Writing strategy games is a lot like playing strategy games. Lots of choices on where to put scarce resources.
As the primary developer of the computer AI for Galactic Civilizations II, I have to make a lot of tough decisions on who to focus effort on.
And by "who" I really mean the general population (95% of gamers) or the hard core 5% who are the most vocal but small as a percentage of buyers.
During development, we focused on mainstream gamers mostly. We wanted to make a game that strategy gamers would enjoy and to do that, we had to be careful where we spent a lot of time on.
For example, we put a lot of time on having really cool ship design. Players can literally create any kind of ship they want both functionally and visually. There's Babylon5 ships out there, Star destroyers, etc. But at the same time, we didn't put in multiplayer because the cost of doing it would have meant the game would have to list for $50 instead of $40 and that was something we wanted to avoid.
Getting back to computer AI -- how tough the computer players are -- one of the game's claims to fames is that the AI provides a challenge to players without having to resort to cheating. The computer players play the same game as the human players do. In most strategy games, the computer players have to be given very significant resource advantages to provide a challenge. In many strategy games, the computer players aren't even playing the same game. One popular RTS I've been playing has its computer opponents able to essentially conjure buildings and units out of thin air in order to provide a real challenge.
But a challenging AI isn't the same as an unbeatable AI. So the result is that some of the hard core players -- as well as top level strategy gamers -- are able to defeat the game not at the highest levels but at the levels where the AI isn't cheating. As a result, they demand ever increasing amounts of time to be spent on making the computer players smarter as opposed to just bumping up the difficulty higher to where the computer players do get some extra resources.
Those players are able to list a myriad of "dumb moves" that the computer players made during a game in question. The problem is that all computer players will make "dumb" moves. Sometimes dumb moves are the result in a logic flaw, other times it's merely a difference in opinion on what is a "good" move, but most of the time it has to do with large-scale, multi-turn coordination which humans are much better at doing than computer AIs.
Right now I'm working on v1.3 of Galactic Civilizations II. In terms of computer AI work, I'm trying to provide something to both groups. I want casual users to be able to have more tools to beat the AI with if they are clever but want hard core players to see smarter AI. I'm also going to put in some additional difficulty levels so that players have more graduated difficulties (the game has several already but more is good IMO).
The issue the developers of GalCiv II are running into is no different than other games. Players of World of Warcraft have long seen Blizzard have to juggle time between the hard core players with their level 60 characters and massive guilds vs. casual gamers who just want to see more missions and more solo-oriented content.
So that's the conumdrum that developers regularly run into when deciding where to put updates.