Really? Still that low? The modifiers comparison between Vanilla Deity and C2C on Deity-Nightmare says otherwise.For the hardest difficulty, you need Deity+nightmare mode. I estimate that that is roughly Emperor/Immortal difficulty in BTS, if you don't use exploits.
<iUnitCostPercent>100</iUnitCostPercent>
<iResearchPercent>130</iResearchPercent>
<iDistanceMaintenancePercent>100</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>100</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>8</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>200</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>100</iCivicUpkeepPercent>
<iInflationPercent>100</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>20</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>25</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>250</iUnownedWaterTilesPerBarbarianUnit>
<iUnitCostPercent>225</iUnitCostPercent>
<iResearchPercent>225</iResearchPercent>
<iDistanceMaintenancePercent>200</iDistanceMaintenancePercent>
<iNumCitiesMaintenancePercent>200</iNumCitiesMaintenancePercent>
<iMaxNumCitiesMaintenance>180</iMaxNumCitiesMaintenance>
<iColonyMaintenancePercent>150</iColonyMaintenancePercent>
<iMaxColonyMaintenance>100</iMaxColonyMaintenance>
<iCorporationMaintenancePercent>150</iCorporationMaintenancePercent>
<iCivicUpkeepPercent>225</iCivicUpkeepPercent>
<iInflationPercent>190</iInflationPercent>
<iHealthBonus>2</iHealthBonus>
<iHappyBonus>4</iHappyBonus>
<iRevolutionIndexPercent>180</iRevolutionIndexPercent>
<iAttitudeChange>-1</iAttitudeChange>
<iNoTechTradeModifier>20</iNoTechTradeModifier>
<iTechTradeKnownModifier>0</iTechTradeKnownModifier>
<iUnownedTilesPerGameAnimal>10</iUnownedTilesPerGameAnimal>
<iUnownedTilesPerBarbarianUnit>5</iUnownedTilesPerBarbarianUnit>
<iUnownedWaterTilesPerBarbarianUnit>70</iUnownedWaterTilesPerBarbarianUnit>
<iUnownedTilesPerBarbarianCity>45</iUnownedTilesPerBarbarianCity>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>4</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>1</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>4</iBarbarianDefenders>
<iAIDeclareWarProb>100</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>80</iAIGrowthPercent>
<iAITrainPercent>60</iAITrainPercent>
<iAIWorldTrainPercent>100</iAIWorldTrainPercent>
<iAIConstructPercent>60</iAIConstructPercent>
<iAIWorldConstructPercent>100</iAIWorldConstructPercent>
<iAICreatePercent>60</iAICreatePercent>
<iAIWorldCreatePercent>100</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>60</iAICivicUpkeepPercent>
<iAIUnitCostPercent>60</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>50</iAIUnitUpgradePercent>
<iAIInflationPercent>80</iAIInflationPercent>
<iAIWarWearinessPercent>50</iAIWarWearinessPercent>
<iAIPerEraModifier>-5</iAIPerEraModifier>
<iAIAnimalBonus>-40</iAIAnimalBonus>
<iAIBarbarianBonus>-25</iAIBarbarianBonus>
<iStartingDefenseUnits>0</iStartingDefenseUnits>
<iStartingWorkerUnits>0</iStartingWorkerUnits>
<iStartingExploreUnits>0</iStartingExploreUnits>
<iAIStartingUnitMultiplier>1</iAIStartingUnitMultiplier>
<iAIStartingDefenseUnits>8</iAIStartingDefenseUnits>
<iAIStartingWorkerUnits>2</iAIStartingWorkerUnits>
<iAIStartingExploreUnits>1</iAIStartingExploreUnits>
<iBarbarianDefenders>7</iBarbarianDefenders>
<iAIDeclareWarProb>150</iAIDeclareWarProb>
<iAIWorkRateModifier>100</iAIWorkRateModifier>
<iAIGrowthPercent>25</iAIGrowthPercent>
<iAITrainPercent>50</iAITrainPercent>
<iAIWorldTrainPercent>50</iAIWorldTrainPercent>
<iAIConstructPercent>100</iAIConstructPercent>
<iAIWorldConstructPercent>40</iAIWorldConstructPercent>
<iAICreatePercent>50</iAICreatePercent>
<iAIWorldCreatePercent>50</iAIWorldCreatePercent>
<iAICivicUpkeepPercent>50</iAICivicUpkeepPercent>
<iAIUnitCostPercent>50</iAIUnitCostPercent>
<iAIUnitSupplyPercent>50</iAIUnitSupplyPercent>
<iAIUnitUpgradePercent>5</iAIUnitUpgradePercent>
<iAIInflationPercent>20</iAIInflationPercent>
<iAIWarWearinessPercent>10</iAIWarWearinessPercent>
<iAIPerEraModifier>0</iAIPerEraModifier>
@JosEPh_II: I'm not talking about modifiers and numbers, I'm talking as a player's feel about the overall difficulty in beating the AI. I find that the AI tends to play relatively defensive. It rarely sends in a proper doomstack, and usually only sends in a few sniper units to kill workers and do the occasional pillage.
In the very rare cases that the AI does indeed send in a full doomstack, just hitting it a few times with horse or elephant units makes that doomstack withdraw again. I always play deity or deity/nightmare and it has been years since the last time I lost one of my own major cities to the AI.
Buildings should never have to be avoided or sold off. The question is always, why has he undertrained LE units to respond properly?