Ok, I will tell you how the AI works, because it's totally a problem most of newcomers find.
The AI, to define which area he should protect, he draws a rectangle from the building at the top, bottom, left and right. It does matter the distance, he consider the area he draw as "my base it's under attack". This is the imagen:
This is your minimap, and the red rectangle it's the area the AI consider it's his base, which cover 80% of your map; so, doesnt' matter where you are, his base is "that big", and for that reason, anything he build he send it to attack, ¡He is not attacking, just defending himself!
If you want to avoid that, theree are two solutions, one it's using different Ais.
1 AI to the base at top, and you can use another for the ref to the right, another to the base to the left (or 1 for the others since they don't produce anything).
Or, as an alternative, you can use "defenses areas".
This is H4v1 map, to the fremen, the defense area makes the units to wander around this area but ignoring where the other buildings are, you can create a defense area at the base at the top while keeping the ones to the bottom and they will group units much better.
These are the values you need to change.
"DefenceAreas" need to change into 1 if you need 1 area of those, 2 if you need a second, Fey sais that with more than 2 game may crash, I cannot confirm but I trust his word.
MinX - MaX - MinY - MaxY are the position, the editor at the bottom tells you X and Y coordinates, so it is easy to know the position (unlike events, here you need to write it manually).
The first unknown it's unknown, we always use 255 because that's how the original games were, feel free to try other values, I never tried anything else.
Strenght controls how many units will wander around that defense area. The strenght it's base on the HP of the unit; On the manual I made a list with values, you can check that; Quad it's 1100, harkonnen tank it's around 2500 or something like that... so based on which units you plan to have wandering pick your value.
For example, 5000 will be filled with 5 quads, the quad number 6 will be used to group for the next attack.
The start delay it's the time the AI wait until the unit starts wander, for example, AI builds a quad, and will wait 40 seconds (in game) before that unit starts moving around that such defense area, if you change that into "1" he won't wait at all.
The last unknown it's just like the first, we have no idea what means so we keep using that value.
Don't forget to turn this value to 0; otherwise, your units will keep thinking that his base it's the big red rectangle I paint early.
Of course, if you make those secondary bases as owner by the Emperor AI (even if later you make them to be Harkonnen) defenses areas are not needed, that's up to you.
That's a good thing. My first campaign, "A new house" just reuses original maps, some from the campaign, some from the skirmish-practice one.
And my second campaign, "The emperor return", if you open the maps most of them are 80% sand with barely details. 1 big rock area around the enemy or player bases and that's it, the remaining it's mostly sand/spice.
Today tools make it so easy that every newcomer that comes to do a mod already surpass my first 3-4 campaigns ever done, and that's a good thing.
I like that design; sometimes I force myself to do weird set ups or not just always the same "rock for the base, a few rifts and that's it", like that, you have the entrance and in the inner section sand and a piece of mountain there, I like that.
Ps: on the second mission there is a wrong tile
under the trike.