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Easiest way to keep things friendly is to have enough influence generation to support endeavors sent by the AI, and to take care when committing endeavors while in neutral terms, since rejected endeavors decrease your relations, as the AI seems to have their own preferences regarding relations. I've had Hatshepsut reject my culture endeavor, probably on the basis that she couldn't support it, so it would have benefited me (her competitor in wonder race) more than her. But that's just an unproven theory based largely (but not entirely) on one instance of diplomatic interactions...
Although on higher difficulties the AI gains bonuses to combat and yields, they are still quite incapable of fielding armies effectively. Simply having built walls and peppering opponents with archers (note that slingers do not gain more combat strength when upgraded, only ranged strength) and perhaps building a chariot or two will keep rivals in check much of the time.
If you never have enough influence than there are momento's, World Wonders and civs that can shore that area up.
Obviously I havent payed enough attention to the relationships tab in the game to appreciate the connections the leaders have with each other because in my previous game I declared a formal war on one and was instantly DOWed by two other leaders with whom I had adoring relationships. That didn't work out well for me so I check this before I consider going to war now though.
Harriet Tubman seems to be a good choice to avoid this as she gets a big bonus to her war support. I suspect this bonus will be reduced at some point as it does confer a pretty big advantage in a war but for now, she helps keep the AIs at bay a little.
You had already won. Defeated warriors go to war first and only then seek to win.
A lot of people don't pay attention to military production and then found themselves flabbergasted in "unwinnable wars" yeah unwinnable wars because your military production is a joke.
We all get humbled every now and then, yeah the AI can go from 0 to 100 war mode in a few turns if the opportunity is rich with freebie cities out there. Likewise if you are military strong they are more wary of declaring war even when they dislike you. I think they calculate a % of odds to beat you before declaring, and it has to be higher than 35% for them to go at it.
Good stuff, crank up stuff to be safe. If they don't come the income is not hurtful at tier one and is nice to be secured and if they do come fight defensively. With walls and a defensive battalion, is hard to get dominated early on. Science leaders are the most dangerous one in the short term since they can do tier 3 when everyone is 1-2 haha but a good defense can give them hell.