Fish Man
Emperor
- Joined
- Feb 20, 2010
- Messages
- 1,545
I tend to think that what play the largest role is the starting units (and techs).
The extra settler is what triggers the barbarians earlier which is a huge increase in difficulty on some maps.
The extra settler also wastly increases the odds of the player being squeezed in with too little land.
The AIs to move through the natural game progression faster on deity, so the pressure to catch up and gain a significant land advantage is on right from the start.
If you are first squeezed in with 3 cities, then you need to do some construction attack and then recover and prepare for the next step which can come later... You often lose alot of time if you start from a squeezed position.
Sure, that they get cheaper buildings/units later on too adds more difficulty, but I don't see this as the most significant factor.
Doing some cannon+rifle attack->ceasefire->attack->ceasefire push where you slowly grind down a behemoth is more costly and takes more time when the AI get abit cheaper units, but it's a difference in scale, not in kind.
The added upkeep that @BornInCantaloup mentions I think play a large role too. You are forced to squeeze through some commerce bottlenecks and can't just focus on hammers/food 100% which you can get away with on many other difficulties.
If you delay TW/Pottery/Alpha/Currency for too long on deity, you risk falling behind so much that there is simply no hope to recover, and if this is paired with a failed (or simly not successfull enough) military push which has not gained you a sizable chunk of land, well then it's often GG.
I love these balancing acts and it's a large part why I enjoy deity. It's also why I enjoy playing isolation maps alot (iso maps hold the greatest commerce bottleneck of all imho). You can't just force your will upon the map and sprawl, you need to balance.
From my point of view the "big bonuses" the AI gets are tough but never insurmountable. You can grind down anything pre-rifles technically, with elephants and trebs or something. And throw enough cannons to take care of up to infantry/artillery/machine guns.
"Doing some cannon+rifle attack->ceasefire->attack->ceasefire push where you slowly grind down a behemoth is more costly and takes more time when the AI get abit cheaper units, but it's a difference in scale, not in kind."
The problem is not the difficulty of the war itself but the indirect effects of it. The faster tech pace at the end of the game makes it so you're always, always "against the clock" to finish sometime before t300 or even t250 some maps. When I'm doing an iso rifle-cannon war my concern is usually not "can I win the first war", but "can I catch up to Egypt and Incas who are on assembly line 1350AD and will only get faster from there" - and here the reduced costs for AI are devastating in all regards. Easily spammable units slow my military progress so I can't quickly finish conquering and consolidate to catch up; meanwhile, runaway teching by the leaders makes it so I have to finish conquering fast.