Sorry, I'm with mrrandomplayer and Fresol here. Shadow Merc brings up some excellent points about China and India that I'm inclined to agree with too.
Which leads me to believe that there needs to be some fine differences and changes in some civs depending on whether they are under human or AI control.
Ancient civs are nerfed hard as is. There is no point in nerfing them more from when they were initially boosted (China & India in 1.8 and Rome & Phoenicia in 1.9, etc.).
DoC took a big step forward from vanilla by making many of these civs multifaceted.
You can't tell me seriously with a straight face that you'd rather play Rhye's version
of China or Phoenicia than Leoreth's.
About scouting and Tigranes' suggestion.
If you simulationist guys wanted, I would take a moment to re-evaluate what you're pushing here.
There are some things better left abstracted.
So what if scouts instantaneously beam back information to the homeland?
Do we complain about the Leaderheads being around for far longer than a normal human lifespan as well?
How about Roman conquerors, who can instantly teleport to Australia if you settle there?
Or the fact that units don't need a supply train?
Really, some of these things are better left basic and intuitive.
If you want these things, play Europa Universalis. That's hardcore simulationist design at work.
It works because that game is focused on these fine details.
DoC is more streamlined and tries to strike a balance wherever possible.
Perhaps you guys should refer to this triangle and clarify where you stand in terms of design vision:
The triangle explained:
http://wordsonplay.com/2009/10/12/the-big-triangle/