Ok looks like i fixed the AI gold bug... also the AI does not build to much useless units that they cant affort. Best is with this setting the AI also stills build enouth new citys, but saves enouth gold before they build a new city, same as the player will do.
So you have to change this form 40 to <iDefineIntVal>10</iDefineIntVal> to make this work (Then the AI is able to handle gold correctly and still builds enouth citys, AI is increasing there gold reserves also slowly now):
\Assets\XML\GlobalDefines.xml
<!-- Size Matters Most end -->
<!-- AI Gold Slider Safety Percent begin -->
<!-- This is the BASE amount of slider allocation required towards gold that the AI feels comfortable with -->
<!-- It noteworthily affects how much tolerance the AI has where it feels ready to grow -->
<!-- Reduce to make the AI more sensitive to gold concerns and increase for more reckless behavior -->
<!-- This may be rather interesting to convert to an AI personality matter or at least give a personality based modifier eventually -->
<!-- Original Value was set to 50 - I've adjusted to 40.-->
<Define>
<DefineName>SAFE_GOLD_PERCENT</DefineName>
<iDefineIntVal>10</iDefineIntVal>
</Define>
Only one problem still exist as it looks like, the AI cant build anti crime buildings effectivly, so the -15 gold at mugging crime is makeing all new founded citys for the AI with some maintainance to -20 gold maintainance, the -15 gold has to be removed or the crime has to be pushed back to masonry, so AI maybe can build police units, but best should be to take all -gold from the crimes. AI cant handle this as it looks like. Look up the screenshots from australia for that.
Ignore the -gold from the player USA in the map screenshots, its because i placed special agents to look into the AI civs. USA player had also +gold with this setting. Autralia has already the crime mugging hitting him, so all his citys produce -15 gold for him now and he has 4 citys now, all other civs in the screenshots dont have the mugging crime now and they still in positiv gold. 4 citys 4 * -15 gold = -60 gold, now the australia civ has -61 gold, so normaly they will have -1 gold with my fix now.
Look up this save and the screenshots (In my scenario thread page 3:
http://forums.civfanatics.com/showthread.php?p=14088629#post14088629) from a marathon game, all civs do good now, only australia not because the crime mugging crime hits all of his new founded citys. AI is with my change now able to conserve gold correctly, also they still found enouth new citys. Otherwise a new founded city should give +15 gold from start as ground income to fix this last problem, best is remove all -gold from crimes. At least on all crimes before masonry, but we have to see if the AI is able to fight crime with police units after masonry, otherwise all -gold has to be removed from all crimes.
EDIT: Where are the -gold added to the crimes in the mod? I will remove that -gold on crimes completely or reduce it by 80%, then the AI should work fine with the other changes.