Yes there will be some things that the AI won't be programmed to handle, but the same thing happened in CIV 4. I recall there being an issue mentioned where the AI would basically self destruct when it couldn't reach the player during it's "war setting" stages.
Where are thoose people you mention anyway? where are thoose statements?
Yes, AI make mistakes in every game, but that doesn't mean civ5 isn't still going to be worse. You haven't provided any real arguments, yes, everyone knows AI always have various mistakes in different games. But I've yet to see anyone give a good reason to expect the AI to outperform anything else we see in the gaming industry - and specifically of course, to outperform civ4 as things stands with a more abstract system and several patches and expansions where they fixed up the AI. civ5 is going to have poor AI at the start and if it gets better, it will take a long time
Wesnoth developers for one, which is specifically a 1upt game, and most other 1upt games have similar discussions on AI shortcomings. I've seen such statements from several prominent civ modders in civ3/civ4 on developing AI in various mods, and then there's generally recognized computer science or things true across all games, there's very little reason to suspect civ5 AI will be able to seriously compete with human players on a tactical level.
The realism flaws with SoD arn't to do with scale, they're to do with the best defender mechanic, suicide catapults and the fact that every single battle takes place in cities. Also, the single biggest flaw being that tactics arn't represented at all.
A lot of people argue otherwise though, and you never see somebody telling them they are wrong if they also support 1upt.
Anyway, everything listed here is, again, NOT a flaw in having multiple units per tile or in stacking. Complaints about SoD are vague and inaccurrate because there's so many unrelated things people lump together in that definition. But suicide siege units, mechanics promoting city warfare, or best defenders are not inherent to a system of stacking units. Likewise, switching to 1upt didn't make any one of these problems in gameplay or realism any better. Actually improving unit stats or mechanics and so on works, I agree some of these things were annoying, but they have almost nothing to do with one-unit per tile versus multiple-units per tile.
Also, tactics "not being represented" (I would say that they are, abstractly through unit types, promotions etc... and that's at the level it needed to be) is probably one of the single best things for overall gameplay. Warfare should not be dominated by tactics in civ, because it is not a wargame. Strategy, preparation and the other aspects of managing your civ should contribute significantly, if not in the majority, to what ultimately decides the outcome of the war. Otherwise, you end up ignoring other parts of the game and spending very large amounts of time just on tactical warfare.
oh yeah, also could quote this again, thanks for posting it in the first place, answered some of these folks questions before they asked them:
Having to move each unit individually rather than in stacked groups makes moving a large force around pretty tedious. A bigger problem is the AI, which can't grasp the subtleties; it has a bad habit of wheeling its long range artillery directly up to my melee units.