Kalina
Just lurking...
Maybe this should in new civilizations development as Dao are still new and things for them will probably change but decided to post it here as it's more about strategy than changing them in any way. I have a couple of questions and thoughts about them - inspired by 10 tips for civilizations threads
1. Use Yinxi. He is so much better then other Dao leaders. Both his traits (philosophical and spiritual) have incredible synergy with Dao, allowing strong early and late game. With Spiritual you have double production of Temple of the Elements and Potency+Mobility for your disciple units. Temple of the Elements is very, very important early game unit and most of your Unique Units are Disciples.
With Philosophical you have double production of Calligraphy House (second Unique Building, not very important but nice) and Elder Council (always useful, especially with philosophical).
2. Go for Mysticism. I cannot stress it enough - sure, grab a resource tech or two (at most, I'd go for mysticism as a second tech usually. Given choice I'd go for Agriculture - food resources give nice production bonus under Survival and it is required for Calendar you need to switch to Agrarianism) so you have something to do with your worker but Mysticism should be researched as soon as possible. It unlocks two buildings you build faster. Temple of the Elements allows spawning elementals (more about them in a moment) and Elder Council allows assigning Sage specialist. What's more it allows God King for production and culture bonus in your single city and Ancient Ways for more culture and extra happiness from Temple of the Elements. I'm not even mentioning you can switch civis for free...
3. Once you have couple of warriors and Temple of the Elements and Elder Council (or maybe even earlier if you want Prophet, not sure yet), it time to think about early Great People. You have two options - Great Sage and Great Prophet. Academy from Great Sage gives you nice research boost, but Prophet can be achieved earlier (thanks to Religion civic, at Ancient Chants), gives 2 (3 with God King) and 5 to support your hopefully numerous elementals and warriors if you want early rush.
After first Great Sage, I'd stick with Prophets only - build Altar with them when you can, so all your spellcasters start with free xp.
4. Once you have a little free production (probably after warriors+settler for your second city) bulid one or maybe both altars. I'd go for Air first - 5 is enough early, 2 and flying is absolutely great and Elder Air Elemental is probably strongest one. If you happen to spawn Air Elemental early, you may consider scouting your nearest enemy and stealing a worker or two from them. Early rush is useful as you don't have much great things in mid game, so weakening your enemies might help you a bit.
For second elemental type I'd go with Fire usually - same strength as Water, immunity and better ability (when conquering cities especially) as you don't fight at seas so early.
As a minor bonus (though often useful), Altars give +1 / and you happen to start with Air Mana.
5. Mid game, I'd go with Farms+Specialists as most other civs. You don't have anything special here, so try to build upon your strong early game. Build Temples of the Elements in cities as first building and selected altars as soon as you can. Your elementals and not strong enough by this point usually and as far as I know, you cannot upgrade them. Your goal here is to reach Commune with Nature as soon as possible, with having decent economy. At Commune with Nature you spawn Elder Elementals, get your hero and Shugenjas.
6. Mana. You have no reason to build many types of mana nodes as your spellcasters can't use most spells. I find stacking one mana type most useful, as your elementals of this kind get better. Probably I'd go with Air Mana, as Elder Air Elementals are best of four kinds, with Sentry, Flying (yes, can't use roads but when attacking it doesn't matter without Commando) and chance to spawn elementals. What's more it also makes Sanari better and your Conjurers start with very useful Maelstrom.
And now some things I'm not sure about
1. When to go for Knowledge of the Ether ? Hermits are not that useful, probably worse than adepts. With elementals healing themselves you don't need Heal that much. I'd certainly grab Hermits midgame, when I'm forced to use traditional troops for a while but KotE isn't priority for me. With Altar, you don't really need them sitting in cities, accumulating XP.
2. I'm not sure about Sorcery either - Conjurers are good with Maelstrom, Fireball and Stoneskin, but are they worth delaying Commune with Nature ?
Please note - I assume their ability to learn Tier III spells is a bug.
3. Are Warrior Monks any good ? As now, I don't think so, but maybe I'm missing something ?
1. Use Yinxi. He is so much better then other Dao leaders. Both his traits (philosophical and spiritual) have incredible synergy with Dao, allowing strong early and late game. With Spiritual you have double production of Temple of the Elements and Potency+Mobility for your disciple units. Temple of the Elements is very, very important early game unit and most of your Unique Units are Disciples.
With Philosophical you have double production of Calligraphy House (second Unique Building, not very important but nice) and Elder Council (always useful, especially with philosophical).
2. Go for Mysticism. I cannot stress it enough - sure, grab a resource tech or two (at most, I'd go for mysticism as a second tech usually. Given choice I'd go for Agriculture - food resources give nice production bonus under Survival and it is required for Calendar you need to switch to Agrarianism) so you have something to do with your worker but Mysticism should be researched as soon as possible. It unlocks two buildings you build faster. Temple of the Elements allows spawning elementals (more about them in a moment) and Elder Council allows assigning Sage specialist. What's more it allows God King for production and culture bonus in your single city and Ancient Ways for more culture and extra happiness from Temple of the Elements. I'm not even mentioning you can switch civis for free...
3. Once you have couple of warriors and Temple of the Elements and Elder Council (or maybe even earlier if you want Prophet, not sure yet), it time to think about early Great People. You have two options - Great Sage and Great Prophet. Academy from Great Sage gives you nice research boost, but Prophet can be achieved earlier (thanks to Religion civic, at Ancient Chants), gives 2 (3 with God King) and 5 to support your hopefully numerous elementals and warriors if you want early rush.
After first Great Sage, I'd stick with Prophets only - build Altar with them when you can, so all your spellcasters start with free xp.
4. Once you have a little free production (probably after warriors+settler for your second city) bulid one or maybe both altars. I'd go for Air first - 5 is enough early, 2 and flying is absolutely great and Elder Air Elemental is probably strongest one. If you happen to spawn Air Elemental early, you may consider scouting your nearest enemy and stealing a worker or two from them. Early rush is useful as you don't have much great things in mid game, so weakening your enemies might help you a bit.
For second elemental type I'd go with Fire usually - same strength as Water, immunity and better ability (when conquering cities especially) as you don't fight at seas so early.
As a minor bonus (though often useful), Altars give +1 / and you happen to start with Air Mana.
5. Mid game, I'd go with Farms+Specialists as most other civs. You don't have anything special here, so try to build upon your strong early game. Build Temples of the Elements in cities as first building and selected altars as soon as you can. Your elementals and not strong enough by this point usually and as far as I know, you cannot upgrade them. Your goal here is to reach Commune with Nature as soon as possible, with having decent economy. At Commune with Nature you spawn Elder Elementals, get your hero and Shugenjas.
6. Mana. You have no reason to build many types of mana nodes as your spellcasters can't use most spells. I find stacking one mana type most useful, as your elementals of this kind get better. Probably I'd go with Air Mana, as Elder Air Elementals are best of four kinds, with Sentry, Flying (yes, can't use roads but when attacking it doesn't matter without Commando) and chance to spawn elementals. What's more it also makes Sanari better and your Conjurers start with very useful Maelstrom.
And now some things I'm not sure about
1. When to go for Knowledge of the Ether ? Hermits are not that useful, probably worse than adepts. With elementals healing themselves you don't need Heal that much. I'd certainly grab Hermits midgame, when I'm forced to use traditional troops for a while but KotE isn't priority for me. With Altar, you don't really need them sitting in cities, accumulating XP.
2. I'm not sure about Sorcery either - Conjurers are good with Maelstrom, Fireball and Stoneskin, but are they worth delaying Commune with Nature ?
Please note - I assume their ability to learn Tier III spells is a bug.
3. Are Warrior Monks any good ? As now, I don't think so, but maybe I'm missing something ?