IANAPGM, but one can observe that TA and SC are indeed different RTS games in the sense that TA has a territory control focus (so perhaps a bit more strategic), while SC relies more on the micro/macro focus (workers, some skillshot abilities - which incidentally led to the birth of the MOBA genre).
Depending on how that's implemented, I could see that rapidly becoming de facto "pay to win".
I HATED the fact that Starcraft II wouldn't let me do this when it first came out.
I loved Starcraft I, but the emphasis on twitchy play meant that I simply couldn't be bothered to finish Starcraft II.
I know several of the later games, and even the first games (as far as I remember) allowed two fully independent screens with the UI buttons only appearing on the first one - I used the heck out of it.
That has changed and AI's 'view' is now restricted.
From the FAQ:
> Q. How does AlphaStar perceive the game?
> A. Like human players, AlphaStar perceives the game using a camera-like view. This means that AlphaStar doesn’t receive information about its opponent unless it is within the camera’s field of view, and it can only move units to locations within its view. All limits on AlphaStar’s performance were designed in consultation with pro players.