no, to make it p2p was the only best desicion they made. some of the mentioned rts games indeed hat host/server based architecture. but that was not my point. the reason for this trouble is still not the p2p architecture. in fact p2p architecture REDUCES HEAVALY latency. of course only if 1) done right 2) if there are working routs between the players.
because of problems that sometimes occure to point 2) they added proxy-support. this basically ads server-host functionallity to demigod. if two cannot connect to each other someone else or a dedicated server is hosting the game for that person(s). this is also a very good idea.
but all this does NOT explain the bad behaviour we all observe as there are quite many other p2p rts games out there that perform FAR BETTER!
edit: to make it a bit clearer: using p2p you need the exact same amount of download traffic but x-times uploadtrafix (x being number of players). you cut the response time on actions by half.
now, some assume that the upload traffic to e.g. 5 other players (in a 3vs3 game) may be the problem. well, i have a network-meter on my system and i can assure you that the traffic amount by dg during a gameplay is redicules low. not even close being dangerous.
edit2: additionally i am still wondering why i have pings to people in my country that are at least twice as high as i have usually pings to people in other country in most ohter games. the best ping i saw in DG was something over 70ms. in any other game i am sued to pings arround 25-60ms. rarly getting 100. and they are most times NOT in my country.
@ntropy. well maybe but since i didn't observed any changes since i use it i doubt it. but i observed some new problems since last patch as some other did too.