Glest would never have used 'real' random numbers, real random number generators require special hardware (good ones use decay of radioactive materials). Previously it would have used random numbers provided by the C runtime, which is a pseudo random sequence, just like the current 'in source' one.
The C runtime version of rand() is of course is different on different platforms, hence the in code version. We use pre-shared seeds for AI's in GAE, whether it makes much of a difference is debatable, it should make them less predictable at the start of game but their options a rather limited then anyway. By the time the game 'gets going' human intervention is enough to ensure they don't keep making the same decisions. (Ie, it forces the 'random' numbers out to be used for different things).