@TMIT
I respond to you the same way that I responded to Yakk and others that followed the same line of reasoning : first , "hands full" is not a war declaration sentence even when the AI is left undisturbed ( people seem to forget that ), second you can't assure in 95% or more of the cases of who is the target ( even with all the tile count, worst enemies and power ratings mumbo jumbo ) and third and most important ( it looks I need to bold this )
it does not make the AI better, it simply ties the hands of a player that uses it , and in that sense it is the functional equivalent of other less than pleasant things, like ( one you love ) a quirk that makes the interface assume that you clicked the DOW button , or of playing without a screen or with the hands tied behind your back ... or of other things that were already introduced in game , like the new diplo win rule or the new culture win numbers for No Espionage, that have 0 to do with making the AI better, but that make the life of the player ( human or not ) harder.
In fact I think will use the sentry net example you brought from MP to ( try to ) explain this more clearly ( someone gave a peak on fastmoves site, it looks

). As you know the AI does not make sentry nets, but the human has the ability to do them and to exploit the lack of knowledge of less savy players ( humans or not ) to surprise them via the diagonals. You have two solutions for that: one, make the AI to do their own nets and code them to exploit any human that does not use them in case they decide to go to war, two, forbid or make harder ( via increase of maintenace , for example ) to maintain a safety net and to attack via the diagonals ( say, make the diagonal movements to cost more movement points, as IMHO they should had done in the first place.... but that is besides the point ). Both solve the assymetry between the human and the AI ... but only one makes the AI smarter
On the dogpile comment: that would be a factor IF you could say with 100% certain that you are not a target AND ( not screaming, just highlighting the boolean operators

) you have conditions on backstabbing them effectively in time without putting yourself at risk. That is not exactly the majority of the cases... and in those cases, making the AI that can do that do that would actually be a improvement

If you want a RL example, the US is with "hands full" against a certain country in the Middle east for a couple of years until now ... and yet you don't see Canada or Mexico preparing to attack the US

Now if ( lets say ) Quenia decided to say out loud that it wanted to invade Burundi for a couple of years, maybe Tanzania would feel more eager to readjust their northern border
@ scu98rkr
First, and try to not take this as a critic , your comments reveal that you normally play games with little AI ( probably standart with 6 of them ), most likely hemispheres or continents and more importantly, in a level you can win with confort in maybe 80-90% of the times. That is most certainly the base of your comment that there is no point in making the AI know the "hands full" of the other AI because the human is the biggest threat of them.
The human is rarely a bigger threat in any civ game to a AI than the rest of AI controled civs, atleast if the human is playing their actual level ( say, a level where they have roughly the same chances of winning a game as any other civ controled in the map ) with even a rather conservative number of 17 AI , you will not be a bigger threat in the game than the other AI for any specific AI 95% of the times or more. So , yes, making the AI aware of the possible DOW of the part of the other AI would be a big improvement.
About the human not having denials avaliable... true, but it also has no diplo status

The coders decided to be salomonic on that and say to the AI to assume that the human is always cautious towards them ( well, there is no better solution, because not all the players will be either friendly or unfriendly with the AI players and assuming otherwise would be forcing the players to go that way ... ). A similar thing could be done for this ( say, assume that the human has a 50 in the XML for cautious and then factor power and all the other jazz in )... or also to bring back the SMAC reputation index ( that allowed the AI to discern between berserk humans from peacenik ones ... not that the SMAC AI made much use of it, but again that is besides the point )
Oh and the quote you made of me was originally to point that Yakk was saying that it would A in one situation and the negation of A in a similar one....
On the comments on the second post: first I assume that you haven't read the thread I'm refering to , so I should had been clearer. In that game at that time we bordered 2 AI, one of them very pissed with us because of high border strain ( we, due to variant issues, constrained them a lot ) but with other civ as worst enemy by a inch ( war with other AI ongoing ) and the other AI cautious with us. In a matter of some turns both the cautious AI went hands full ( with 2 possible targets with roughly the same chances , one of them being us ) and the pissed AI got a peace deal without having used their army ( they couldn't attack the other AI because of closed borders in between ). So it looked that we were in a serious risk of facing a two front war and we started building army accordingly.... In the end, the pissed AI forgot a demand refusal and got cautious with us and the cautious AI target was the other civ. Note that we had 80-90% of the forces of any of the two AI we are talking about, a more than adequate force to defend yourself of one of them, but obviously not from both. So , yes, that "hands full" made us do unnecessary troop buildup ...
And I disagree on your disagreement of me

And I already explained why: "hands full" is not a war declaration and it does not bring a tag of who is the target in the majority of the cases ( in fact, as more AI there is the game , the harder it gets to have certainties of who is the target of a warprep ... I would probably say that 7 AI is probably the upper limit to have certainties on warpreps targets in a usable number of times... if a AI can start war plans at cautious and it is cautious with 10 civs and annoyed with other 3, it is hard to pinpoint with certain who is the unlucky duck

)... and this has 0 to do with "keeping the AI on your toes" unless your idea of defense implies having 3 times the power of the strongest AI in game ( to be able to survive a ( highly unlikely ) global dogpile on you ). As in most cases, and unlike you seem to believe, it is not possble to say with certains who is the target of a warprep and if the warprep will actually generate a DOW ( unless , OFC, you play the game with settings and in a way that most ( or the only ) warpreps against you come from refusal of demands with you being their worst enemy of becoming it because of that. That implies little number of AI, you having consistently atleast 1.2 of the power of most AI and trashy relations with most of them with all of them being relatively pleased with eachother.... believe it or not, those aren't the more common situations you can have in a game

In fact, they aren't so common at all ). And to add, no, no "hands full" is not the same as no risk of a DOW, given that the AI does not need to go hand full to start a war on their own will ( not mentioning when they enter a war because of the AP or events ) and, even if it technically enters in hands full, it might decide it has already enough attack units and move to attack ASAP ( already seen that happening ) and there you don't see any warning if they can strike you in 1 turn.
I will not discuss turning the power graph visible as it was in warlords

Will just comment that power spikes don't mean warprep and warprep does not mean power spikes ...
I couldn't agree more with you last point, but not for the reasons you stated. The AI should leverage any military advantage it has as soon as possible, not to harrass the human, but because it is good for them to do that

. If you want a AI devoted to give troubles to the human, there is a nice and simple option called Always War ( or you can ressurect the Vanilla/Warlords Agg AI option if you desire something more soft than always war ( the code is there, just commented out ) )