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Of course, reason aside, it is still very frustrating to get beaten to a wonder you wanted.
And as for the future tourism and advantage denial, those are metagame strategies. They are the kind of behaviour you expect from players trying to game the mechanics for every advantage; its explicitly gamey behaviour and if you play against humans that do that its part of the package. I don't play against the ai to see it try to replicate the metagame. Imo ai should play as if they an actual civilisation, not like they are trying their hardest to exploit the mechanics for advantage.
I will admit that that is my preference. If I wanted to just play civ as a competitive exercise than I'd go to multiplayer with its many human players who will act as players in a game not civilisations. The design philosophy of the ai seems to be in agreement with my preference though otherwise they wouldn't have tried to give the ai personality through agendas. Having the ai like you for building walls or choosing melee over cavalry is not in the spirit of optimal metagame strategy.
If the AI meet the requirements of a wonder and are interested in building wonders, they will do it, regardless of the wonder effect.
If you were playing against strategically sophisticated humans you'd be seeing similar behavior. Your opponents wouldn't avoid building Huey Teocalli because you have a better spot for it. Maybe the logic behind the AIs decisions is simplistic, but in this case the results are nevertheless realistic.
As for whether the behaviour mimics players, that also misses a point that I explicitly made. The ai shouldn't be mimicking player behaviour, it should be mimicking empire behaviour. The fact the devs gave the ai agendas and priorities outside of winning shows that the design philosophy leans towards giving the ai cultural and historical personalities, not aligning them to optimal metagame strategies for beating players. If we want to compete against empires playing that way we have multiplayer. Its the wrong meaning of realistic to say that the ai is mimicking player behaviour imo. I could be wrong but I don't think the devs intended the ai to be playing the metagame to screw players in this way, if they did it seems like it clashes with other aspects of their apparent design philosophy for the leaders.
Some time when the AI beats you to building a wonder, reload an old save and make some changes (prioritize production if it was not already done, or chop some trees) to finish the wonder one turn before the AI did in your original playthrough. If you do this a few times, you'll encounter some situations where the AI will still beat you to completing the wonder. (This situation has been complained about by other players in other threads in the past, if you prefer to search for those threads instead of trying this yourself.)
The explanation is fairly simple; the AI knows everything that you are building and calculates whether it can beat you to wonders. If it can, it will. So when you back up and alter your completion time it also recalculates and if it can still beat you to the wonder it will, by using the same tricks - increasing production or chopping trees.
It doesn't seem likely to me that the developers would have coded this behavior accidentally, which then belies the notion that the developers don't intend for their AI to metagame.
This is a matter of opinion. I don't agree with it, but I respect your right to have a different view of how the game should be designed.
I'm not defending, I'm explaining how it works. Off course it would be preferable if the AI made more complex choices. There's a difference between wanting something and actually making it happen, though. The devs are certainly aware that this is a weak point in the game, this subject always come up and the devs read our feedback in forums. They know and they probably agree this isn't ideal.
As for tempest's comment, I think it does come down to a difference of opinion in how we'd like the ai to act in our games. They are happy with or approving of the ai metagaming and see attempting to replicate player strategies/anti-player strategies. I would prefer to see the ai act less like its playing a game and more like the leader of an empire making decisions that a historical empire would make. That's just a matter of preference.
Its probable that the ai behaviour in the game is a compromise between the two positions, as well as what's implementable. Certainly there are improvements that can be made to the ai though and a few modders have attempted that. I know there are several mods which modify it pretty successfully. If anyone knows a mod that will tweak the ai behaviour more to my preference I'd appreciate a recommendation.
OK - but what's being done about it? Civ VI is done but not at all fixed and now they move onto Civ VII?
They still working on Civ VI. There's another patch coming and possibly more paid content, we just don't know when it will be announced or what it is.