For a certain kind of self-actualized casual gaming, it might actually work. You have to trust / live with the bad choices of your automatons, yet also remember to tell them when you want to change direction.
For a certain kind of self-actualized casual gaming, it might actually work. You have to trust / live with the bad choices of your automatons, yet also remember to tell them when you want to change direction.
When the game has relatively few options that can be played to a high depth, like Chess, of course, it's easy to write such a competent AI with a brute-force approach. But that's usually not how 4X games are structured: there are a ton of decisions involving overlapping timers and resource bonuses and force committments, and so the top-end strategy revolves around leveraging everything in a just-so way to accelerate growth and minimize losses.
The move towards lower micro and symmetric balancing in newer games has the upside of downplaying much of this; your advantage, where you get one, is much less likely to come from careful micro employed to replicate a 50% advantage in a single scenario hundreds of times, and AI benefits as well. But it also loses some of the charm of weirdly unbalanced 90's strategy.