It's sad that some people don't want a truly competetive A.I. They simply want the best possible A.I that plays along with what the player wants....
I don't know if I fall into that group in your oppinion, but I would rather think of my stance as being more of a "realistic implementation" stance. I WOULD LOOOOVVVVEEE the game you guys are proposing. When I was younger, I wrote long complex rants that sound exactly like you own on the civ4 suggestion forum. However, experience is a bitter teacher, and you quickly learn what you wan't isn't always as fantastic as it sounds.
It sounds like some people here want a straightforward, smooth and predictable game where the player wins every time. Perhaps this should be the point in the discussion where we bring up the difficulty slider.
Most of the ideas I've given can easily be incorporated into the difficulty setting of the game. Personally, I want to play the hardest game possible without having the AI outright given freebies, knowledge and capabilities the player does not have.
I could deal with this if you simply would realize the limitations to the AI. First of all, you aren't playing a seperate program running another copy of the game, you are playing the game itself. It knows things by virtue of it needing to know those things to function anywhere near coherently. If it knew nothing of the world around it, like the human, would you have it explore randomly? That sounds decent, but it simply won't grasp the idea of exploring without a little knowledge as to how to explore. Its hard to explain, but I hope you see what I mean.
Those "freebies" do suck, and the idea of the AI having abilities the human doesn't is sickening, but the AI does need bonuses on higher levels. Extra tech, better start position, cheaper stuff, etc is all fine with me so long as it gives a decent and fun challenge.
You appear to want to press the "hard AI" button and be playing some form of cyborg mind. You also want an untrustworthy, backstabbing AI.
I want a good AI that won't let me roll over it, works with me when it makes sense, and yet doesn't wait in the shadows to cripple me. Perhaps im reading you wrong, but in one breath you want an AI that doesn't focus on the player and is realistic, then in the next you want an AI that works to obliterate the human at every opportunity...?
Also, Stardock is implementing a Quest victory where you can win the game by completing some difficult questline. So that's another way the AI can win without war. Imagine an AI offering / accepting an alliance with you so he can spend more time on the quest without having to worry too much about a war with the player.
The AI should play to win, but this should not mean that every AI is a war mongering, back stabbing, player hating AI...
That sounds neat, though id like to know where you heard it. I also agree that without multiple ways to win, the game will become a war sim and not a fantasy sim. Yet, I still believe the AI must be programmed with the idea that war is innevitable, as it is probably the most common victory type.