I have a Ph.D in Germanic history and culture, so you'll have to do better than an appeal to language. The best translation of 'stoeren' is not 'influence in a negative way,' it's 'disrupt', 'violate', or 'interfere.' Very strong language. In fact, 'influence in a negative way' doesn't even show up on leo.de's translation page. Come on, man.
"stören" has 2 main definitions (by Duden), in the first, you interrupt someone in his work or rest, or annoy someone with your presence.
The second one is about influencing values or procedure in a not wanted way. "sustainably impair"
Yes, disrupt may be a correct translation, but its more commonly used for a procedure which gets completly stopped. But I dont think any german would use violate in this case, which has more the definition of breaking rules or hurting someone. Interfere is also wrong, cause its defined as an active, intentional way to influence something, like US intervining in other countries diplomacy.
In DifficultyMod.xml, which contains Vox Populi's difficulty handicaps, there are the following AI values for bonuses:
Is it correct they also can grow faster? I remember some people said, AI cities need less food to grow.
And once you catch up to them through skilled play (you are skilled if you're playing high difficulty games, right?), you get the same buildings they do, and that very slight head start in Process output ceases to exist.
You mean declare war and punch as much as possible into their face? Do you think its possible to catch up in higher difficulties (emperor+) if you never go to war with them?
What is with AIs, which never go to war? Their running all the time the bonus for losing more units in wars, which never happens. Wouldnt it make more sense to give the production bonus mainly for units and only slightly for buildings?
high difficulty AI do not get a Production bonus towards processes.
Never said that, but do you want to deny, in most cases the AI is much more frequently able to use processes than the human? (higher difficulty)
I dont think you can balance all the different sources (production handicap, yields by events, yields at founding cities, grow of those handicaps), if you spread them over such diversity.
I like to see easy, direct solutions for the main issues. Do they lose more units than the human? Give them an advantage in producing units.
Do they have a bad focus in constructing buildings (doesnt look like anymore), give them a slightly advantage in constructing buildings.
Are they unable to do great synergies by religion or policies? (For me, there are not that many real synergies possible, a lot of people see synergies, if they simply stack as much possible yields in one or few buildings and build them first, but if you can construct every building fast enough, stacking doesnt give that much advantage). Give them some discount on policies and techs.
They are weak against early rushs by human? Give them military starting units, but no extra scout or worker. The extra worker can create an extreme difference in advantage of AI vs human or AI vs AI. Normally I start with shrine, monument, worker. Before I can start to create my first farm or mine, the AI can already create 4 farms, which can lead to 8 difference in food, if they start at a river. Meanwhile the AI with a forest or jungle start and no river has to pay the maintenance of the worker, but cant use it. I would place the starting worker only for deity games, for the challenge, but I think it has maybe a too much influence in starting conditions. (My opinion)