Okay, Turn 100 Report time!
I'll start with a picture of my current empire:
Three cities, with two being added in the next couple turns- One at the marked spot between Acaia and Nubia, and the other being Sareln's current capital. I've also founded Sareln's frozen new homeland in the south, and it's a good thing I didn't delay- as I posted previously, Selrahc has managed to find Sarlen's capital, and so I have to capture it for myself before he razes it.
Next is all of the territory I've revealed thus far:
The lack of Mana is pretty disappointing, especially since I was hoping there would be a free one for Sareln to grab so that he could build a sun node & begin thawing out the south. I still haven't scouted very far to my West- I have a bloodpet exploring the Southwest currently and I'm recalling my Southeast scout to help him out. I have a fairly secure source of horses in the Southeast, but it's distant and not a priority. Otherwise my land is borderline excellent- lots of rivers, a nice mix of health and happiness resources, and three gold.
Here's an image & overview for each of my cities:
Acaia
My most recent city, the terrain makes for a nice hybrid production / commerce / feasting town. (Tentative) build order is a worker starting at size 4, followed by 2X bloodpets, and then likely another worker or two before I start infrastructure builds.
Prespur
My capital. Prespur is right now a straight commerce / future feasting city. Build order is worker -> worker -> possible training yard for +1 happy -> settlers, workers, and a market for the foreseeable future. I'll eventually want to get the same semi-mandatory infra in this city as everywhere else (breeding pit, smokehouse, granary, market, carnival) but right now the priority is for civ development units.
Nubia
My main production city. Also has a fair amount of commerce, thanks to the gold, river, and reagents. Build order is for 2X bloodpets (all bloodpets are one-turn builds) to defend Sareln's soon-to-be former capital, then 6-7 bloodpets to capture the barb city, with reinforcements if necessary. After that probably a carnival so that I can work an additional hill mine, and a market. Most of my garrisons will originate from Nubia, at least for the time being.
Finally, a diplomatic overview:
Cull: I haven't spoken to Cull much except for when I offered him some tactical advice, which I'm not sure he bothered to follow. His war with Selrahc and poor civ development (no roads, seriously?) have left him backwards. I also don't like the idea of sharing Sareln's loyalty with him. I think that Cull is probably one of the weaker players in this game, and I think that his civ is a great target for Raider's pillaging, so he's pretty high on my hit list. I don't have any plans to mess with him before I have several high-level vampires, though.
pocketbeetle: I still haven't "officially" met him, and my scout who I sent in his direction will be eaten by a bear next turn, so we haven't really had much diplomatic contact. As he popped his worldspell after he only had 3 cities, he may be / have been unaware that with a large-size map he can actually have 4 mega cities.
He's confirmed to be going for a culture victory, and appears to be spamming religions to that end. The Kuriotates are fantastic at accumulating culture in their great cities, but it's very hard to defend your land when you can at most only build four units per turn. Excellent pillaging target for specter-equipped vampires.
Iskender: Ugh, this dude. I'm still upset that he explored that lair, and I'm worried that I may have to declare on him if he tries it again (he's had a scout & warrior pair in the area). Other than telling him not to open the lair, I haven't had much communication with him.
I'm hoping he doesn't try to rush me, and I'm grateful that he has the weaker Hippus leader. He's my top target for right now- he's the closest, and I won't feel secure as long as he's around. Still, I have other priorities besides war at the moment.
Selrahc: I can never spell his name correctly... Anyway, the current leader in the game and probably most experienced / skilled player. I still have an NAP with him, although I should do a better job of keeping track of many many turns are left- I think between 20 to 15. He's willing to take risks in combat and launch punative expeditions, so I'll have to be very careful how I handle my diplomacy with him, especially as relates to my protection of Sareln.
Personally I hope that he'll simply drop his war with the Svarts once Sareln's current capital is gone- there's literally nothing that he could get out of the war anymore, and I doubt he wants to keep paying upkeep for his priests in the wilderness. Since I'm adopting a tech path to construction at Dave's suggestion, I should be able to handle him if he decides he wants to fight once the NAP wears off.
Sareln: My vassal/buddy. I've had more diplo contact with him then every other player combined, and have been largely treating him has a team member. I don't really see any reason not to; he's soon going to be limited to my back-lines, owes me his for his continued existence in this game, and I could easily wipe him out at any time if I chose to do so. I'd really like to see him get his feet back into the game though, and so I'll do whatever I can to support him.
Main issue is where he can expand to- obviously his current lands suck (especially without Sun I or FoL), but I don't want him taking any of my nicer land, or critical resources like my sole mana node. I need to keep exploring it, but I think I'll end up ceding him most of what lies to my West, while I claim the fertile land to my north and east for myself. There are more forests to my west than east anyway, and it puts him closer to Iskender in case I need him to reinforce me against a Hippus invasion.
As always, questions / comments are welcome!