Please do shoot down my ideas, that's the only way they'll get better.On the note of the separatism, I'm curious what you mean exactly by "a safe default course of action" which goes beyond war declaration calculus, build selection and selection of event options, since it's pretty dynamic how it is? I'm not at all trying to shoot down your ideas, but I do really want to know, since I'm not a programmer by any stripe and I think you said that you were in a previous post, and, even though I'm not only really glad that this mechanic exists at all in this mod but also that it is in a pretty good degree of polish with multiple dynamic factors, it's still not perfect and likely not going to be changed by the guy who so fortunately made it.
I didn't mean anything particularly programmer-y, I'm just talking about conceptualising the logic and working out what is the objectively best course of action for the AI to take if it's playing to win. Then other stuff (i.e. AI leader personality, and perhaps special edge cases) can be layered on top of that default course of action. I only have a vague idea of how these things are implemented in civ, but the only thing I'm not sure can be done is personality-based or conditional weightings for event choices.

because of high population, two pigs will give you the full +1.0
)
.
) tends to bother me much more than someone way behind on tech. It just feels more realistic to me that way: having the science leader roughly on par with real world historical scientific development, while everyone else is either slightly or quite far behind. After all human history is full of examples of places or civilizations falling technologically behind, even if they were right at the forefront at some point in time before (Incans, Chinese empire etc). And just like in the real world those meetings of different scientific and technological levels usually don't end well for the underdog 
