Actually, it is just a PC-game, turn-based strategy, I think its cannot be so difficult at the max. difficulty, and I think I will win sooner or later.
The mechanics of production are such that the costs on getting things can get discounted. And the AIs get free units. Here's the relevant information from the editor:
So, the AIs start with 12 extra defensive units, 6 extra offensive land units, 2 extra settlers (number of start unit type 1), 4 extra workers, 24 extra free support, 8 bonus support for each city, minimal transition time from Anarchy (unless playing as religious), a cost factor of 4 meaning that the AI builds something for 4/10 of the cost of the human player, and an AI to AI trade rate of 200, meaning that they don't have to pay much to trade things with each other. That also doesn't for the tech cost for the human player, which I don't recall what it is or know where that information lies. Techs cost a lot on Sid. On top of that note that part about 'optimal cities' in the above. That means that the human player experiences more corruption on Sid than on other levels. There is also no attack bonus against barbarians and the expansionist trait has less use (there's an article which clarifies this in detail somewhere on the forums).
The cost factor also affects the size of the boxes that the AI needs for growth (or starvation). So, to grow from size 1 to 2, 2 to 3, 3 to 4, 4 to 5, 5 to 6, or 6 to 7 requires only 8 food for an AI without a granary, while the human player requires 20 food with a granary. To grow from size 7 to 8, 8 to 9, 9 to 10, 10 to 11, 11 to 12, or 12 to 13 requires only 16 food for an AI without a granary, but 40 food for the human player.
Now, the AIs can get made even more productive and have even more bonuses. Ignoring differences like specialists, and the tech tree, someone by the pseudonym of Bamspeedy even did this before Sid level got made available to the general public, and his victory still makes for an
interesting read. But, note that he had a pre-selected map where he deliberately tried to have the AIs have a weaker start and he had a strong on and they had limited contacts. But, there would have existed substantial differences on a pangea map and I thought that the questions got directed towards a general sort of strategy.
Make no mistake in terms of strategy the AIs are lackluster and don't have focus. They lack decent worker management, and have a poor city placement strategy, and some other notable weaknesses. But, they have such a sizeable head start and easier access to producing things and growing than the human player. To make an analogy, probably neither you or I could even hope to beat the best marathon runners in the world. But, if we had a head start, we could finish a marathon, and the best marathon runners in the world had to stop every so often while we could keep running, it would become possible for us to beat them in a race. The AIs have such advantages over the human player at Sid level. Actually, the AIs have advantages over the human player at every level above Regent. The human player has advantages on the AI at Chieftain and Warlord, and things end up even on Regent. So, it's the degree of advantages that matter here.