This clearly doesn't apply to everyone, but I think it stands true for most.
I'm not a troll and I am in no way trying to stirr things up, but I feel like the truth should be said.
If the game had a decent AI, 90% of the players couldn't enjoy it. I know it, some of you know it, and guys at firaxis know it aswell. If openAI can stomp top human players at dota2, a game requiering way more complex decisions per minute, it won't be that hard to do it here.
Heck, they could only use neural networks for the first 100 turns to get the lead, cutting complexity massively, and then use some pre-programmed easy to replicate science victory scheme.
This will probably lead at AI being better than 99% of the players, without the need for bonuses. But It Would Suck! Like my last "cultural peaceful" deity game did when Nubia blessed me with 5 pitatis and 3 swordsmen by turn 40. Couple reloads later I still didn't find the way to get out of the situation and still have my wonder. Sigh
I find all the complaining ridiculous. Some people wouldn't buy gs because of AI planes, but I don't think they love the game enough to play it at all. Maybe people should enjoy their overly-easy deity games, and move on. Just my two cents.
You are making a few statements that are incorrect here.
Firstly, regarding the DotA AI. This is something that is getting passed around the internet without people actually telling the whole story. The AI was beating top players at 1on1 games, not team games AND that changed once the players got used to the idea. Once players started getting used to the AI and realised what it was capable they started adjusting and then began winning over the AI substantially. The AI's advantage early on was that it used tactics that the humans weren't used to (because they are tactics that can only be used by someone with precision of an AI, such as allowing yourself to be deliberately damaged then retreating the perfect distance to keep out of range by millimetres with perfect control, then countering with a nuke combo).
That isn't to say the AI isn't amazing, but let's tell the full story here.
Second no-one is saying they want an AI that will absolutely destroy a human player. Merely, that they want an AI that is actually capable of basic functions like taking a city. Right now the AI will shuffle units over and over, to the point that it is incredibly hard for it to even take a well placed city. If you have 2 units defending a human player will almost never lose a city even against overwhelming numbers.
It's about an AI that doesn't need such massive buffs, but can play more intelligently.
I suspect the people who play on diety are the ones who complain about the AI most. They're the ones who have figured out the various challenges presented by the mechanics, care about winning efficiently, and only have the AI left to provide any challenge. Without an effective challenge from the AI speed of victory is the only challenge left.
I don't play on diety, enjoy playing against myself as much as against the other civs, and wouldn't consider myself an expert player. I do occasionally get annoyed when the AI does something particularly silly but most of the time my own decisions limit my success more the AIs inadequacy.
I'm not convinced that people who play on diety are the best ones to judge if the game is too easy on lower levels of difficulty. Too easy for them perhaps but not for the people who play on those levels?
Actually we are. Because players don't want the AI to cheat, they want an AI that scales on skill not front loaded advantages. On deity you lose many aspects of the game because there is no way to match the frontloaded benefits of a computer. Even if you do an optimal build it's not even worth rushing the early wonders, or taking a risk on a cultural or resource based opening because you know that you will always be attacked so you need to go military early. That is boring and that is the problem. So it's like the same game on prince as it is on deity, where you can play with a wide variety of strategies because the AI will be smarter and more responsive, rather than just having extra cities and units thrown at it early.
No-one is suggesting that the lower difficulty players should have a harder time of it, just improved competence at actually functioning.
(there's not 1000 different decisions every turn as someone said), probably by replicating the playstyle of really experienced players (plenty of those on these forums).
You'd be surprised. Actually I think there would be more (probably well more). Each unit has 19 possible positions it can end a turn (on flat terrain, and including remaining stationary), and when you factor in future pathing, potential positions of enemy units etc there would be hundreds or thousands of permutations just from where to effectively place units.
What units to build, what structures, is it better to maintain the current building or switch, rush finish now or later or never, managing tiles being used, purchase of new tiles and the cost/benefit of that etc. There are things that we just play through without a thought, but they are decisions that the AI currently isn't even close to answering. And linking these decisions together into a cohesive strategy where one decision influences the others means that the complexity of those decisions increases further.
The AI in DotA isn't capable of the long term planning on this level, it is far more reactionary to its current situation. That isn't to say it can't be, just that you need to compare apples with apples.