I'd like to see multiple options for tuning the AI rather than just one slider. In GalCiv2, you can tune both how advanced of algorithms the AI uses, as well as factors such as resource production bonus and aggressiveness (and have it be different for each opponent). Even in Civ3, it's pretty easy to fire up the editor and change either the production bonus, initial starting unit bonus, or unit support bonus to make a semi-custom level. I'd like to see something like that (without having to go in to a programming language to do it) in Beyond Earth. Have an option for scaling the resource production, but have a different option for starting bonuses. That would also be great for those of us who really fit best between two of the pegs on the difficulty scale - if I'm between Monarch and Emperor, I can tweak it a bit so the AI gets some, but not all, of the Emperor bonuses, and it's a better fit to my preferred difficulty level.
I'm a bit tired of hearing that excuse. I don't agree that good AI is simply a function of available CPU cycles... my experience is that such a claim is a crutch of inadequate AI programmers. I know that AI programming is hard, and it's true that pathfinding is a challenging computational problem, but when AI units jump in the water rather than engaging the enemy, this isn't a computational problem. It's a problem of inadequate algorithms. Anyone can beg for more CPU cycles to throw at a problem; a clever engineer finds a way to solve the problem with the resources he's been given.
Even if it were true that Firaxis had reached the pinnacle of AI design (which they haven't) and the limiting factor in a 1UPT system truly was processing power, then designing a game that your AI can't play competently within proscribed computational limits is poor game design. Either the AI programmers are incompetent, or the game designers are. Which do you choose?
I agree with this assessment. AI is an important part of a strategy game, and some do it better than others. Firaxis may have made the job harder for themselves by going 1 UPT, but whether the AI could competently handle 1 UPT should have been part of the decision as to whether to use 1 UPT in the first place. It's certainly possible that Firaxis didn't realize that 1 UPT would make AI as much more difficult as it appears to have done. But considering that the AI hasn't been fantastic in earlier games, either, I think it's only part putting themselves in a hard place, and in part not having adequate AI expertise/resources to really deliver a stellar AI.
I don't know how the AI was divvied up for Civ5, but in Civ3, only one guy programmed the entire AI. Considering that, it's actually not bad, but it definitely has its shortcomings. Civ4's AI was better, but I recall that also had a pretty small team. I don't know if Civ5 had a larger or better AI team, but if it did, it wasn't enough to get a better end product than Civ4's AI.
An increased focus on multiplayer is not a valid excuse for adding parts to the game that the AI can't handle well, because most Civ5 gaming is still going to be single player.
By comparison, Stardock generally has a reputation as making turn-based strategy games with notably above-average AI for the industry. Brad Wardell, their CEO and main AI programmer, has mentioned that one of the major factors in whether they include a feature in the game is whether the AI will be able to use it well. They do a much better job at avoiding the "Waiting for AI" at the end of turns than Firaxis, as well. And with regards to not having enough CPU cycles? Firaxis's AI is still single-threaded in Civ1 -> Civ5 (in Civ5, the graphics handling is multi-threaded, but not the AI, unless this changed in one of the expansions). Stardock has been using a multithreaded AI single at least GalCivII in 2006 (roughly the same time as Civ4's release).
There are probably other, more niche developers who are just as good of an example of getting an above average AI. But Firaxis indeed is not at the pinnacle of strategy AI. And to be fair, neither is perhaps the biggest comparison point in strategy, Sega. I haven't played the latest Total War games, but from the ones I have played, I'd put Firaxis ahead of Sega in AI. That's more a sorry state for Sega than a crowning achievement for Firaxis, however.