Roland Johansen
Deity
Here are the justifications for FLAT bonuses across the board.
AI barb/animal bonuses: The AI is tactically weak which means it suffers more at the hands of barbs, this tactical weakness is applicable at every level.
AI upgrade bonuses: The AI makes relatively poor use of it's upgrade cash relative to what even the dumbest human would - even a not so smart human will instinctively upgrade units near hostile borders. The AI, even improved, does not have those instincts - this is true on every difficulty level. The AI also relies more on "Quantity over quality" when it comes to winning wars and making them pay full price would harm them more than it does a human who targets upgrades much more smartly.
AI supply bonuses: Again "Quantity over Quantity". If the AI is to have a prayer of succeeding, it needs to send in more units than a human would, and/or the units spend more time milling around rather than getting to the point of the invasion. Hence a discount is justified.
AI war weariness bonuses: Again Q/Q is a factor, but also the AI is intrinsically worse at manipulating this game mechanic, also at higher difficulties the AI relies all the more on quantity while humans are all the more better at manipulation hence a scaling on difficulty is justified.
AI inflation bonus: Ok I don't have a good reason for this one, other than as an extra free pass on top of other commerce free passes. Regardless, since inflation is already reduced by other difficulty-sensitive bonuses there's no need to scale inflation by difficulty too (in particular there are the per-era bonuses which means AI expenses go down over time.
I can see why you would like to give the AI some bonusses at the lower levels of difficulty and the AI will benefit from those bonusses as you describe. But at the same moment you're decreasing the AI bonusses at higher levels of difficulty.
I have already described in many words what problems this could cause. It's not very usefull to do that again, but I'll try to put it in one paragraph which might make any discussion between the posters in this thread somewhat more structured.
At the higher difficulty levels the AI has a bigger production bonus and thus more units. More units leads to higher upgrade costs, higher supply costs in foreign lands when at war and more war weariness when attacking an enemy. Without an adjustment to these factors that is proportional to the increase in number of units at the higher difficulty levels, the AI will function like a machine with some parts moving faster than others. (my personal view on this subject)
By the way: good to see you here, Zombie. You must love the way that the AI can now pop-rush as you wrote an article about pop-rushing (and other micro management).