You should be able to communicate the way the AI can communicate with you. They go with all these do's and dont's and all you can say pretty much is to not settle nearby
The C-Evo guy thought the same. Design requirement for them was that the game system cannot tell, basically, if a player is Human or A.I. And, therefore, every A.I. had to be prepared for every kind of message that the A.I. could send to the Human - and had to respond the same way, blind to which player was the one whose whims determined if they loaded the save file again.
This is at odds
not with crafting a single player experience necessarily, but it is at odds with the vision of Civ series to the extent that it leans into the "charming time in a recreation of history with known figures" game. There's these two directions, and it's been touched on before, and it's hard to mix both and Civ games usually do it and it's arguable if it's worth it, but there's the "This is a decent strategy game" criteria, and then there's the "This is an immersive experience" criteria.
There is absolutely a tradeoff because to emulate history would actually be a textbook. Or kinetic novel at any rate.
Something is gamified for there to be a game. Then you gotta ask: Did [that gamification] make a good game? Well, good according to it being a fair and skill-testing strategy game without balance issues? or, good in how it transports you to an atmosphere in which you can see familiar social historical dynamics play out in systems that are interactable? Or maybe there's a third criteria and it's the only important one and game design is luck or something.
This thought occurred to me when I looked at the idea of CivVI's feature bloat. And, as a cohesive "game", that is a form of failure. But another way around, it is meeting an objective even despite the non-cohesiveness, which is, here's a religion system and a technology system and a settling system and a military system and a terrain exploitation system and so on and so on, and a player can care about any one of them. You can look at whatever you want, and it may provide a sense of rightness however isolated, and then the notion that you can master the interaction of the systems to beat a braindead cheatyface is something on top which you might aspire to, even if
that dimension itself is not made with the peak of the Craft. A game that made its sacrifices to reach goals of balance, fairness, playability
per se (e.g., something Caveman2Cosmos is not), and cohesion, may have had to sacrifice the "satisfyingness" of any of its elements, and what the representations conjure in the emotions of the players.