched a suprise attack. It is up to you as a SICON general to stop the arachnid's offensive, and save humanity from annihilation. ( Heavily based on the TV show ROUGHNECKS: Starship Troopers Chronicles )
Right now the AI is refusing to make some of the tech buildings, but the Corps HQ and two of the division HQs can be seen here.
So far only the Konev, Nimitz, Yamamato, and campaign SAIs seem to even want to construct division HQs. Lots of AI trouble.
all three of those generals are of the "Infantry/Planes" type. this means that in order to deploy aircraft ASAP they will build all of the tech buildings earlier than most generals. to solve this problem you could try making every general SAI use the "Infantry/Planes" AI for the early game ego template. the other alternative would be to make adjustments to all of the original SAI templates- -which is a lot more complicated and I wouldn't recommend it.
What is odd is that they still won't deploy the "motor pool" building, which has crucial upgrades.
try adjusting the SAI templates. change the "max_goals_per_think" in the "[Recruiting]" category. this will enable the AI to recruit more regiments and buildings at any given moment. that might solve the problem. if they can only recruit 3 things per thinking session, that would limit the AI's ability to recruit all the necessary tech buildings. you can assign higher priority to tech buildings by adjusting the numbers. I don't remember exactly how it works-- but it is possible to get the AI to recruit tech buildings earlier in the game.
Fixed it; turns out I hadn't given any of the trucks the neccesary properties (engineer_brigade, and etc) for the AI to use them.