Oh, OK... do I need to list the dozens of details that make the Vox Populi AI ten times better than vanilla BNW?
No, i don't. I'm asking about how you measure whether the AI is good or not.
There's quite common misconcept of "good AI" equaling "smart AI", where "smart" means being able to reach its gameplay goals. This approach was already proven wrong at strategic level, there effective AI was marked "gamey" and not interesting.
The only real measure of the AI quality is how fun is to play against it. It has nothing to do with smartness. Packman ghosts are absolutely mechanical, still within Packman rules it's fun to play against them.
So, things which matter:
1. Ability for AI to provide challenge. If defending a city against AI don't require any efforts from human player, that part of AI is bad. That part of Civ5 AI us bad. Funny thing is - even without knowing AI details, we could assume Civ6 AI is better here, because when defending city in Civ6 you need to protect districts as well, which requires more efforts from player.
It's important thing as it demonstrates what AI is just one of the gameplay systems. It's not necessary to improve AI coding itself to make playing against AI more fun.
2. Variety of tactics. Again, that's the area where Civ5 AI was weak, but it's not weakness of AI itself. With ranged units dominance the game had 1 primary tactic to use and AI was just unable to counter it effectively.
For Civ6 we could hope for general tactical improvements first, so there will be more than 1 way to fight against AI. I could say the retreats we saw in gameplay videos are really good, because they look like a thing which could help a lot in the area. Of course it's too early to tell.
3. Immersion. AI doing obviously stupid things like going back and forth don't look like a serios opponent, so it becomes less fun to fight against.
So, that's my definition of good AI with breakdown, explanation and samples. What's yours?