I think the sadder thing is that there's some games where you can sit with basically no army for forever, tech past the AI, and fight through them with no resistance. The AI was defanged and weakened far too much in BNW. I kinda miss the G&K Fall Patch AI, psychotic as it was; it was MUCH more difficult to handle and you were toast if you went without building an early military.
Agreed. I miss how much more difficult Deity used to be, especially with regards to victory. The AI is almost incapable of winning.
Three Artillery is enough for an entire front? Are we playing Deity level here? Three Artillery cannot even kill one Rifleman in one turn, and if you're not seeing more units than that or tech as good as that, then you must have forgotten to put "8" in the difficulty box.
That's kinda my whole problem with Deity since BNW. They broke Deity. The AI usually doesn't have Riflemen when a savvy player techs artillery, because the AI loses steam on science so fast. They don't work their university slots, they spam useless cities, and somehow, despite their 85% tech costs, they manage to fall behind a player who focuses on education. And there's no fangs (as mentioned above) to punish players for focusing on education, all of which reduces deity to a "tech as fast as you can" game.
Hey I'm just putting out there that cromagnus is good enough to win deity domination before t100, he probably is just really good at using artillery or something.
No, I'm not like a master of artillery.

It's pretty hard to go wrong with range 3 indirect fire units. And when you get artillery by 1000 AD, and the AI barely has muskets, they can't do much about it. I'm typically facing XBows and swordsmen... on t150 that actually makes sense, but not on deity. The AI should tech faster.
To adwcta's point, I recognize that things are different when you can throw down sub-t200 wins on a regular basis. I think though, as I've mentioned, for players who aren't there yet, and want to learn how to win on Deity reliably, it's a much better use of their time to practice the fundamentals of SV or early domination. What is a tier list for if not to educate people on where to start if they want to tackle deity? I mean, other than the argument over which civ is better, the value it ultimately provides is it answers one of these two questions:
1) I suck at <insert victory condition> on Deity, where should I start?
2) I've gotten some Deity wins in at <insert victory condition>, and I think I'm ready to try a civ with more subtlety to their Unique traits, but I don't know who to choose, or who to avoid. (IE "middle-tier")
Sure maybe sometimes people say "I don't know how I want to win, so I want a civ that is generically powerful" This is just an odd mindset to me. I always look at a civ and think, "what would they be good at?"
But, beginner deity players should really be focusing on the fundamentals of early domination, or SV. (Because every other VC on Deity starts with effective science game)
Why early domination? Because a single game of civ takes hours. A lot of warfare can be learned with archers, and the time investment to t100 is a lot less. I also think there are certain civs that are easier to learn with. For any victory but early domination, a science civ is the most forgiving. Even a little tech headstart is more forgiving on mistakes. And for early domination, there is a short list of civs that are just easier to succeed with, and yes, I think if you're struggling on deity, those are the ones to start with. Arabia & The Mongols are the easiest to start with, IMHO, then The Huns, then England, (especially on continents), China, Egypt, and to a lesser degree, the Zulu and the "free movement in rough terrain" civs. (the Inca and the Aztecs)
With everyone else, for the most part, you can't make as many mistakes. Now, once you've pulled off early domination with one of the easy-mode civs, then sure, graduate to a civ that has one of these UU/UA that gives some less blatant advantage. But, if I came in here and looked at that tier list, I wouldn't know which civ to pick even in those conditions, because aside from the 3 or 4 civs that are excellent at every VC, it's not clear by tiering what they're good at.
Which is why I don't think it's all that useful to rate civs on a single scale. Some civs are easier to win certain victory conditions than others. More importantly, some civs are easier to *learn* certain victory conditions than others.
If someone wants to do continents domination, going to a generic list of top tier vs middle tier civs isn't helping them. *'s and ^'s don't clear it up the way a list organized by victory condition and map type would. IMHO.
If this list is for beginner Deity players, then it would be more useful to point them to Deity strategy guides. If it's for intermediate diety players who want to get better, a lot of these UU/UA have less impact on the game than focused efficient play does. So, to some degree, tommy's right... arguing about which UU/UA is better is pointless when most players just need to work on their fundamentals. And once you have those fundamentals down, a lot of these UA/UU and UI are only *theoretically* as useful as you measure them to be, and not *actually* that useful... as a result of various game imbalances, AI fails, etc.
For example, (broken as it may be) ranged units > all until the AI hits the Industrial Era, and then Artillery/Frigates > all until the Atomic era, at which point bombers & battleships > all, and that leaves a lot of UU/UA in the cold. And when you factor in that the AI is pitiful at science now, the only thing that matters after ranged units is how good you are at science. And all of this pales in comparison to how effective you are at managing your first 60-70 turns. We could argue UU/UA all day, but some guy who comes in and looks at the tier list, sees babylon at the top, and gets pwned trying to win with Babylon is not going to be any better off.
I'm not saying it isn't worth discussing the finer points of various UU/UA, but the tiers are of less value out of the *context* of a specific map/era/VC. IMHO.
And the subtlety of something like Germany's 25% reduced land unit cost just is so far down the list of things that matter. (I thought it was 50%... even less meaningful than I thought)