Kolyana said:
I'm not into the AI being able to do things that it shouldn't be able to do in any game
There was an old console RPG (I forget which) that had something related to this. As always, the heroes defeated the various Bosses on their way to the Big Bad. Well, right before the end, one of the earlier bosses shows up again. The heroes say something like "Wait, we killed you already!" to which he responds "Ah, but I reloaded my savegame!"
The point is, even if you try to make a perfectly level playing field, by making an AI that knows how to make good trade deals (including going into a deficit just to pay for new techs), improve terrain correctly, manage stacks of units competently, keep units upgraded or scrap obsolete ones, and balance settler sprawl... the human will STILL be at an advantage, since if worst comes to worst he can reload the game. This doesn't even include the "look ahead" factor; the human knows what techs are coming, and plans accordingly. He waits to start a war until he has the key military tech; he plants mines early on the off-chance one of them will randomly spawn the late-game strategic resources he knows he'll need; he decides before he even founds them which cities will specialize in research and which in production.
Most of those AI improvements I mentioned are exponentially more complex than what currently exists. While I'd love to see some of these coded in, I just don't see it happening. As an example, consider mid-game workers. In Civ3, once a city hit size 12 and filled up its food box, you could make a quick 1-turn Worker, the city would drop to 11, then immediately jump back up to 12. But, by the time you could do this, you'd pretty much fully improved all of your core cities, so there wasn't a huge need for it. Even so, in the 10-20 turns before I unlocked Steam Power, I'd have every city churn out a Worker this way as often as possible, then two or three turns before I got the tech I'd assemble all of my workers into groups just large enough to railroad a tile each turn. Now, as much as I'd love to have seen the AI manage something similar, it just never happened, and I doubt it WILL happen until an expansion, if ever.
Using chess as a comparison is pretty bad. Chess' rules are very simple, the units don't change over time, the board is featureless AND doesn't change over time, and the number of possible moves for each unit each turn are rather limited. And even so, we STILL have a hard time writing chess games that can beat expert players. So, imagine how hard it'd be to write an AI that plays equal to the best players, without taking several hours per turn to run through all of the possible strategies. This isn't a twitch game like Quake, where raw reflex speed of bots can make up for weaker AI, and where success is measured solely by whether you're hit or not.