Sure, I can do that.

Not for next version, but it's on my to-do list.
For anyone who's curious as to what I'm up to, I've completed small bugfixes for next version, and am now working on the tedious task of dissecting Firaxis's dumb, terrible, redundant and overcomplicated memory system for the diplomacy AI, by which I mean going through every single memory value and:
- Learning how everything interacts;
- Cleaning up old code and inefficient routines;
- Adding checks for extra stability;
- Preventing overflow of values (there was a bug recently where the # of times Influence with a City-State was lowered would overflow to a negative number);
- Reducing the amount of memory it takes up overall by eliminating unused or unnecessary values (for instance, rather than tracking if something happened AND the turn on when it happened, the turn is all that really needs to be kept track of - and several values are candidates for deletion);
- Fixing various bugs and issues;
- Then testing everything to make sure it doesn't crash and everything works properly.
Replacing the system with one that isn't stupid will come later (hopefully), but for now I'm going to optimize the existing one as much as I can.
When this is done, I'll follow it up with a general cleanup of the code and reorganizing it in a more sensible order (right now there's a lot of functions scattered haphazardly throughout the source code files), along with implementing better logging and debugging for certain functions, namely DoRelationshipPairing and GetBestApproachTowardsMajorCiv.
And when
that is done, I'll be in a much better position to make further improvements, including:
- A few requested features, like an option to show number values for opinion modifiers but allow the AI to hide modifiers as well;
- Finally finishing that rework for backstabbing penalties and training the AI to use it intelligently;
- Fixing the code for promises (which has problems, like some penalties remaining forever - I'm also gonna try to add some kind of "promise tracker" to the UI screen at some point if I can, because keeping them in the opinion table takes up a lot of space);
- Better scaling of opinion modifiers based on game speed, having most of them gradually rather than suddenly decay, and additional customization options;
- Major rework for interaction logic with other players (the Firaxis logic is so overcomplicated and inefficiently programmed it hurts, with lots of redundancy and general dumbness); this will take a long time, but when it's done I think players will appreciate it a lot.
I don't have a fixed timeline for when this will get done, but those are my plans for the time being.