I'm posting this here for future reference.

Step 1: General AI - A generic AI that improves upon the basic setup and makes the AI competitive. Should be completed early in the development cycle once campaigns are workable.

Step 2: Faction AI - AI labels tailored to each individual faction, enabling them to have more character and pursue some obvious faction goals so they're "thinking" on their own. Should be completed after working with the General AI.

Step 3: Player Derivative Faction AI - AI labels for each faction, for each player faction. A Champa AI should value different things when the player is Khmer than when the player is Mongols or Song. Changing it via script to match the player faction enables the AI to present a more cohesive challenge to the player. Should be disabled for hotseat. Should be completed late in the development cycle.

Step 4: Randomized Player Derivative Faction AI - Differentiated possibilities, first 2 then 4, with a % chance to switch to each of the AI labels, not only making the AI respond cohesively to the player, but also insuring they don't respond in the same way in every campaign. Should be disabled for hotseat. Should be completed late in the development cycle, potentially for a second version.

Potential Problems

AI Label Limitations - The AI files have not thoroughly been tested as of this time to determine if there's a limit on AI Labels. If there is, this system will not be viable.