The problem with this method is that it artificially keeps the AI in the game. A civ doing nothing gets the same yields as a civ doing well. I like the triggers, and just think they should be tuned. Triggers should be either playstyle neutral or balanced (some wide some tall) but the AI should need to do SOMETHING to get it's bonuses.
I disagree. The AI is getting those bonuses for not having human-level foresight. It doesn't suddenly stop not having human-level foresight because it doesn't do well. The bonuses should be success neutral. The point of the bonuses is to compensate for the difference between having human-level foresight and not having it. They should be largest for where human-level foresight is most advantageous (war and diplomatic matters), and smallest where human-level foresight has no real advantage or only limited advantage (assigning Citizens to work tiles, arguably).
Several people have raised the idea of just rewards every X turns. I've thought about this and I think it has problems, because it isn't playstyle neutral. If I have 10 cities, a bonus 600 Gold Yield is a lot less useful than if I have 4 cities. A fixed yield considering only era and difficulty that triggers every few turns is not playstyle neutral, it favours tall.
I also think it sort of misses the point. Some stuff the AI is very good at and doesn't need bonuses for. The intent of the bonuses is to help them where they're less good. That's why there are bonuses on founding a City.
Consider a Tall AI and a Tall Player. The Tall Player won't found many cities. The Tall AI won't found many cities either. So the Tall AI isn't losing much relative to thee Tall Player for poor city placement. They don't need a bonus (for this specific thing), or at least, it only needs to be relatively small.
Consider a Wide AI and a Wide Player. The Wide Player will found a lot of cities. The Wide AI will also found a lot of cities. Players are
much better at city placement than AI. So the Wide AI is losing a lot relative to the Wide Player, and they do need a fair amount of bonuses.
That's why it is good to have bonuses for specific actions, and not per turn. Founding a City is an example of one of those specific actions. We are targeting those bonuses at areas wher ethe AI's decision-making is not on par with the player's.
I agree with
@Gazebo's concerns about snowballing, but this is only helping the AI match the player. If the AI can snowball with these bonuses, which are intended to restore them to player-level, then the player must be capable of snowballing without those bonuses but using that playstyle. That's clearly a separate problem which needs fixing.