Elohim - Am I missing something?

bokaj

Chieftain
Joined
Jul 3, 2006
Messages
86
Location
Dornbirn, Austria
Hi there!

I have just played as the Elohim because I thought that the defensive trait could be quite useful. The sad thing was that I couldn't find anything special about them. They don't have unique units and only one unique building.

Every other civ I have played so far has something special in their playstyle.
Is there some special goodie that I missed with the Elohim? Otherwise they would be weaker as the other civs imo...

greets
bokaj
 
Did you try using the Monk unit at all?
 
They also have the AC reducing ritual aswell. Coupled with the Alter that makes for strong anti-hell play
 
Also, they have the unique building, Reliquary which gives your cities +25% defense and gives units built there a chance of being Defensive, gaining 40% on defense and losing 40% on offense.

New in .21, they have their own unique assassins as well, the Devout.

Enion is especially good for attempting an Altar victory as he is Philosophical. Altar meshes really well with Monks and/or Crusaders or Paramanders.

Imho, the Elohim have really grown as a civ that is fun to play with.
 
don`t fear, they are being worked.
 
The Elohim don't have any flashy mechanics, but they're a very solid civ - good traits, excellent UU (Monk rushes catch most people offguard), and are the only civ that can even try to keep the AC at a managably low level.
 
They actually have two unique buildings: the defensive bonus one and another that gives out the Spirit Guide promotion. I think that Spirit Guide transfers half of a unit's XP when it dies to another unit. Besides, the Homeland promotion is awesome for killing barbarians.
 
They are indeed great on barb-heavy maps, and with the Order and preferably Basium in tow they're fun to fight the forces of evil with. As noted above, the free disciple XP from altars (on top of their other benefits) is a big boost for monks, priests, crusaders etc etc.
 
Phear the Monkkreig!

Plus their national hero is likehaving a 4th Arch Mage.
 
Everyone forgot that their hero Corlindale can force peace with multiple Civs you're at war with... I think this is the greatest power I've seen in the mod.
 
Its a nice finishing touch for an Altar Victory. 10 Turns from completion, declare war on all opponents and then sacrifice Corlindale for forced peace treaties with everyone until it is finished.:lol:
 
Wow! I was really missing a lot, they seem to be really competitive...I'm gonna play this civ right after I have finished my game with the cool elves. :D

Thanks for the enlightment!
 
I just finished my first game as the Elohim on Monarch difficulty. It was my first try at Monarch, but I managed a cultural victory in year 510 (normal speed). They seemed really "normal" to me, almost like the default civilization for FFH. I shared a continent with one friendly neighbor and only fought one limited war on the far continent, so the monks never really came into play. By the time of the overseas war, I was using macemen and heavy crossbowmen.

I did really like the Elohim national hero - he was the key to defeating Acheron, who appeared right next to my capitol and was my biggest challenge in the game. In fact, if Acheron hadn't popped up where he did, I probably would have eliminated my nearby neighbor instead of befriending him, eventually becoming much, much stronger. As it was, by the time I killed Acheron my neighbor had converted to the Order (which I founded) and was my bestest bud in the whole wide world, so I didn't feel the need to assimilate him.

The Hallowing of the Elohim ritual was useful. I used it twice to keep the Armeggedon counter below 10 so that I could ensure a peaceful world and focus on my peaceful victory.

When I started the game, I had hoped to bring in Basium and switch, but Hyborem never appeared, so I couldn't build the Mercurian Gate. My investment in religious techs was a waste, too, as I never had incense (only like 2 sources in the whole world, and the owner wouldn't trade). Oh well, that has nothing to do with Elohim in particular, and is more about the scarcity of incense. Pretty funny, really, as I founded the Order and owned the holy shrine to the most widespread religion in the world, but I couldn't build an Order priest :crazyeye:

Overall, I think the Elohim are probably best if you want a peaceful game where you pursue a cultural, altar, or tower (yeah, right) victory.
 
Everyone forgot that their hero Corlindale can force peace with multiple Civs you're at war with... I think this is the greatest power I've seen in the mod.

Agreed. I think Corlindale is the best national hero in the game. And withteh AC halving function now to boot.

Elohim don't have to be peaceful. Want to kick some butt? Try the Octopus Elohim. Mutant Monk Madness. Later on Golom 'em up with an Arbeques ... mass produced fast units with all sorts of bennies.

But before then you Monkreig should have the world on its knees.

Then again, all my experience is pre-2.0. Still on my first game of 2.0h. So what do I know? :lol:
 
they do have one drawback and thats that it can get really annoying having to build extra national units because a couple of hem popped up with defensive
 
The Hallowing of the Elohim ritual was useful. I used it twice to keep the Armeggedon counter below 10 so that I could ensure a peaceful world and focus on my peaceful victory.

I was wondering what that did when I saw it. (couldn't find it in civpedia)

I love the Elohim. In the way I play them; I ultimately see them as that last stand against the forces of evil. So I always aim for The Order. The defensive trait helps me ensure that the holy lands can be protected.

That and I'm usually a 'builder/turtler' kind of player so I love them. Elohiiiiim!!!!
 
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