Hi ya Gekko. If you can try this mod out and recommend it to the community patch people, I will gladly give the code and run two versions of this mod. If they don't want the adaptive buff concept, I'll just hand them want ever AI improvements there are. This mod fixes the bug where the AI is too willing to engage in a third party war which I'm sure they would need.
The known weakness this mod has at the moment is for duel games where the player cripples the one AI, and even though the AI get's leaking buff, it won't be enough. If you cripple an AI with larger numbers of other AI's around, the problem is much less pronounced. So the instant ancient age war declaration could be an issue with this mod. Why? Because the AI starts with much lower unit numbers but higher combat buffs.
IMPORTANT NOTE:
I could look into making the AI start with two warriors and an archer? Problem there is that the worker steal option (which can be fun), is likely to be gone (except that you might pick up workers from CS and barbs). I actually like this idea thinking about it now. The AI's potency would increase a lot. You couldn't insta-war as much and the AI's archer and city would really hurt the player's warrior raid. (Best of all would be to teach the AI how to play the start with only the two warriors and a scout....)
Thanks for sticking with V17 Joncnunn

I lost confidence in it because I haven't personally played through a whole game on it, but would love to see it in because it will boost the AI a bit more which will help the endgame.
On trade routes, I have personally experienced what you are talking about with the greater diversity between known techs. The thing you won't know is the detail about how total yield is calculated. It is the total player yield summed on a per city basis excluding trade route income. However, in V17, the total yield is summed the same way but INCLUDING trade route income.
On tip 11, yes that is true, but higher population means higher science which will leak to the AI. Also higher population means lower happiness and potentially more risk of war. It depends on how people set up the game I guess. Also, so long as the player has a high pop, that increases the risk of leak to the AI because it is difficult not to be productive with a high population, unless the pop is diverted to the unaffected yields culture, tourism or faith (or diverted to unemployment?)
Tip 12: I think this mod initially favours AI's that have a high food start. They could get benefits of leak. However, they also hit the happiness cap sooner and immediately loose the leak buff. At the end of the day what this means is that in the ancient age, civs that are high population and aggressive are the biggest risk, until they hit the happiness cap. Civs that start in low food areas will be less of a threat because they won't get the full benefit of the leak.
EDIT:
Note: It is easy to make the mistake of thinking that domination does not work in this mod because players that own half the map will be leaking so much to the AI that domination can't work. BUT this is not true. The leak is the ratio of yield/pop which is somewhat independent of the players empire size.
I'm not 100% sure but I think there is a quirk in this adaptive buff concept, that if you play on prince as an immortal player, you will initially feed so much leak to the AI, that they will more quickly build an army and attack (ancient age rush more likely). If they fail, the game will be super easy. If they take a city, even prince could be a challenge....However prince players playing on prince will not feed as much leak to the AI and the game will normalise.