I found that AI Nod and Mutant will usually have only two harvesters, and will not replenish them if only harvesters are lost. Their harvesters will only be replenished along with refineries, so their economy could be easily cut down by eliminating all harvesters but leaving all refineries intact.
It seems that this problem is caused with the lack of definition of UnitsToBuild and UnitLimits for harv.nod and harv.mut in mods/sp/rules/ai.yaml, for it seems to be the UnitLimits for the remaining three factions' harvesters that allows the AI to replenish their lost harvesters.
I found that AI Nod and Mutant will usually have only two harvesters, and will not replenish them if only harvesters are lost. Their harvesters will only be replenished along with refineries, so their economy could be easily cut down by eliminating all harvesters but leaving all refineries intact.
It seems that this problem is caused with the lack of definition of UnitsToBuild and UnitLimits for harv.nod and harv.mut in mods/sp/rules/ai.yaml, for it seems to be the UnitLimits for the remaining three factions' harvesters that allows the AI to replenish their lost harvesters.