Abegweit said:
1) Irrigating grasslands in despotism
2) Building regular units
3) Not making enough workers
4) Roading one square and irrigating the next
5) Building a settler in a size one city due in 3 turns
6) Never using the luxury slider
7) Never upgrading units
Some of these are simple to fix:
1) If government=despotism, then never irrigate grasslands

.
2) Maybe AI should be programmed to
try to build units in cities who have barracks, when more units are needed, then build barracks in some cities who don't have yet, as well some regular units.
3) Maybe creating a proportion of workers per city will fix it. Something like 1~1,5 workers per city will surely help. More: cities near jungles and marshes must have more units working, maybe built in another city who could build them faster.
4) Sometimes AI brings irrigation from somewhere and could do this. I think you wish to not build a road first and then bring irrigation, right?
5) I saw it so many times. AI should build settlers in cities at least size 2 and which growth is expected before the settler is built. Cities sized 3 or above are free to build settlers when they want.
6) Well, AI should do the same as we do: when people becomes unhappy and riot, then increase the amount for luxury 1 per turn until people stop riots. Obviously, if there's a deficit, then reduce the amount for science. Also: build more cultural improvements, as temples and try to get luxury resources.
7) This is one of the worst things I saw in Civ3. Even an AI with Leonardo's Workshop don't usually (never?) upgrades their units. Why to keep dozen of spearmen in modern ages if they won't resist more than two or three TOWs? AI should try to get money, building marketplaces, banks, stock exchange and commercial docks when they are avaiable (not in all cities at the same time, but try to make some as soon as possible), or reducing luxury and science slider to get some money and upgrade some units, beginning with less expensives to upgrade. Another alternative is disbanding very obsolete units to build modern units faster. Keeping obsolete units keeps the amount of units too high, usually much higher than government can support, making AI spent a lot of money to keep useless units.
There's more thing AI should do:
- When the city is built, a worker must search better tile to improve, like tiles with cattle or wheat. Then search for subsequent good tiles to improve, leaving the worst useful to the end of queue.
- Try to build cities in better places. AI has the bad habit of doing cities with only one rule: get resources. AI build a lot of cities near existing ones, usually getting a lot of squares of another city. It should only happen when there's no other way of building a city in a better place. Also, try to build a city to use a river/lake, not one or two squares away from rivers (forcing to build an aquaduct later) and trying to avoid water tiles when the city is not coastal.
- AI should
never see any resource that isn't discovered yet. When I see AI building a city far away, or trying to pass may territory to make a city where I didn't build (even having a lot of territory to expand near), I know there's a resource in that place and I hurry my production to build there. Most times it was saltpeter.