Hi Kojak,
I will give you some advices, like I do the RTS-AI, which is nearly finished, in "2662 - The Year of the Conflict".
In my opinion the AI consists of two important parts.
1. Multi-tiered-AI
2. Influence-Map
A Multi-Tiered-AI is similar to the ranking in the army. There are units which can fight, but they are all working by their own (just use Finite-State-Machines like WAIT,ATTACK, MOVE, RETREAT....what ever you want), there are sergeants who control a group and tell the units to attack someone or scout (you need FSMs for the groups ..... and finally their is a commander who tell the sergeants what to do.
An Influece-Map is an extra layer on your terrain. Use an array for example 20x20.
Now, you can get lots of informations:
1. Is the tile unexplored, belongs to the player or AI or is it a conflict area? (This is important for scouting)
2. You can give each tile a weight by simply checking in which tile the entity is and adding f.e. the health points of the units to the tile value. Then you can also calculate the influence to neighboring cells (long distances to units are contribute less to the influence map then short distances to the unit). This gives you the power to get lots of informations like weak spots or best path....and you can make lots of other influence maps, too.
I hope this will help, you.
Bye G.S.