And thats just

coming from you.
In that very game I was discussing, I started off saying that building the Mids is not a reliable strategy on Deity.
YOU were the first person to reply to that and tell me that you can build the Mids reliably on Deity without a problem, and you were who I was actually listening to. It seems that you cant even make up your mind on the advice you post.
If only I could find that thread again. Heres a video of that game I made though -
http://www.youtube.com/watch?v=0v_bVrv2378&feature=related
Also I've never once lost the GLH on Immortal+. Unless I'm not actually building it at all, I'm yet to see that happen even with random AIs. There were two other Deity forum games I remember playing too with Joao and Hannibal, on both of which there was no problem with getting the GLH built. Maybe if you tried playing a different strategy other than spamming units all the time, you would be more appreciative of different tactics.
I've played a lot of games. I've seen times for all of these wonders that I can't make, and neither could you, obsolete, or even Rusten/Usun. If the game wants the AI to get them early, they get them early.
I've seen GLH go before 1800 BC on immortal. If you built a settler, you lost it. If aren't IND, you lost it. Hell, even if you ARE ind, depending on the start, you lost it. "reliable if on coast" my foot. Sorry, but that's flat out wrong. If you say "probable" I will accept that. Most of the time you will get it if you build it by 1500 BC on immortal. Not always though.
Same thing with mids. Vranasm can say whatever he wants about the gwall tip,
but i've seen the pyramids completed by the AI before the great wall...so pardon me for not believing this "gwall finish date" tip.
If you have Stone you can reliably pull off the Mids on Deity, Kossin has shown this in a playthrough she did with a BC Liberalism completion.
Wrong. 100% wrong. Kossin showed some luck in getting pyramids. While mids were pretty likely in that game, they were NOT guaranteed. I've seen the AI get them before humans can possibly get them, Kossin included.
Are they worth pursuing with the proper resource? Sure. Are they reliable? NO. Claiming that you can *always* get any 1 of these wonders if you so choose is misleading and wrong. Beginners reading it will get a very wrong idea about the reality of high difficulties if they see that. Players trying to make a jump will have a marginally wrong picture of the relative tradeoffs of wonder pursuit (IE a wrong notion about risk when weighted against reward). You can make any claim you want, but I have witnessed games that literally prove you're wrong to claim any of these wonders as "always attainable" or "reliable". Use "probable" and stay there please

.
I'd be surprised if Firaxis understood their mechanics themselves, most notably the combat system. Is it intentional that War Chariots beat Immortals against archers most of the time, and that City Raider is often weaker than Combat for its only purpose until the instant your units can no longer get it naturally?
Was it intentional that the same units with the same bonuses on the same terrain get different odds while attacking vs defending

? I'm virtually certain they don't know what they're doing.
If you mean the "bug" that TMIT mentioned, well, he's not exactly wrong that the solution wasn't a good one. But the idea that you can rake in gold by chopping/whipping a bunch of walls is about as illogical and unintuitive as you can get (so much so that I didn't even know it was a thing until very recently, even though I play Protective leaders all the time and always have).
If you're going to use "counterintuitive", "gamey", or "illogical" as a defense for removing a feature, then that line of reasoning forces the one making it to condemn failaxis for a laundry list of things many times longer, ranging from vassal states to worst enemy logic to speed scaling to barb galley spawn rates. Speaking of logic, there is no logical consistency in patch priority over the last few civ IV patches, and while civ V's have more consistency implications are...sobering

.
This is perfectly reasonable, but this thread is about the Protective trait, and the context of his entire post was the relation of that change to the usefulness of Protective. If he was simply cautioning against reckless game changes, there are both better ways and better places to do it.
Changing overflow was a strict nerf to the protective trait. That is on-topic. So is the fact that they gave protective absolutely nothing to offset that. In essence the balance result was that protective got nerfed to hell despite already not being great. Considering that this thread is about how protective is a bad trait, I fail to see how that doesn't fit.