You have to read again drewisfat. It's really very simple.
And you have to learn to not give off condescending/arrogant tones in your posts
Simplifying the argument to one liners is the opposite direction of a good discussion, I just expanded those arguments to look at the effects in more detail and now you've just pretended i spoke garbly- or something.
1. "More AIs" - For most of the relevant early game (Which you mention with meditation) there are not "more ais to bribe" on a continents-like maps with 18 civs than pangaea since on pangaea you always have 7 people on the continent. While how many neighbors you could have would of course vary on the land script / luck, unless you're doing a pangaea map or something similar with the 18 AIs, you're probably on average going to have as many or fewer neighbors starting out.
2. If you consider the good early wonders: GW, Oracle, TGL, GLib, mids the only wonder that is significantly more difficult to get is the oracle.
- If you're going GW, you probably have stone in BFC, targeting it early, pretty darn hard to lose.
- Mids, combined with stone and chops, again hard to lose.
- TGL, while the AI is often close behind with TGL it doesn't spike into ridiculously random early dates (like the oracle). This is because the AI would have to have a coastal city, start with fishing, happen to tech sailing early, happen to build lighthouse early, and then happen to build the great light house early. With a targeted approach on TGL (like when you are in some coastal tundraball) it's a pretty sure thing.
- GLib, if you're going it you're probably also teching aesthetics/lit early (Which the ai avoids) and probably have marble. Again shouldn't lose.
I will admit it can make some late game wonders like Taj/Kremlin significantly harder to get. But there's also pluses from having a lot of AIs building wonders, like:
- As I already mentioned the AIs are more likely to spread out the wonders among them, rather than have one AI win all the wonders.
- With more AIs the finish dates are more consistent, so you can get fail gold more predictably and earlier. (Imo this actually outweighs the fact that you have less time to build them).
3. The diplomacy game definitely gets slanted with different game speeds, but there are positives and negatives to this, which I think you agreed with earlier.
4. I imagine the bulb scaling was the developer attempt to compensate for bigger maps = bigger empires = stronger economies / more GP. It may not be perfect, but also realize that bulbs are slightly stronger on slower game speeds (For the reason all "rush techniques" are) and this counters some of the negative of them being worth a smaller % of a tech.
5. I know the settings help the AI in tech brokering, but I believe the existence of an extra dozen AIs to trade with popping up in the middle of the game more than outweighs this. After all some AIs are going to hate each other, some are going to out tech each other, and by beelining smart techs there's still a good chance to get monopoly or near monopoly techs.
* Bonus point that a different thread reminded me of that GREATLY reduces the difficulty of large, non-pangaea maps: The pillage resource / leech GPT from the AI trick. It's rarely worth it on small pangaea maps, but on large continents maps, it can mean hundreds of gpt to you, allowing you to both run at 100% research forever and cripple the selected AIs' economies.