There are some common and understandable misconceptions about artificial intelligence in this thread. There's a trend of equating AI with machine learning, which I think is unfortunate as it misleads people to think that somehow results from one application of ML are relevant to a completely different situation. We're probably many, many, many years away from an AI that can correctly tell us what will happen when you put an ice cube on a stove AND play Civ as well as expert human players. Successful ML applications today are much more limited in terms of what they can do. Also, the article mentions that "complex" AI models aren't smarter than fifth graders, but from my experience, complexity of a model has very little to do with how well it works, and if anything, simpler models generally work better. In fact, we have many problems in our world, for which ML is just an inappropriate solution, and you're much better off trying to solve them with less fancy methods. Sure, there are problems that can be solved well without ML but can be done better with it, and those that are infeasible to solve without ML, but AI or ML doesn't give you a one-size-fits-all solution to all problems. I think of ML as a tool, like a power drill, that can be very useful and sometimes clearly superior to a simpler tool like a screwdriver, but you wouldn't use it to eat a bowl of cereal, because a dumb spoon will do a much better job.
For a game as complex as Civ, a competent AI will probably have several different components, some of which may be implemented with ML. Maybe there are some lessons from successful ML-based methods from other strategy games like chess, go and Starcraft that can be applied to Civ as well, but Civ is different enough from other games that it will probably require a monumental effort from the developers to create a highly competent, ML-based method. Civ is played on a much larger map than chess and go. It's played by more than two players, and each player can make an unbounded number of moves per turn. You're not privy to all information on the map. Getting more information isn't free, so you need to balance information-seeking with other things you need to do in the game. Even if you were able to get all the information there is about a game, how much of it do you really care about? In some ways, you have to play the game as if you're the only one. Each game of Civ is meant to be unique. Maps are generated randomly. There are ~50 leaders in the game. You can even play with a different set of rules every time, and the next iteration of the game will have a complete different set of rules. There's no way Firaxis can collect enough game data that can be useful for training an AI before the game is even released. Many of the questions the devs will have to answer still more or less belong on the cutting edge of the field of AI.
Besides, a human-like AI won't necessarily make the game fun. Some people might be okay with it, but I think it'd be very controversial to let the AI declare surprise wars just to steal settlers and to move their units in a way to deliberately block other players' units. I think Firaxis has done a very good job of making the AI feel like AI, and I don't mean that in a sarcastic way. It's good that the each leader has their own set of agendas and that they play the game "honestly" without trying to be extremely exploitative like humans can be.
Having said that, I do think there's room for improvement, and a (not perfect) solution doesn't have to involve ML. The game could be designed to be more AI-friendly without being unfun for humans to play. They could remove some traps the AI is prone to fall into. Trading with human players is a good example of this. AI constantly engages in terrible deals, and it's widely accepted that if you want to play well on a higher difficulty, you need to learn how to exploit this weakness, giving away your citrus for 10 god per turn to an AI player or get three other luxury resources for may 5 gold per turn. Trying to figure out how to best fleece the AI has never been fun for me, but I do it because I might as well. Instead of allowing players to trade directly with each other, there can be a marketplace where trading occurs between each player and the "game master", who sets the price for everything, and there's no room for negotiation. Less room for AI to do something stupid, and less tedious for humans. Win win if you ask me.
Another way I think the game could be more accommodating to the AI is if it abandoned binary victory conditions in favour of a victory point system. This is just a hunch that I have, but I think the AI will tend to do better in a victory point system, where it just needs to figure out relatively short series of conversions (e.g. x food > y production > z culture > w victory points), each leading to a small number of points toward victory, rather than figure out how to send people to Mars through much longer-term planning. Besides, religious and diplomatic victories are just terrible in my opinion, and if the devs would just move on from VCs, they could get rid of features like religious combat and to "vote with the herd for victory points" mechanic.