Making a "Deep Blue" style AI for a Civ game would be a monumental feat to say the least. Deep Blue was a massive project in itself, and was already mentioned, Chess is a very simple game compared to Civ with only so many actions that can be taken.
It would also be a completely useless feat. In CIV the problem of using the 'chess solution' to conquer the game GO is even worse. Deep Blue calculated every possible move up to a certain amount of moves deep. Trying to do this with GO doesnt work because the amount of moves possible each move is too big. IIRC a 50x50 GO board allows for 2.500 different moves each turn. chess usually about 30 different moves each turn. And in chess logic can eliminate useless moves fairly good leaing to an effective branching of just 6 moves for each ply(half move), roughly 40 per turn.
think about using the chess solution for CIV...
You attack using a force of 30 swordmen. each turn these 30 swordmen have 9 diferent moves to make (all direction and nothing):
The amount of resulting positions of the map after just 1 ply:
9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9*9=
42.391.158.275.216.203.514.294.433.201 different positions
Now next your opponent with his 30 swordmen is moving for the defense resulting after one turn in:
42.391.158.275.216.203.514.294.433.201 * 42.391.158.275.216.203.514.294.433.201=
calculator crash

amount of different positions.
Actually it is worse because while in combat you have to move your 150 workers too, with all the different results. And the AI's are going to move thier 150 total workers too...
Even if a computer could even calculate 1 turn of possibilities ever. It would be meaningless because the chess way calls that the depth of calculation has a sufficient depth to make a good evaluation of the resulting position.
And at this moment there is not even a good way to evaluate a CIV game position. In chess the evaluation is very materialistic, looking at the point count of the pieces mostly.
I hope this shows the futility of trying to 'chess' the AI of CIV.
If you want the AI too appear more human you have to program in 'humanlike' intellegence. (the chess AI plays good, beats most humans but doesnt play like a human!)
There once has been a suggestion that the AI should be structured like an army. The top, the general doesnt concern it self with individual units... it only sets the strategic goals to be reached. Its servants then take an order and make sure that the individual units behave in such a way that they execute the orders of the general.
The idea is to: simplify, simplify, simplify the information on which a decision has to be made. you cant write a piece of logic that bases a decision on the placement of 500 different units.
Divide and conquer...