tu_79
Deity
That's dynamic difficulty. It's not so difficult to implement, actually. The 'gangbang' against the leader I proposed for this release is one type of dynamic difficulty. The idea is that the game gets harder the better you play it. Don't get it wrong, if you play better you are still going to win more often, but your game will be much more difficult than it could have been for a relaxed gameplay.As for lower difficulties, sure. Many grand strategies have difficulties with no AI bonuses, but those are often very, very easy for a player with a decent amount of skill. I mean anyone can take away all of the bonuses an AI gets and find someone who doesn't know how to play to lose to an AI with no bonuses. That doesn't mean it's an AI that doesn't need bonuses. I'm talking about an AI that can give every player a challenge no matter their skill level without bonuses and with decent turn speeds, and I don't believe we'll see that until we have computers with computational power around that of the human brain, and maybe not even for quite awhile after that.
I know you are talking about AI adapting to human behaviour, not just a mechanic that even good and bad players, but in the end it's the same result. G did a really interesting thing with AI difficulty, letting it choose a random action among the N best possible choices, where N is smaller the greater the difficulty. Now, if N were to be scaled upon scoring, AIs that are doing well will begin to make mistakes and AIs that are at the bottom will improve. Penalties are granted to the leaders, too. This is specially true with techs, when your civ can research faster a technology for being the last one to get it. We called them comeback mechanics.
The down side of this is that you don't need to care about balance among civs. If a civ has crappy uniques, the mechanics will let it be competitive.