This is a good point. We want AIs to be able to take cities so that some AI can become stronger and give opposition to the player in later eras. One way to have this have less effect on AI vs AI than human vs AI is to have the bonus be more against ranged than it is against melee, like I suggested. Humans use vastly more ranged fire than AI, at least in my experience.Supposing you were correct however and it did make city conquest harder, would that be a good thing? It would limit the AI's ability to capture cities even more than the humans, because the human is better at bringing along overwhelming force, whereas the AI often brings just enough force to lose its army while not capturing the city.
[In particular here, I'm worried about the AI's ability to take cities from each other, not from the human. Weaker AI ability to take cities is not a wash, human-difficulty-wise, because it makes it harder for an AI superpower to emerge.]
It started as spin-off to forts discussion, but the "problem" would here be what you've been saying all along: It's too easy for the human to overrun the AI by tactical superiority and grow in strength. (thus must eg. have happiness to slow down that pace)But I would urge again; what is the problem you are trying to fix?
I worry that you're arguing for more defensive bonuses just for the sake of them.
Better to slow down the pace of conquest militarily, making the human need to devote more units, and put those units more to risk as opposed to trusting bombards all the time. Making bombards less useful on offensive is a good way to make humans need to devote more resources to conquest (thus playing to AI strengths via economy cheats) and *gasp* even lose units at times!