@wolkenwand, satrapper is right. The worker is standing right next to barbarian borders. The only bit of oddness in that example is that you don't actually have vision of the barbarian warrior which is waking your worker. (I recently changed it so that borders don't interrupt the workers. It is indeed the unseen warrior which is waking them.)
Just imagine the worker saying "
my spider sense is tingling" or something like that. -- I could take the spider sense away, but I'm concerned that automated workers might feel the loss strongly... (note: This behaviour is the same in the unmodded game.)
Regarding serfdom. It's pretty strong, I know. But I like it. I reckon it's working just as I had hoped. What I hoped was basically this:
- As the game progresses, there is a dominant labour civic which changes over the course of the game. It basically goes slavery -> serfdom -> emancipation.
- Serfdom needs to be strong enough so that people will switch out of slavery at least some of the time, but not so strong that no one will ever switch to emancipation or caste system.
- In the mid-to-late game, the best labour civic should be situational. In low-food environments, serfdom will be the best. In low-productivity / high-food environments, caste system will be the best. In balanced environments, one can afford to switch to emancipation to put pressure on the other civs (and to get more towns, of course).
It's been suggested that the AI is "silly" for switching to emancipation... well, I happen to think that the AI's choice of civics is actually pretty good in the recent versions of this mod! If adopting emancipation can force you to switch away from your best civic, then that doesn't seem so silly to me anyway.

The AI won't always go for emancipation in K-Mod. They calculate how much benefit they are likely to get from each civic, and they choose the best one. The main benefit they seen in emancipation is that it gives unhappiness to everyone else - so it's no accident that they are forcing you out of serfdom.
Regarding the pause button in the diplomacy screen. I don't really know anything about that. (I never use pause in the games I play.) -- But I just glanced at some of the code, and I think it will probably be possible to get some kind of pause / unpause functionality working in the diplomacy screen. I'll look into it a bit later.
Regarding the founding of religions. I think Um the Muse is probably right that it's the religious civs being a bit slower rather than the military civs being faster.
I've changed a lot of stuff in the AI's evaluation of techs, and so that's almost certainly had an indirect effect on who's likely to get a religion. The religious civs certainly do have a much higher chance of aiming for an early religion, but they will often prefer to get some worker techs first. Because of that, they sometimes miss out. -- That said, I've just had three games in a row where I started next to Gandhi, and he got Hinduism every time. So I think it's working pretty well.
@Karadoc:
potential fault/bug(ish??). i just noticed that if i am at war with say, civA and civB (bear with me

) and then ask civC (who is also at war with civA but not civB) "
why don't you attack...", in the diplomacy dialog i can also ask him to attack a city belonging to civB, even though he is not currently at war with them. on subsequent turns, i have not seen my ally declare war on this 4th party, so unless this is an alternative method for getting a civ to join a new war and in my case the ally was just ignoring my plea, is this not a bug in firaxis' code? seems unintuitive to me if it is intentional.
to clarify, i have checked this in unmodded civ and the same dialog option is present.
That sounds like bug to me. I actually thought the "
why don't you attack... option was only available if the civ was your vassal or permanent ally! But I just tested it, and what you say is true. They don't need to be your ally or anything like that, and you can ask them to target cities which aren't even their enemy. Based on what I know about how the AI chooses where to attack, I'd say telling them to attack a city like that probably won't have much effect. They certainly aren't going to declare war just to get to it - but they might choose attack other cities in that region a bit more.
In any case, the option shouldn't even be available - and I'll certainly look into changing that. I'm also considering tightening the conditions on the "
why don't you attack..." thing. Why the hell would some other independent civ be taking order from you about where it should attack? That doesn't make sense to me... I think I'll change it so that it is only available for vassals, permanent allies, and perhaps friendly civs with a common war. What do you think?
In other news, I spent most of yesterday working on
this - and I think I've got it working pretty well now. I'm looking forward to playing a game where the combat animations aren't so repetitive and predictable.

The newly choreographed battles still aren't a blow-for-blow representation of the combat log, but they do at least match the ordering and timing of the teams taking damage - squashed into a battle which is of similar duration to the original battle animations.