Eh Angkor Wat, the problem with running all those Priests is you get Prophets.
: P
I'll chime in on the topic of surprise attacks against the AI. In Civ IV all you get is maybe a couple -1

for attacking someones friend. Big deal, we human players are way better at warring so it's always worth it.
I think starting from the Renaissance era onward (when things get a lot faster) there should be a diplomatic penalty for entering any tile of enemy territory on the same turn that you declare war. An extra turn to prepare could make a big difference if the AI knows how to respond with their units.
The penalty should be harsh enough that you have to pause to consider if a surprise attack is worth it. How it could work is that if you enter their territory on the same turn that you declare war a warning pops up and if you ignore it you get a -3

"Dastardly attacker" reputation with anyone that was pleased or better with the target and a -1

with anyone that knew the target. Or maybe the penalty scales with game speed to not penalize faster speeds too much. It wouldn't count if you attack them in a neutral civs area or unclaimed territory, only those Pearl Harbor's that go down as
a date which will live in infamy.
There could be another one for backstabbing too; joining in a war on your own, without being asked is diplomatic hit with both fighting civs. Common player tactic is to bribe Civ A into war against Civ B and turn around and attack Civ A while they're occupied, or sometimes even sniping cities from the AI who was winning the war in the first place. It would be like a -3

"Mind your own business!" modifier.
You could add the caveat that if the Civ you surprise attack or backstab is eliminated the diplomatic penalties fade away over time depending on the leader personality. And have the diplomacy go both ways so the AI can't blindside you with those massive K-Mod naval invasions that we all enjoy so much. : )
Another option for preventing sea borne raids could be to expand the Sea Patrol mission into a zone-of-control where your ships will guard all tiles in a radius around them from any enemy ship entering. Triremes could do range 1, Age of Sail range 2 and Oil based navy range 3 zone-of control. Kinda like the opposite of a blockade mission so any ship that enters your Sea Patrol radius has to fight the ships you have patrolling before they can land any troops on shore.
And well, I'll just lump a few more ideas into this post. : P I've got a couple games that went late in v1.41's "
Adjusted the tech value of air units" and I still don't think the AI puts enough emphasis on getting oil and Flight; I can't remember the last time I saw an AI Carrier loaded with planes meanwhile it's the most powerful conventional modern unit.
And even if the AI is defending with Machine Guns and Fighters in their cities.. interceptions are usually just a minor inconvenience and you can insta-heal your plane with promotions for the next bombing run. I'm not even 100% sure how Air Combat works but I think the rule should be changed to anytime an Airship or Bomber is intercepted the unit should be lost. At least there'd be a better way to gain experience with Fighters that way.
And just an idea for waypoints and Airports. It would be great if you could set waypoints that would use the Airports airlift ability if it was available and faster than the "goto" function. You could even mass troops from all other continents at one jumpoff point if all the cities had Airports.