Roland Johansen
Deity
Roland, unless the AI has a lot of sight visibility about it's opponents (thru units used as scouts and/or esp points visibility); that would be called cheating. The human does not have access to a broken down force count by air/sea/land, just a combined total solders on the stats screen.
I was proposing a rules change, not breaking the rules so it has nothing to do with cheating. Cheating has to do with breaking the rules.
At the moment, we get to see the power rating of other civilisation once we have a low level of espionage points against this opponent. I would suggest seeing three values for land, air and sea so that the AI and you know what you're dealing with.
BTW, the AI in the present version of Civ4 BTS always knows the other players power rating independent of whether it has the espionage points to do so. It's called a handicap bonus for the AI because it is essentially ********.
And there are times when it comes to air and sea that if you don't have the techs, it's just a waste of hammers to try to compete with massive inferior units.
(Such as if you can only build Airships and your opponent has several fighters. Or you can only build Frigates and your opponent has several Destroyers (or better).)
Yes, that's very true and is already a problem for the AI now as it already tries to compete with visible frigates and pirates by building massive numbers of caravels. What you would essentially want is that at some power discrepancy and some technological discrepancy, the AI just starts to focus at making it harder to be conquered instead of trying to become dominant in every area of warfare (land, air and sea).
The AI has several war strategies at the moment. When the AI is technological and numerically inferior in such a way that it can't even compete in that area, then it should use a strategy of stubborn defence; making it as costly as possible to be conquered. But of course, programming a new AI strategy dependent on technological unevenness is not something that's easy to do.