Was or is late game boredom not down to a genuinely bad AI?
I think late-game boredom (in single player games)
does stem in large part from the AI.
But I think that developing an AI that
could compete into and through the late ages is a tall order. It took a while to develop competitive chess AI and that game has 64 squares, 32 pieces, and rules for movement and combat
that are simple in the extreme. When one thinks how advanced an AI the developers would have to build in order to effectively manage the exponentially greater complexities in a game in the civ franchise, you realize how difficult, probably impossible, that task is.
And then there are these two further thoughts. First, you would be building that AI for a game that has a decade-long shelf life at best (vs chess which has been around forever and will be around forever). And second, you would have to build that super-smart AI adequate to compete at deity level, for a relatively small number of your most elite players, and then immediately go dumb it down for all other levels of difficulty. (I myself would find that latter task heartbreaking.)
So (single player) Civ games give the illusion of competition rather than competition itself.
I actually probably agree with you more than I disagree, for however what I have just said might appear. When I fantasize myself as the lead designer for a new Civ, my
very first meetings would be brainstorming sessions with the following question: how can we make X subsystem something that computers handle
well rather than poorly? What computers do well is grind numerical information. So, for example, make units combine their capacities in various complex ways (if you are adjacent to a spearman, you get plus +1 in this capacity; if adjacent to a chariot, +1 in this other capacity.) And make combat results arise from super-complex combining considerations like that. Make the game's economics depend on super-precise calibrations of the price your civ puts on a commodity, with significant disadvantages for either overpricing or underpricing and make the computer good at calculating what that optimal price would be, so it's always thriving economically. Make tile development such that the optimal development of a city's tiles somehow involves the tiles as an
interrelated group, rather than just an aggregate.
I would do all of that, however, knowing that min-maxing players would figure out those same mathematically complex formulas for optimal success, maybe even write computer programs to help them calculate it, and then share those AI-busting strategies on some website somewhere and it would all pretty much be for naught.