I guess by the very nature of the game, you can have an easy difficulty with no cataclysm or bandits at all, and a player could make life super difficult for themselves anyway.
So, I guess the question is, what is easy enough? Some developers seem to think that easy means the player should not be capable of losing, but I think it's better to foster the notion that losing can be fun.
Someone suggested in another thread that profile leveling should not be based on games won, but on 'rounds' completed. Maybe this is a way to take the sting out of losing for a player on easy who is trying to learn the mechanics. "Hey, I lost the game, but I think I figured out where I messed up, and I advanced my profile a little bit!"
But honestly, I find it very hard to put myself in the things on your feet of an "easy" player. I've been trained by modern gaming to think of easy as effectively "cheat mode", that you play if you only want to "see the story".
There really isn't a story or ending to get to in this game, so I guess the best equivalent is "I want to place stuff down and just see what happens" Effectively a sandbox.
So maybe that's the answer. You have a game mode called "sandbox" in which they can plop down any building or unit they want for free, resources are used for unit creation by military buildings and myth tokens, and you can build a new town center for a faction even if their last one is destroyed. So if a player feels overwhelemed by having a win/lose condition, they have an option just for playing around with the game and creating fun stories out of the stuff that happens. There certainly is a class of players who like to play this way (and I'm not making any kinda judgement on who is more of a "real gamer" or any nonsense like that), so why not have the game appeal to them as well?
EDIT: Also, like in Sim City games, cataclysms could just be disasters you bring in on a button click.