Tolerant Questions and Possible Suggestion

nealhunt

Warlord
Joined
Jan 11, 2006
Messages
253
I want to get back to playing Elohim, but I have a few questions about how Tolerant works.
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Are there any limits on what it can allow a city to build, or is literally every building and unit chain available?

What happens if you lose a city and recapture it? Can you build the Elohim buildings and units or is that capacity forever lost?

How does Tolerant work with heroes and national units? For example, if the Elohim built a Dwarven Druid would that take up a Druid NU slot like normal?

Is there any mechanism for ever allowing Elohim to produce their own units and buildings?

What happens to barbarian cities that are captured? Do they still build barb units and buildings? If so, could a barb city captured early enough build Acheron?

What happens to the upgrade paths of UUs? For example, if I build a Bloodpet in a captured Calabim city, will it upgrade to a normal Axeman elsewhere? And vice versa, if I build a normal Warrior elsewhere can I upgrade it to a Moroi in a captured Calabim city? If you can "cross civ" upgrade, what about UUs that lose the ability to upgrade in their basic civ, like Pyre Zombies? Can they upgrade back to a "normal" unit?

It seems like there would be some wicked upgrade combos if "cross civ" upgrades are possible.


It seems that for Elohim the early rush becomes extremely attractive. Snagging an enemy capital early on would not only give the normal advantages of having two capital sites but also a substantial jump in flexibility. Maybe it's just me, but that doesn't seem very Elohim-y.

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For the suggestion, I think it would be both a neat effect and a good balancing method for the Tolerant trait would be for it to be based on Culture. The Elohim can build units and buildings for the highest culture in the city. That way over time the population is assimilated and the ability to build the original units and buildings are lost.

Of course, that might be completely impossible to code...
 
I want to get back to playing Elohim, but I have a few questions about how Tolerant works.
===

Are there any limits on what it can allow a city to build, or is literally every building and unit chain available?

One at a time and only AFAIK... yes, every building and unit is available (barring the usual ie alignment conflicts or religion conflicts)

What happens if you lose a city and recapture it? Can you build the Elohim buildings and units or is that capacity forever lost?

Forever lost. IE If you lose your Hippus flavored city to the Bannor, even if you get it back right away it is now Bannor flavored.

How does Tolerant work with heroes and national units? For example, if the Elohim built a Dwarven Druid would that take up a Druid NU slot like normal?

Take up the same slot like any other druid.

Is there any mechanism for ever allowing Elohim to produce their own units and buildings?

Don't think so. Kinda sucks if you've gotten used to all the extra +city defense buildings.

What happens to barbarian cities that are captured? Do they still build barb units and buildings? If so, could a barb city captured early enough build Acheron?

No, it becomes an Elohim city.

What happens to the upgrade paths of UUs? For example, if I build a Bloodpet in a captured Calabim city, will it upgrade to a normal Axeman elsewhere? And vice versa, if I build a normal Warrior elsewhere can I upgrade it to a Moroi in a captured Calabim city? If you can "cross civ" upgrade, what about UUs that lose the ability to upgrade in their basic civ, like Pyre Zombies? Can they upgrade back to a "normal" unit?

Not 100% sure of this one, but I know that I had some Svart adepts that upgraded to the Svart mage. I'd be curious to try this but to be honest, by the time I capture cities my core civ killing team is already well experienced and I haven't really need to fool around with promotions.

It seems like there would be some wicked upgrade combos if "cross civ" upgrades are possible.


It seems that for Elohim the early rush becomes extremely attractive. Snagging an enemy capital early on would not only give the normal advantages of having two capital sites but also a substantial jump in flexibility. Maybe it's just me, but that doesn't seem very Elohim-y.

You can still only have one capital... if you build the other civ's capital, you lose yours. Still seems kinda cheesy though, I don't like to do it for semi-RP reasons.
 
You can still only have one capital... if you build the other civ's capital, you lose yours.

You can always rebuild your palace, without losing the other civ's palace. So you end up with 2 palaces. As far as I can tell, you can't build a 3rd palace though.

Yeah a warrior rush, especially with Ethne, works wonders cause of the extra palace.
 
That happened to me too - you do lose your own palace when building a foreign one, but if you rebuild your own you have two.
 
Cool. Thanks for all the answers, guys.

I'm assuming that the capture/recapture applies to cities that were originally Elohim as well, i.e. if you lose a city you built then retake it, it stays Elohim?


My flexibility comment was really in reference to just the plethora of unit types rather than a reference to the palace in particular. You could end up with very viable units along many lines which would give you more strategic flexibility. Capturing a Kuriotate capital early with their no-resource cav units means the horseback-trade-honor research beeline, which is normally dependent on finding horses, becomes quite viable. Capturing Balseraphs would make the recon line more appealing with Freaks, Harlequins and Courtesans added to the Devout for UUs on that line (or that can go to that line). The list goes on. Mid or late game it probably doesn't matter as much and certain civs would make virtually no difference, but an early capture could make a huge difference in overall strat.
 
Cool. Thanks for all the answers, guys.

I'm assuming that the capture/recapture applies to cities that were originally Elohim as well, i.e. if you lose a city you built then retake it, it stays Elohim?


My flexibility comment was really in reference to just the plethora of unit types rather than a reference to the palace in particular. You could end up with very viable units along many lines which would give you more strategic flexibility. Capturing a Kuriotate capital early with their no-resource cav units means the horseback-trade-honor research beeline, which is normally dependent on finding horses, becomes quite viable. Capturing Balseraphs would make the recon line more appealing with Freaks, Harlequins and Courtesans added to the Devout for UUs on that line (or that can go to that line). The list goes on. Mid or late game it probably doesn't matter as much and certain civs would make virtually no difference, but an early capture could make a huge difference in overall strat.

Well... yea... I guess I assumed that was a given. If you capture an enemy city, you can build any building they normally can build which may make certain tech lines suddenly valuable.

The only issue I had was that I always had a hard time warrior rushing with Elohim so by the time I captured enemy cities I had my highly promoted monk army on a roll. Unless I wiped out the enemy, those border cities would always get their borders pushed back and go into unrest etc so it was usually tough to get them to really participate in my overall civ plans.
 
The Elohim aren't the best civ for Warrior rushing, but they do a decent job due to quantity via God King. Still, I think twice before rushing a defender or aggressive civ since that often results in very high losses. The most you could hope for in those cases would be his border cities, which might be enough to cut off his expansion especially if you are using Ethne.
 
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