I always felt that one of the core misconceptions of Civ3 was that it seemed to be based on absolute results of calculations.
Now, what do I mean?
Have you ever noticed that AI-workers hide in a city where your SOD just showed up? During the fight, it becomes clear that this was the city with the most/best defenders in it. Yet, you took it and gained the workers additionally.
This obviously is complete nonsense.
What the AI should have done was to calculate the threat potential being imposed on any of its cities. Then the city where your SOD was would have got the lowest rating and therefore, the workers would have gone somewhere else.
Even if the algorithm to calculate the threat wouldn't have been 100% perfect, the relation between the various result would have caused the AI to react in a proper way.
Similar examples you find each and everywhere in Civ3, might it be the pathfinding routine or what else.
This is the area, the developers should concentrate on.
As it seems to be likely, we will have to show them, how to do it. Unfortunately, most probably you will at least need the announced SDK, if this would be sufficient.