stealth_nsk
Deity
What percentage of the map is in vicinity of human units on a turn to turn basis?
If we implement different way of calculating combat for areas human player don't see, that's huge overhead - it will require second algorithm, which needs to roughly mimic the main one AND additional part to determine which combat zones could be affected by human player (if you fly your jet from base to carrier and see some artillery in front lines, this would look suspicious).
Also, take into account - the area which could be visible to human grows more late game - right at the time there optimization is needed.
If situation with AI algorithms is really bad, that's possible, but if these efforts are directed to optimizing primary AI algorithm, that would likely bring much better results.