Using genetic algorithms is not at all straightforward for a game like Civ that has many different components of decision-making (diplomacy, spending, unit movement, etc.). I don't think genetic algorithms will be of much use except possibly for certain limited problems (unit movement). More importantly, focusing on the type of algorithm completely misses the point.
Part of the problem is that GAs search in hypothesis space. You perform "crossover" & "mutation" operators on solutions H(1)...H(n), with the hidden assumption that these hypothetical plans have components, which when recombined & altered via mutation, can be composed into higher order plans, and that randomly combining arbitrary components will yield a useable plan. Also, you have then the problem of computing fitness function F(i) for each population member H(i). How do you do that? How do you know that a plan H(i) ("make peace with Alex, war on Monty") is better than plan H(j) ("make peace with Monty, war on Alex")? You have to convert these plans into a scalar quantity F that lets you know which solution is more "fit" and therefore has more representation in the next iteration of the population of solutions H. The problem isn't coding the GA--that's trivial to do in C++ or Lisp. The far harder part is computing fitness, and that in turn will depend on knowledge representation.
If you do enough work in AI, you'll discover that one of the key things is knowledge representation--how to represent AI plans as objects that can be stored & analyzed. After that, deciding a scheme to search the space of AI plans becomes much easier.
I suppose, you could take the several hundred or thousand variables in C++ from the AI module, build a GA engine around it, and start off by saying, "well let's concatenate the variables into linear strings H, generate a population of them, & begin performing crossover & mutation operations on it." Then you take those "plans" and somehow magically derive fitness values without actually simulating gameplay (because that would basically be cheating by running a saved game repeatedly into the future to try different strategies). I think you can see that this would be difficult.