Time to make another update in preparation for the civ hand-off & war.
The following screenshots are slightly outdated (from turns 107 and 108, game is on 110 right now), but not a lot has changed.
Here's my projected attack path:
And a couple turns-old screen capture of the Hippus garrison (he hasn't added anything since I took it):
He keeps moving the adventurer out of the city and then back in- I think he's worried about my trying to snipe it with the scout I have roaming outside his territory (a very well-founded fear). The attack plan is pretty basic- advance a big stack of bloodpets to the city by the quickest possible route, attack the city, and then raze or keep it depending on conditions on the ground (surviving troops, Hippus / our reinforcements, etc.) Three out of our four cities can build a bloodpet a turn, so keeping a steady supply of troops headed to the front shouldn't be an issue. Don't worry too much about him having a couple of shock warriors on the defense- we have two CI, Shock bloodpets of our own, along with one who is CIII, Shock and another that's CIII, Shock II. Plus
ours all have copper weapons
Important: Make sure you take two workers with the bloodpets to road
into Hippus lands as we attack, so that our subsequent waves can make best use of the commando promotion. Also I'd have at least one scout joining each bloodpet stack- they're useless vs. cities, but they can snipe workers, kill distant wounded units, and they force Iskender to always keep at least a token garrison in his backline cities.
Construction arrives in eight turns, as of today. After the first Hippus city is taken / razed, you'll probably want to advance in order to choke / pillage, but will likely require some catapults to make any further real progress. Also, can Horsemen flank away siege? Since the Hippus palace always provides horses, Iskender will be able to produce these until his civ is destroyed. Something to watch out for, although bloodpets can kill them at even odds in the field and are more hammer-efficient.
Some more images, of demographics and the power charts:
Again, a few turns out of date, but not much has changed besides our steady power increase. Both PB and Selrahc are doing quite well right now, aided in part due to them both having free golden ages (that's why PB's demographics are so scary in the screen cap).
Since FFH doesn't have a win condition for technological progress I'm really not terribly worried. The Kuriotates are the worst civ ever for military, since they can only have four units produced at most a turn (and that would entail them cutting off all economic production), and I think PB can be easily crippled before he gets to a culture win. If his defenses are somehow impenetrable, just encourage Sareln to summon Hyborem, switch over to playing the Infernals, use the Infernal Grimore to get Malevolent designs for free, and Whisper away whatever PB's best culture city is.
As for the Illians, Selrahc's land is pretty mediocre and I think we're pretty low on each other's target lists, being the two most militarily powerful teams with little to gain to destroying our armies against each other.
One more picture, of Eel the Hero Scout, who avoided Many Bears to reach PB, and now founds himself sadly Trapped:
I've half-jokingly asked PB a couple times now if I could get temporary OB to escape through his land, but he has thus far refused. I'm sorely tempted to just declare war on him and explore that dungeon before he kills my scout, but I guess that might make him angry and I don't want to stick you with
two wars. If you actually want to do it though, you have my full approval & blessings =)
Speaking of which- Dave, since you'll end up having to be the one who declares war and personally moves the troops (I'll try to be around to assist in tactics / advice / diplo, but you'll obviously have the main burden), you can still back out of the Hippus War if you want to. I personally would strongly recommend against peace right now though. I think we're very well positioned to do a lot of damage to the Hippus, if not outright eliminate him. In even the worst case I think we can at least cripple his growth and force him to waste that worldspell. We have a tech advantage over him, a production advantage, and an ally advantage. I feel that the Hippus are simply too dangerous to allow to grow and tech unmolested, especially with that damned hero unit.
If you want to offer Iskender an "out" after we declare but before any bloodshed occurs, I think the minimum conditions need to be that he gifts us his latest city, promises to never use that adventurer (or whatever he upgrades it to) against us in any offensive war, signs an NAP, and agrees to trade us that air mana (which he really doesn't need anyway).
Good luck!