https://forums.civfanatics.com/threads/civ-illustrated-1-know-your-enemy.478563/page-3#post-11931840
Zara Yaqob general information in that link. He's a religious zealot - he
strongly likes those who share his religion, and
strongly dislikes those who do not. Since you two seem to probably be in isolation and neither of you founded an early religion, that's irrelevant for now. He's not a warmonger like Montezuma, nor is he a pacifist like Gandhi; he's somewhere in the middle of the scale, will fight sometimes. He
is a backstabber - about half the AIs in the game will not start planning a war against someone if they are at Pleased status, but Zara Yaqob is unfortunately not in that group. If you need to handle a backstabber, the preferred methods are either point him at another target (not an option in semi-isolation), get to Friendly status (not practical without shared religion bonus), grow significantly bigger so they're scared of your power (very practical on Monarch), kill them first (also very practical on Monarch), or just cross your fingers and hope for the best. He is a bit more of a unit-spammer than average, but not to such a degree that it holds back his tech rate or expansion that much - just enough to keep him a bit safer than most. He's Organized and Creative; Creative plus the Stele unique building (+25% culture) means his cities tend to get very quick border pops. That helps fix problems with bots placing cities in sub-optimal locations which is why most Creative AIs are better than average; it also gives him cultural city defense faster (which can be a headache for early rushes) and makes it hard to fight with him culturally over any contested border tiles. He's a very friendly trade partner - he'll trade techs and resources even with players he is Annoyed at. In large multi-civ continents this often puts him ahead of other AIs, as he'll be making trades with everyone and getting a little value from all of them, but in semi-isolation it just means you can pretty much count on him to be happy to swap with you.
Overall he's a fairly balanced AI who generally plays a smart, effective game. One of the contenders for "strongest AI."
The issue regarding tech trades is that you're on Monarch, and with decent play on Monarch your tech will generally simply outstrip that of the AIs which means they don't have much they can trade to you. Particularly if you're in semi-isolation so there's only
one tech trading partner. On a higher difficulty I'd want to keep him around for tech trades, but on Monarch playing as Egypt with inner-ring horses on my third city I'd be very strongly tempted to just chop + whip ~10 war chariots and kill him. If you decide to go that route, your workers need to drop everything else, get roads and horse pasture done and then chop forests until you get the war chariots out and moving. It'd be a fairly late attack for a traditional chariot rush, but war chariots stay viable a little longer (one of the best unique units in the game). It's an option, not a must-do. You've got enough good land here that you certainly
could play this safe and peaceful out to the Renaissance, I just don't think a Monarch Zara Yaqob is going to contribute all that much.
On a totally different issue... two warriors should be sufficient to barb-bust the north, and three probably the west unless that peninsula in the southwest goes on a
long ways. That'd be a good thing to get positioned now, make sure you don't have to worry about any barbs. Third city should grow to size-2 before it starts the worker - building either a granary or a warrior. You're running a little short on worker-turns, so I'd probably have the second city just make another worker after the current one finishes. Capital might want to grow on a granary if you're thinking about war chariot rush, or possibly grow on a library if you're planning a more slow/peaceful game.