Wow. Well, like I told you in chat, things are going about as well as could be hoped for. As in, you're already kind of winning. Long-term peace with the nasty rushing civ in the north, settling rights to the nice lands between you, and a ridiculously favourable agreement from Brian. Brian, who had the gall to constantly criticize my play in PBEM I and then intends in this game to warrior "rush" (at turn 90!) the civ that will have at least a couple heroic units defending (plus likely archers / axes / hordes of bronze warriors), thinks that he'll have currency by t110 or so (haha, never), and apparently believes Freaks to be inherently better than warriors (they aren't), possibly because he is confusing them with swordsmen. Brian can suck a duck.
Oh sorry, got a little carried away there indulging in some schadenfreude on the internet. Anyway yeah, you're clearly a very talented diplomat, and your neighbors really... aren't. Game looks great on that front, I wish I had neighbors who offered me those kinds of NAPs (
pbem V guys this is a hint)! I especially like the part with the Hippus NAP where you have to get "express permission" granted to attack someone using a certain route. "Yeah, sign here in triplicate and you're all set to invade me on Tuesday, 3PM". Although not being able to Gibbon-ize the Hippus for so long kind of bites- by turn 170 you should have Hemah or be very close to it should you ultimately elect to follow the Overlords, and one archmage won't look so great against the kind of forces Rawking could have by then, even accounting for Keelyn's puppetry. But there's more than one way to ride a horse, so to speak
Careful with the Lizardman hunting Griffons in the north- if two of them catch him at once on desert (or even maybe regular flat land) he could get murderized.
Capital might benefit from a second worker soon. It's easy to underbuild them in FFH because you go for so long without having a full set of worker techs, but you can always pre-farm everything in the absence of other tasks.
Goblin archers will never attack out of forts unless dislodged through sneaky means which aren't going to be applicable here. So unless that fort has regular goblins in it, fortifying a unit next to it probably won't do much. You get more exp for whacking them on the attack anyway, and you can afford to take a few shots at them at middling odds with throwaway warriors, thanks to high production and those NAPs.