The reason I personally think this works so well is because SO is a benevolent leader who allow the modders of C2C to have creative freedom in what they do. Rather than being controlling and restrictive he encourages us to "Just have fun!"
I'm not a fan of directors either. But are you aware of the situation I wrote about? No being aware what the others do, makes possible your work will collide with their work. And not being aware of capabilities of the engine, makes possible your work will collide with everything. I'm afraid, it can end up in the Never Ending Bug Story.
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Thunderbrd, the abilities of CPU are not so great as you can think.

Do you know the Go game? It is no such a complex game. But did you know, the greatest specialists can't build AI which would properly play it? And there are problems way much more complex then that. I can't be sure about it, as I am not in C2C AI, but I guess the best what can be actually done, is giving AI some hard coded patterns and a short range forecasting. But the case is, a human being can learn those patterns and learn how to fight them. And the current AI can't probably learn the patters of the human, so it can only choose an option hard-coded by the programer. There is no creativity. And a not creative opponent is a boring opponent in a long-term game play. -- Or at least it is for me.
For example, I attack a CPU player. I have overwhelming forces and I've put them next to its cities. But I still haven't bring artillery. The CPU have railway tracks. So in his place I would: put some espionage at his territory to find out were is the artillery and how well it is guarded. Try to concentrate my fast units but of weaker experience, as near the border as I can, but out of the sight of the enemy. Promote them in mobility and some in fighting the type of units guarding the artillery. Attack when the artillery would be near enough and then I use the more mobile units to destroy as much as I can of his roads and railway paths, by the way killing nearby workers. During that time I would produce some units for crashing at least the part of enemy army which is most near the border, try to sabotage production and happiness in the enemy cities, and count, I will withstand up to the time when his cities will start to rebel due to prolonging war time. Then I could probably overgrow the enemy forces.
You can of course try to encode such tactic in the AI. But there are lots of others which can be invented and they form depends on the situation, and moreover they need to adapt on opponents' moves. Seriously, I'm afraid it is impossible to hard-code things like that.
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Il Principe, this rather not a big deal. When you start all players are in quite similar situation, so there are already relatively few strategic decisions to be done -- in compare to all decisions done up to for example medieval. So even, if CPU is not too inventive, the result of his choices still had no time to accumulate and the do not impact the odds in game so greatly. But if there is no long term planning there may be no chances to extend balanced game-play for the later ages.
Uh, enough. I'm getting confused because all of this writing.

I need a break.
Can't you talk a little bit about make up or cookies?
