Hold on there, guys

Yes, chess is different but I would discourage anyone from dismissing those same AI principles in a practical civ context. I hope I can get some results soon-ish so I can speak from an *actual* practical position, but so far things have held up. Gotta allocate() more time!
I mean, chess searches are characterised by sharp back and forth alpha-beta pruning between turns(amongst other things). In civ you just don't have that. It would be a mistake though to say that in civ cutting nodes is fundamentally different, therefore computationally ineffective. It has
other things to take advantage of. In civ you make long series of maximising moves. The things that make sense to look for are the things that suggest a move will lead to high average value of your remaining moves. For example, a move allows and blocks certain moves from other pieces near it. You end up evaluating
a lot of moves and, since moves are relatively indepedent, you have a lot of relevant data to compare things to - almost like a bunch of parallel universes where swordsman x went on to achieve different things. It's one of
many heuristics outside the position evaluation itself. And there are endless things to exploit to improve your odds of never searching the unproductive or redundant stuff, but I don't think people want a random wall of text
Anyway, It's all about the selectivity of your search. If you can get useful info, you can prune. The question for civ is whether, in the end, the info is
good enough for the amount you need to prune. Ultimately you have to get the branching factor under control, so did you manage to keep the best moves in what's left?
I guess alpha-beta can take you for a ride between turns, but civ turns aren't very tactically sharp after just a couple have gone by. I think the big thing would be making it 2 turns deep - the end of your opponent's turn. I didn't even mention pruning based on tactical blunders because computers are just so good at that already, but turn 2 sounds
strong. Who lets an injured unit die after regaining control of it?