The AI in Unciv is very deterministic. That mean it’s easy to predict what it will do. You can use this to your advantage to do something called cheesing.
War declarations :
If you’ve beaten prince, you might think the AI is too agressive, but in fact, it’s not enough. You can play without ever being attacked by an AI.
If you play well, you can keep the AIs allied to you, or in war between each other so they can ever attack you.
Credit to @Alatar The Blue :
-! Never attack if target has no nearby cities. -! Never attack if we have no units that can attack a city without immediately dying.
`--- Already at war with other major civs (increases with more active wars)
++ All our major neighbours are friendly
'- Target has signed defensive pact (increase with relative strength of their allies)
+++ Target has very high score compared to us '- Target has very low score compared to us
++ Target has researched less techs than us '- Target has researched more techs than us
++ We have much higher production than the target '- We have a unit supply deficit (increases with greater deficit)
-- Signed defensive pact -- Signed DoF -- Research agreement
+ Denounced
'- We are trading for resources
`+++ Unforgivable relationship ++ Enemy
+ We are wary of the target and have started planning an attack '- We are planning attacks against other civs (increases with each plan)
+++ Target has isolated cities (city center tile is more than 12 tiles away from any other target city center)
+++ They are about to win (Space part or Utopia Project under construction)
+ They own wonders (increases with each wonder)
+ They are at war with our friends (+++ increase if we have a Defensive Pact with that civ)
--- Very few and long attack routes, possibly going over water ++ Many short attack routes, over land
`-- Target's cities are over 20 tiles away -- Target's cities are over 14 tiles away '- Target's cities are over 10 tiles away
+++ We have a much higher Force value than the target --- We have a much lower Force value than the target
If the target is a city-state: --- We are allies --- They are under our protection '- They have protectors (increases with each protector)
Trades :
You can know if an AI will accept or refuse a trade by knowing how it evaluate things, here is a list of the cost in gold of most things the AI can trade :
The problem is that it might change depending on relations. So the best is to try a trade and then load the autosave of last turn if it doesn’t work.
Barbarians :
The barbarians will prefer to attack your units instead of capturing settlers/workers (except if they get killed by capturing, in this case they will run to not get killed)
This is very useful early game to save settlers.

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