What's the point of the single-player timeouts, then?
There has been arguments about how and why the AI is not as good as it could be and I have suggested timeouts may be involved.
To give you a simple example... an AI Caravel can move 6 tiles and has 3 targets and 2 additional supporting units that can also attack, defend or flee. What actions does it take to what tile?. This can take a huge number of computations. If you just left units to finally make their move then a game turn could take hours (but the AI possibly be much better)
One issue with expecting a better AI by increasing timeouts is the units coded decisions may be based on the timeouts applied by the game design.
Putting a timer on the AI wouldn't make much sense. What would happen when 10 seconds for an AI city is up?
It is a brave assumption to assume that 10 = 10 seconds when I typically see such settings automatically indicate 10 milliseconds due to my job (software performance). I also see the logs of the game measuring responses in milliseconds so making an assumption based on that and my experience that it is likely 10 milliseconds. Do you have anything to support 10 seconds?
If city has to make a decision as well as a unit, what to build and even perhaps it is involved in what to improve (possible but unlikely). Considering there is few cities in an AI compared to units, giving them a few more milliseconds to get a good decision seems sound. Also if tere is 8 units within a city range, which one does it shoot at? You also have to consider in a standard game there is 7 civs to move and a lot of their moves have to be done sequentially and so this can add up to a lot of time.
If a city or unit timeout occurs it is likely there is either a default decision or a best so far register so at least some action is performed.
Might not actually be used in the final product.
100% agree, but it is there and must be considered as a possibility, that is all I am stating.