The way to do this would be with a folder for each faction, in this folder you'd have the blueprints and a regular fucking Config file, this config would contain stuff like initial stance and modifiers for other factions, as well as default for unlisted factions. You could be able to set its AI to other, and on varying degrees, settings.
As i said the blueprints will be stored along with the config in that factions folder, in the config you'll be able to decide its fleet:
blueprint: [input the blueprints file name here]
Spawnrate: 0 > [The higher the number the lower the relative chance to spawn, -1 to disable]
type: [Is it a cargo ship? is it an escort? Is it a hunter? Ship behavior]
Value: How important the ship is, would make other less valuable ships protect it, -1 to set it to the block cost? (Loot could be based on this)
Firepower: how much DPS the AI thinks it will have, -1 for actual value
bravery: If the enemy has enough DPS (And maybe some other values perhaps) to surpass its own DPS* its own bravery they will retreat/take a more defensive course of actions (Default would be more than 1 at least)
support: If 2 ships with 2 "support" and the same DPS attacked another ship they'd think that they have twice their combined DPS, so they can take on an enemy up to fourtimes their own strength
and so on, however something like this would be cool; Wolf packs, deciding how some preset groups would look like
ship_array: {ship1, ship2, 5 ship3.....} what ships wolf pack is made of
target: ex; Shop/station/players practically where and to where they'll travel. the trade guild ships that refill shops would be set to "shop"
valuemod: to simulate a convoy tendansy, to act as if they got more/better cargo
Stance: How they'll react to enemies
Backup: list
backupdelay: delaying the backup, boss battles?
formation
yeah i gotta go now but i think you can fill in these yourself right?