Nah, you're golden. It's generally far easier to maintain the lead than to obtain it. You can play ahead to see more stuff, and there might be curveballs here and there, but overall, there won't be any existential threats for you, unless you get extremely lax.
Yeah, I'm afraid I'll get lax b/c of micromanagement
While playing, I saw two major sadnesses that would repeat and hinder my potential rivals. The first issue I believe will be much easier to fix and is the greater issue, while the second issue may be a bit of a mess to fix:
1) Lack of siege equipment. AI insists on using one siege engine in its invasions. This leads to horrible sieges where the AI often doesn't have the patience to whittle the walls down to 0 percent. This issue becomes very problematic with walls and doubly so with castles. Could this be due to the logistics system. The AI aims to not go above a certain lvl logistics so tries to "max" the armies potential of stacking it with non siege equipment? For assaulting cities, the AI needs to have a bare minimum of two siege equipment per army. For larger armies, at least 3. This will get worse with bombards, as my armies will be able to bombard their troops to maximum effect while they offer little counter fire.
These lack of siege equipment tends to lead to AI having much difficulty in conquering others. Prime example in my Egypt game: The Berbers, a medieval civilization has had a 4000 yr war with the Americans. The Americans at this point are a backwards tribal people struggling to research classical tech. B/c of the lack of siege equipment, this war has been so hard. It's only with having the Celts and Spaniards (both medieval civilizations) sending their own armies, are the backwards American tribes finally being whittled down. Additional siege engines would have made it much easier.
It is ultimate sadness to see a full stack army attack a city with the walls fully intact and get annihilated. Fixing this issue alone would potentially mean I would have 2-3 near rivals by my point in the game.
Now to the next issue, like I mentioned, this may be a mess to fix and deals more with human level reasoning:
2) Faraway wars-I saw on a changelog that fixes were made to reduce this but it still sadly occurs in at least Triassic. I believe the remaining issue with it is when an AI asks another AI for help in a war. The AI being asked is often too polite to say NOOOOO, you crazy why would I get involved in a faraway war when I can conquer a nearby neighbor! I believe the AI puts too much value on the potential relation boost and fears the relation malus too much. This may be radical, but maybe get rid of those? In terms of relation boost, just get rid of the immediate one that occurs. Keep the long term ones that occur. OR keep them all, but the AI for the most part doesn't regard those in its decision making
-With that said, there are benefits of wars of intervention. My own playthrough, I intervened a few times without conquering. HOWEVER, it was with neighboring countries or countries one step removed. The AI tends to go overboard in helping others. I think the AI should heavily consider distance in regard to its military strength. The stronger it is to everyone else, the more likely it will consider aiding wars that are further as it can "spare" the army. This is mainly in regards to any ways that is further than two countries away.
-Now, if it is a faraway war b/c the AI can't help itself, it doesn't need to send a whole dang army of conquest across 1000 miles. Maybe some horse archers would do? Basically, if it is a faraway war, AI should favor a mobile force for it.
-AI should focus on wars of conquests that it can easily benefit from, like attacking a neighboring country. It should not have delusions of grandeur of conquering cities that are separated by another country. Sigh
-Tbh, I'll confess, I did a couple faraway wars to farm relation boost, but I was smart enough not to send an army across the pangaea for it and didn't care one iota to tip the balance of power way over there. AI can't handle farming, so we should minimize AI trying to farm for relation points
3) Bonus Sadness-Naval invasions
As the world is a Pangaea, it's not that big of an issue, but it does affect certain countries more than others, like the Aztecs, Romans, and Chinese. It seems that the AI struggles with transporting armies. Certainly better than before, but it still struggles. Aztecs only have 2 cities in my game. And the second city was only recently founded...
-Having faraway wars b/c of navy would be more doable and especially so with advancing naval tech. Think the Romans invading the Greeks/Turks by sea (in Triassic game) in classical/medieval era. Or the Chinese invading the Romans in industrial era by sea. Aztecs would be a prime example of forming a costal empire. I may try them after Rome...
It'll be quite computationally heavy, unless we opt to not provide the players the feedback on the actual lump sums they get (it'll have to loop through all your cities and calculate distances to them every time we need to know the payout amount. Maybe they should be nerfed or limited in some other way, though. Or maybe not - you found a fun strategy that works well, why take it away?
Thinking it over, I agree. It's a very specific strategy that I found and needs all the stars to align for it to work. And it is fun

Forget I ever mention it

-I think it potentially gets OP with a large empire, so I'm not sure if this was intentional for Judaism. And potential drawback is that it still takes time to build them; I was just very intentional in setting up my flood plain cities to be productive.
I always treated Egypt as the "tutorial civ" - I always recommend it to newcomers to get the hang of all the mechanics, as it's very "front-loaded" and a bit OP, especially in the right starting conditions.
Yeah, when I saw the Triassic world map, I realized that Egypt could potentially do very well if it unites the desert (all those flood plain tiles!). Mehmet complements Egypt really well in Triassic. My next playthrough, I think I'll try Rome out.
I would like to present an article on inequality in ancient times, maybe it will help to develop this modification.
I feel like this is an attack against my Egyptian empire lol

. The inequality in my empire must be so bad. Most of the wealth has been concentrated in two cities (though I am getting a string of middle class cities). While the rest of my core cities are starting to gain wealth, I think the gap will widen remarkable with the advent of industrialization with factories multiplying the wealth of my top 2 money cities. As a theocracy now, my empire leans more toward centralization. So, I do think there would be more rebellions in the periphery (if this was real life); I realize it would be really hard to model this kind of thing in the civ iv engine and even if possible, AI would have no hope in managing it.
This is, and pardon my language, a completely bullfeathers analogy. In a service- and non-tangible-goods-based economy, the wealth inequality has a completely different cause than in a classical empire. California doesn't extract resources from the Midwest; it simply generates a lot of value - and likewise, I highly doubt anyone will say that Kent plunders Northuberland... The parallels drawn here are disingenuous at best and most probably deliberately manipulative.
This is really interesting! Never thought of it like that before in such concrete terms. If you were to ask me does California extract Midwest, I would say no, but this spells it out pretty well. Though, California's wealth is built on big tech, so technically it plunders the poor regions of the globe for rare earth minerals but I get your point.
Don't worry, another one is coming your way as you will moves into Renaissance. I won't spoil it for you, but the Age of Discovery hit HARD on separatism.
I better buckle up then! My conquering armies may have to turn inward! Funny thing was when I conquered the Turkish capital, it had 126% separatism (and that was with the -500% from provisional government). Thankfully, converting it to my religion and dumping a stack of doom (skirmishers), I was able to hold it. But for a hot second, I was terrified. I can't wait for Renaissance
Also I think declaring war on friends (people you are pleased with) should be a -2 penalty to relations instead of -1. Feel like declaring war on a friend and upsetting the balance of power should influence relationship more.
Interesting. Though, I think the AI does when the power imbalance gets too great? But having the AI treat "Friendly" more seriously would be better as it entails a great friendship being ruined in the name of greed

-Pleased can be a little too easy to attain so -1 may be appropriate
Should cart path be removed? I feel like the ai doesn't quite know how to use it and treats it like regular roads - building it everywhere when it makes no sense and wasting workers at the critical moments of the early game. I also don't really see much of a need for it as by the time you really need to connect a resource, roadbuilding will already have been researched.
My main gripe with it is that AI chooses to build road when a cart path makes more sense. Good example is if a resource is out of the way and not leading to anywhere where your armies need to travel. So, it wastes time constructing roads to an isolated resource when it could have just built a cart path. Not sure if this can be fixed as this requires more spatial and general reasoning?