The AI gets its happiness from whatever STANDARD_HANDICAP is set to in PostDefines. In vanilla this is chieftain, but in vem this is "AI_HAPPINESS" (previously called AI_HANDICAP). Non-happiness values come from these fields in the player's difficulty setting:
I admit it
could be combining non-happiness values from different tables. It'd be a rather odd design. It's logical for AIConstructionPercent to control the AI's construction rate, and ConstructionPercent to control the human rate. Reading different values from two handicap tables would be very strange. Firaxis doesn't always code things logically, however... and it's difficult to test without access to the game core.
To eliminate that possibility I've set all non-happiness values in the AI_HAPPINESS table to 100% in the next version.