I'm guessing the Ai can do this, but it's to much work for Ai programmers Stardock, or anyone who cares. I'm not a Ai programmer, but I have an idea on how to program databases, and I understand linear programming. This won't leave me alone. Their are three programming structures in every program sequence which is it executes a function, or whatever you call it depending on the language, looping, and decision. The decision I'm familiar with the most is the If then else.
I understand when you program an ai the ai really can't predict what the player is going to do, but in all honesty without using my brain I could guess what strategy each player is doing by reading the victory stats. I'm familiar with galactic civilizations. I have espionage, and a chart that tells me who has the best economy, industry, research... If I can read this then it is only right to let the computer do the same. Instead of the computer of having one play style their can be many based on conditions like who has the best economy... screen for each type either for one ai for all players, or each ai player you decide.
Either the ai checks its highest neighbors, human players, or who its hostile in the victory screen. You still need a default strategy until this is set up, or in case of prediction failure. Now remember you are not using any stats the player can't use. Check these stats either at the beginning of each turn, or after so many turns whichever is fease able. These could be set up for sequential turn strategies, or based on how many turns in the game.
Ie If at war then if player ships> computer ships build ships else if player colonies<computer colonies build colony ships. Else If player colonies<computer colonies build constructors. Else if computer not at war if computer currency > 0 then if player economy>computer economy if planets have blank spaces then build economy. else if players research... I can detail the logic if anyone wants otherwise you get the point. The purpose is not to suggest strategy, but how to implements it.
I think it would be more constructive on this post to suggest types of strategies, not exactly how it's implemented. If you want to suggest that a language can't read test, or html I already asked a programmer it can be done with about a hundred lines of code. Can be made into a reusable class instead of rewriting it each time. I wasn't suggesting strategy here, so maybe my idea wasn't the best what I'm suggesting is through regularly checking victory graphs the computer could kind of guess the player strategies, and play one of different strategies, and change by how the player plays.
More like a database. This is not perfect, but better than having one strategy of gameplay for the Ai. I could leave it hear with potentially the best ai ever, but I can't. Now lets say the opponents remembered the average of each type of strategies, of a certain level of turns the player plays. This could be spread to the neighbor concept. One ai for everyone, or a different ai for each opponent. Average would be the most likely played strategies for certain range of turns. If averages came up this could replace default strategies for certain turns. The default would be there when this rule fails. I would like to hear opinions.