It can also lead to the appearance of buggy behavior if you don't understand the implementation. For instance I think Firaxis did a much better job of the AI in XCom (in that it's enjoyable to play against at least), but there too you kind of need to understand the implementation or you might wonder about why, for instance, enemies seem to be magically teleporting around the map. The answer, of course, is that they indeed are.
Of course creating a non-cheating AI that's competitive against skilled humans is extremely non-trivial. But if you at least work on improving the AI you can tune down the amount of cheating necessary to create a challenge, which means the experience can feel much closer to 'organic.'
It matters for the same reason that people don't want to play against a human-like AI, because that AI would be a double crossing bastard who tries to win at all costs. They want to play against a roleplaying AI who tries to appear like Ghenghis Khan or Tutanchamon. But if I see my sworn enemy Attila the Hun spawn in an endless stream of battering rams out of thin air, and yet is so utterly incompetent and dumb that it cannot navigate a simple pass between mountains, that's a worse transgression against my suspension of disbelief than if he was just plain bad at the game.
Firaxis might simply be balancing with formulas like y = mx + b, where the AI starts with a bonus b and gets better at a rate m through the age/game. I am only speculating, but perhaps they want the AI agents to seem harder at the start and make it more likely that the player overcomes them over the game. The feeling of dominating an opponent is one component of a design pillar in many games called "power fantasy," which players love. Dominating them from a position of the underdog is even more rewarding. Whether this plays as well as never giving the AI agents an "unfair" advantage is another question, but this advantage is a part of the Civ formula now. And there is a bit of inertia around design traditions in game series - many things are built around them that wouldn't work and would have to be redone if they changed. Perhaps they didn't want to spend time here.
One way or the other, this is a matter of balancing and not big-picture game AI design, architecture, or systems as much. So, if you are only concerned with cheating, then set all of what I said about these big-picture things aside. However, the comment I was responding to was more about the overall quality of AI systems.
I hope the context I've given anyone who reads this lets them communicate with Firaxis about the cheating problem in a more direct and constructive way. Saying that AI is bad overall from the perspective of system modernity does not express that sentiment and would confuse them. I am happy with the game AI in Civ in the same way most programmers are okay with bugs in software. It's not perfect, but I understand why it is this way. You can challenge the cheating in their forums if you'd like.