Citing the relevant parts from that link:
As for why games have bad AI, it's actually not just that players want to win, but even more that coding an AI that appears intelligent is incredibly difficult (except for simple games, e.g. chess - and no I don't want to re-discuss the meaning of thw word 'complexity' or discuss chess programming in this thread).
It should also be noted that dumbing down a fundamentally good AI is much easier than making a poor AI better.
I totally agree more difficulty levels = good. Reason being a beginner will not like getting beaten to dust the first time he plays a game, nor does a veteran always win at the hardest difficulty level. Try losing as France on Very Hard as a veteran in EU2/3.
[11:11] Now, Meier is going to discuss the "Role of AI."
[11:11] He thinks that AI needs to be part of the overall experience but should not be considered a person.
[11:12] He warns that making the AI do surprising things will have bad effects either way. If it does something bad, the player will assume it's stupid. If it does something overly clever, the player will assume it cheated.
[11:13] Meier likes to think of the AI as a metric. It will make the players better and better and will give players feedback. In the case of Civ Rev, the leaders give feedback, since they're the "only friends players have in a game."
As for why games have bad AI, it's actually not just that players want to win, but even more that coding an AI that appears intelligent is incredibly difficult (except for simple games, e.g. chess - and no I don't want to re-discuss the meaning of thw word 'complexity' or discuss chess programming in this thread).
It should also be noted that dumbing down a fundamentally good AI is much easier than making a poor AI better.
I totally agree more difficulty levels = good. Reason being a beginner will not like getting beaten to dust the first time he plays a game, nor does a veteran always win at the hardest difficulty level. Try losing as France on Very Hard as a veteran in EU2/3.