Yeah, development budget doesn’t matter much to me in my determination of whether something in a game is done well or not. Rather, the portion of the budget assessed to me (cost of the game) does impact my view of the game overall. If someone charges me $5 for a game, I’ll be a lot easier on it than if someone charges me $30 (COE3) or even $50 (Civ V) for a game, let alone the costs for DLC. I simply expect proportionately more for my money. That said, I get a lot more with Civ V than I do with COE3, so I figure that’s all fair.
AI is just a facet, and how important it handles specific things (such as not leaving generals out in the open) is probably connected to what type of enjoyment someone wishes to get out of a game. Do you want to be seriously challenged militarily or not is likely at the crux of the issue. Some days, I like steamrolling AI opponents in a display of my digital awesomeness. Other days, I get a lot out of knock-down, drag-out battles that I could win or lose at a moment’s notice with a single mistake by either side.
Depending on the game, I don’t mind the AI getting a helping hand to overcome its moments of stupidity. However, that really does depend on the game: for instance, I can’t stand the leveling of enemy forces in the Homeworld series. Learning about that essentially ruined a vital part of the game for me: the search for resources. I also can’t stand “catch up” assists in driving games or other such techniques. On the other hand, I have no issues with boosting up the AI in a game of Sins of a Solar Empire. I think the difference between what’s acceptable and what isn’t boils down to how well I can rationalize the advantages within the framework of the gameworld. The lack of a campaign backdrop and the fact that it takes place in an entirely fictional world means there’s little risk of inconsistencies that might ruffle my mental feathers.
Civ V, is a different beast altogether. It’s the historical fiction of the gaming world. The campaign is essentially the collective lives of our forefathers. Balance is of the utmost importance to me, as I recognize the successes and failures of different civilizations have depended upon their resources, their choices, and their opportunities and not some inborn “betterness” and I want the game to bring that out. I think it does admirably in that respect. Each Civ provides various benefits that you can successfully use to get a leg up in the game and none are truly overpowered.
But when it comes down to the AI, I have a conflicted viewpoint. I want the AI to compete well against me without any advantages so that my experience stays consistent with that egalitarian sensibility. On the other hand, if I’m going up against nine other civs then I want to realistically win more than 10% of the time on a “normal” difficulty level. I like challenges, but I’ve never been fond of the super-ultra-tough boss fight that you need to try again and again and again until you beat him. That’s what this game would become, and given the amount of time each game takes I don’t see myself playing Civ V over and over without a decent chance of success to lead me on. I respect those who have that kind of drive, but I honestly think that’s a fairly rare quality among gamers. That’s for the grognards, a niche community which simply isn’t strong enough to feed a game with Civ’s budget.
So I think that there was quite possibly a conscious decision with the AI to not spend tons of hours in order to make it more competent. Above, I mentioned that the historic success of civilizations depended upon available resources (which are randomized n the game), opportunities (which are emergent), and decisions. It’s that last part which can be tweaked while still maintaining some sense of consistency within the game world. To raise that base 10% chance of winning a bit, the other leaders need to make poor decisions more frequently than I do. If want to win maybe a third of my games, that’s going to take a good amount of stupidty on the AI’s part. If instead I want to win half of my games, I’ll pretty much need it lobotomized.
So this theoretical decision (I speak with no authority) to make an imperfect AI gets paired with an advantage system to ratchet up the difficulty for those who want more of a challenge, but that basic AI essentially stays the same aside from chances of trading tech or declaring war. It lets us mere mortals (Warlords, Princes, etc.) mess around with strategies and different build orders while not shooting ourselves in the foot every single time.
I get it, I think - it’s the old chestnut of “an imperfect solution to an imperfect problem.” That doesn’t make it any less jarring to mind to watch a great general get left out in the open, but such is life. As for settlers, I’ve foolishly sent them on their lonesome plenty of times before so I won’t begrudge them taking that particular risk even if they do it a little more frequently.
Just my two cents.