Most RTS. Demigod is a specific exception, where the quantity of data handled is exceptionally high and the required speed of updating is exceptionally high compared to most RTS, because it's much more "real time" and the player has much more information. Two main examples:
Area of effect. Let's say, in WC3, you fire a Demolisher shell at a unit. You know, instantly, the place that it will hit. Whereas Demigod, allows for the possibility that it will hit another unit before impacting the terrain. This means that you have to know the whereabouts of every unit in the possible path of the projectile (realistically, the whole map) to a much higher degree of accuracy. While I think in Demigod, it is actually impossible for this to happen, the engine is built to allow it.
Let's take another AoE spell, like Blizzard. How many rains of ice are there? 3, at top level? Circle of fire, deals damage every second for 10 seconds, which is immediately 3.33yadda times more damage checks than in WC3.
"This MASSIVELY increases the amount of data and forces" people with slow upload to order a refund?
Maybe they should. If they have the specs given on the box or DL page, and they can't make the game work, then IIRC the Gamer's Bill of Rights gives them a refund. I'm not here to argue if they should have a refund or not. Simply put, peer2peer is not a choice for Demigod, for reasons I have already given.
Furthermore, there are a LOT of cons to server-based gameplay that aren't mentioned. For example, L4D has BIG server issues because of the way the matchmaking works, there's no benefit to having your own server, compared to other FPS games. So nobody is hosting their own L4D server. Every CS:S server is third party. Every custom game in WC3, someone has to be open to the p2p system to host. If they get defeated or quit the game and nobody else who can host is in the game, it's over. It's also possible for server splits and other bugs to ruin the server. In Demigod and SupCom, you can eject a lagger, problem solved. In WC3 if you eject the host, it can be game over. I still see so many people trying to host on wc3.. they can't play the custom maps they like, etc, because they can't host.
Server-client works for some games, peer2peer for others.
I might also add that Stardock's solution here, is IIRC going to be universally adopted for almost all Stardock-based games in the future like this. That's why Demigod is going to recieve a LOT of support for the netcode, because it's Stardock's flagship game with an entirely new system, the same one that will work for a bunch of Stardock's games in the future. They have invested a lot in this netcode, and a lot more investment to put in to make sure that it works. Frankly, the Demigod launch was always going to have these issues. No more than HL2 was completely unplayable for several days, or World of Warcraft.