Whatever we call it, what we all want is the same rules for everyone - human and Ai.
End of hfxnikolai's quote
I have been thinking about this while writing in this thread... Do I really care if the AI gets a flat bonus from the start or usues adjacencies optimally (for example)? I am leaning towards saying, no I don't.
One of the best wars I had in GC3 was way back (1.2 or so) against a godlike Yor AI which was swallowing up other empires. I can't really remember if it was them or me to stop ignoring the other, but when war broke out it looked like david vs. goliath with them having like 10x the zone of influence of me and 3+x the number of worlds. My civ were peaceful researchers for the most part of the game and at the start of the war I was really struggling, not being sure I could turn out enough ships in the long run to combat the tide of Yor ships. I eventually got the situation under control and started invading their worlds and not vice versa... the game ended earlier due to my research victory. (ok... enough of the memory lane)
So, I don't think the actual absolute balance of AI vs. player is what I want. But what I do want is the illusion of it. I want to be able to roleplay my tech civ to be highly advanced but vastly outnumbered. The current AI difficulties can't give me that. either I am not that much ahead in tech or the AI doesn't build hordes of ships that corner me despite my technological advantage.
Maybe we can put it like this: If you ahve to apply lots of handicap to an AI, then the AIs weakness is lacking human behaviour (suboptimal builds, low micromanagement, ...). If you don't need to apply a lot of handycaps to the AI, then it has game-inherent weaknesses, e.g. being easy to conquer when playing tech heavy. And It hink this is what it comes down to, when we (or I at least) say we want an AI that plays the same game. We don't want it not to cheat or not to be handicapped, but we want that it's playstyle has drawbacks, not that it is an AI.