Given that the city tile consumes no food but gives food it does not even out for long. If that extra food of 56 cities instead of 20 cities is used for 36 additional scientists that is 108 additional beakers per turn.
I don't think you will be able to build 56 cities, even using your approach. Remember: after the initial 7-10 towns you immediately get into jungle, and in a jungle town you can't build settlers. (Growth stops at size 2, unless you clear a jungle first to provide at least one +2fpt tile. So you need to build
lots of workers, which in turn initially reduces even more the number of settlers you are able to build.) I think that the 20 towns I managed under these circumstances are quite ok. I can imagine that using your approach you will probably end up with 30 towns, perhaps not even that much. And it won't be that many in the early phase where it counts most for the Philo-race?!
So it looks like the huge map actually favors the AI.
I beg to differ. It favours Demigod+ AIs in the ancient age if goody huts are allowed. Compared to a standard map the amount of goody huts is increased by a factor of 2.56, so AI will get almost 2.56 more techs from goody huts and thus also techs, that are much more expensive. Furthermore the human player has to cope with the fact that researching those techs will cost 66.7% more, so in total that is factor of ~4 in favour of AI, but it only applies during the ancient age.
So you agree that the increased goody hut rate and the 66.7% increase in tech cost are a big factor in favour of the AI. But both of these are a direct consequence of the hug map size, so the huge map favors the AI.
q.e.d
I would argue in the opposite direction. The map size itself does not favour AI, the increased amount of civs does. This increases the amount of tech trades that is utilized by AI a lot. If you have 15 enemies instead of 7 chances are one of them will have philo before you and the trading between them makes things even worse.
The increased amount of civs definitely increases the probability that one of them will get Philo before you do. Especially as there are also 2.56 times the number of huts from which Philo can be popped...
But I can rule out an increase of tech trades in this case: on a standard map the AI will meet much earlier, so tech trading starts earlier. On Pangaea you have 7 civs trading with each other pretty fast, and on continents like two groups of 3-4 civs.
Now look at this map: in the north we have a group of 3 (Carthage, England and Germany), in the south a group of 4 (India, Rome, Byzanz and Spain), and on the other continent a group of 3 (Babylon, Greece and Persia). 4 more civs I haven't met yet, most probably they form a fourth group on a third continent. Even now in 390 BC there is only one contact between these 3 groups: England has met Byzanz. And this is pretty recent. For most of the game, the 3 groups have been isolated from each other, which is in fact the reason why I was able to gain such huge amounts of techs and gold whenever I discovered a new tech.
So on this map we have a similar situation as on a standard continents map: groups of 3-4 that are isolated from each other. The differences are only: a) there are more groups (but this does not necessarily increase the tech pace inside each group) and b) the members inside each group meet each other a bit later than on standard (which actually slows down the tech pace a bit in the beginning!)
Of course all that may be different on a Pangaea map.
In conclusion I think that the reasons are not as obvious as it may at first appear. More likely it is a combination of several factors that make this map so hard to play:
- (relatively) poor start position for the human player
- lots of goody huts (direct consequence of map size)
- lots of space for the AIs to fully unfold their increased growth potential compared to the human player (direct consequence of map size)
- the additional tech prize increase due to map size makes the total number of beakers that the human player has to "catch up", even bigger: e.g. a tech for 300 beakers would cost the AI 210 beakers, so the human player has to catch up 90b. (Which may be easy to do with better strategy and better micro management). However if that same tech costs 500 beakers (66.7% more), then the AI gets if for 350b, so the human player has to "catch up" 150 beakers! (Which is of course much harder, as the number of towns and citizens that the human player can generate in a given amount of time, does not depend on map size, so is the same in the early phase, no matter whether we play standard or huge). (direct consequence of map size)