I would like to see an API which allowed people to write their own AI. Since the players collectively have more resources than the developers, players will eventually write a better AI than the developers could have.Plus, it would lead to interesting competitions for the "best player-written AI". All abuses exposed by these AIs would, of course, be fixed in the next patch.This feature would have to be designed in the game from the start, so it probably isn't an option for GalCiv I, but is an option for sequels or other games developed by Stardock.
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AFAIK this wouldn't work at all.
First, ai coding isn't a collective work. So the community is just a bunch of individuals who will not be able to gather more resources than Stardock.
Second, I wonder if you already tried to code an ai for a TBS game. I do. It is far from easy to get the ai do even remotely intelligent things.
Third, I know of one game with such an API for coding ai's. It is called civ-evo and is a quite good civ2 clone (not really a clone, it's got some more features and no randomness inside, which makes for a better ai too since every move and its outcome can be predicted accurately). I only found one ai mod that was built upon the game (the API is in C).
On the other side, a scripting language over C/C++ routines provides good possibilities to tweak the ai. The best example being what apolytoners have done with Call To Power 2 (the in-box ai is totally dumb - but in Cradle mod or even just the FrenzyAI mod, it is much more aggressive and efficient).
What I mean is that the ai can be modded efficiently by players, but can't be coded as efficiently, particularly considering Brad has spent a lot of efforts on it, it would be silly not to profit from these efforts in the shape of some infrastructure. Without the infrastructure, you'd end up coding C++ (potentially leaky/memory risky code) that has already been developped by Stardock, except for 3 lines in a 100-line method.