EverNoob
Prince
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THIS IS AN OLD VERSION OF THE GUIDE. For the new one go here.
This is just an update of my 0.31 version of the guide.
The Tolerant Trait
Unique features on the map
Leaders
Ethne The White:
Einion Logos:
Elohim Guide 0.34
[/SIZE]THIS IS AN OLD VERSION OF THE GUIDE. For the new one go here.
This is just an update of my 0.31 version of the guide.
The Tolerant Trait
Okay, so the Elohim now have the Tolerant trait. When you acquire another civ's city (either by conquest or culture flip), it retains the ability to build units and buildings of the original owner. While it doesn't make the Elohim warmongers per se, it makes the spoils of war extremely rewarding.
This is the only way for the Elohim to get Assassins.
The downside is that acquired cities can't build Elohim units or buildings. Which can be a disadvantage in some cases.
You can't build another civ's heroes.
You can build another civ's palace. You lose your own Elohim Palace doing so, however you can simply rebuild it and still keep the other civ's palace. Consequently you can a 2nd palace, with the extra palace mana and reduced maintenance cost that entails. As far as I can tell, you can only have 2 palaces at once.
As of 0.34, Tolerant no longer allows you to benefit from civ specific promotions such as Dextrous, Sinister, Horselord, etc. Since those promotions are no longer tied to a unique building.
This is the only way for the Elohim to get Assassins.
The downside is that acquired cities can't build Elohim units or buildings. Which can be a disadvantage in some cases.
You can't build another civ's heroes.
You can build another civ's palace. You lose your own Elohim Palace doing so, however you can simply rebuild it and still keep the other civ's palace. Consequently you can a 2nd palace, with the extra palace mana and reduced maintenance cost that entails. As far as I can tell, you can only have 2 palaces at once.
As of 0.34, Tolerant no longer allows you to benefit from civ specific promotions such as Dextrous, Sinister, Horselord, etc. Since those promotions are no longer tied to a unique building.
Unique features on the map
At the start of the game, the Elohim know the location of all the unique features on the map. Though the usefulness of this ability is unreliable, it makes a huge difference when you're lucky enough to have certain unique features nearby.
The most useful ones at the beginning of the game is the Remnants of Patria, Yggdrasil, and the Dragon Bones.
It also helps to avoid the dangerous ones like the Broken Sepulcher and the Guardian of Pristin Pass.
The most useful ones at the beginning of the game is the Remnants of Patria, Yggdrasil, and the Dragon Bones.
It also helps to avoid the dangerous ones like the Broken Sepulcher and the Guardian of Pristin Pass.
Spoiler Basic Info :
Starting Tech: Ancient Chants
Unique Buildings
Elohim Palace:
Reliquary:
Chancel of Guardians:
Hero
Corlindale:
World Spell
Sanctuary:
Unique Unit
Monk:
Devout:
Unique Buildings
Elohim Palace:
Produces Spirit, Nature and Water mana.
Also gives +20% war
in all your cities. This is what makes it difficult for the Elohim to be warmongers.
Also gives +20% war

Reliquary:
Available at Way of the Wise
100
+2
, +1
, +1 priest 
Bestows Spirit Guide to units.
100

+2



Bestows Spirit Guide to units.
Chancel of Guardians:
Available at Priesthood
120
+25% city defense
20% chance of bestowing Defensive to units.
120

+25% city defense
20% chance of bestowing Defensive to units.
Hero
Corlindale:
Available at Fanaticism
0
, 2
, arcane unit, 300
Starts with Hero, Channelling I-II-III, Earth I, Mind I, Spirit I
Corlindale starts with alot of free promotions and can specialize in as many as 4 magic spheres.
Focusing on Mind and Spirit sphere he can quickly gain Domination and Trust. Trust helps you stay at peace to continue your builder strat. Domination is great spell for wartime. That leaves room for 1 more magic sphere at your discretion. The Earth sphere for Corlindale sucks, unless you turn him into a Lich.
Also, he has a special one-time ability to force a peace treaty with every civ who is currently at war with you. However you have to sacrifice Corlindale. Thematically it's a cool ability, but I've never been in a situation where sacrificing him was worth it...if it weren't for Resurrection!
0



Starts with Hero, Channelling I-II-III, Earth I, Mind I, Spirit I
Corlindale starts with alot of free promotions and can specialize in as many as 4 magic spheres.
Focusing on Mind and Spirit sphere he can quickly gain Domination and Trust. Trust helps you stay at peace to continue your builder strat. Domination is great spell for wartime. That leaves room for 1 more magic sphere at your discretion. The Earth sphere for Corlindale sucks, unless you turn him into a Lich.
Also, he has a special one-time ability to force a peace treaty with every civ who is currently at war with you. However you have to sacrifice Corlindale. Thematically it's a cool ability, but I've never been in a situation where sacrificing him was worth it...if it weren't for Resurrection!

World Spell
Sanctuary:
Forces every non-Elohim unit outside your borders, and prevents them from entering your territory for 30 turns.
The ultimate defense for 30 turns. However don't be fooled, it's also a good offensive world spell. With Sanctuary active, you don't need to defend your cities, which leaves all your units available for offense. Using fast units like Monks or Rathas/Chariots you can quickly conquer a rival civ. Just leave your newly captured cities empty and keep going. Like alot of World Spells, this one is best used mid-late in the game because more stuff can happen in 30 turns the later you are in the game.
The ultimate defense for 30 turns. However don't be fooled, it's also a good offensive world spell. With Sanctuary active, you don't need to defend your cities, which leaves all your units available for offense. Using fast units like Monks or Rathas/Chariots you can quickly conquer a rival civ. Just leave your newly captured cities empty and keep going. Like alot of World Spells, this one is best used mid-late in the game because more stuff can happen in 30 turns the later you are in the game.
Unique Unit
Monk:
Available at Priesthood
6
, 2
, disciple unit, 120
Starts with Demon Slaying and Medic I
The Elohim jack-of-all-trades unit, with no building requirements to boot. Is useful for attack and defense. In the early game he's good for spearheading attacks, and later he remains useful as a mobile grunt/medic unit or against Demon units. The only thing he can't do is pillage.
6



Starts with Demon Slaying and Medic I
The Elohim jack-of-all-trades unit, with no building requirements to boot. Is useful for attack and defense. In the early game he's good for spearheading attacks, and later he remains useful as a mobile grunt/medic unit or against Demon units. The only thing he can't do is pillage.
Devout:
Available at Poisons
Replaces Assassin
5
, 2
, recon unit, 120
-50% city strength
Starts with Life I, Channelling I
Can see hidden animals
Can explore rival territory
Upgrades to Shadow, Priest of Leaves, Confessor, Stonewarden
The Devout is a non-assassin unit. A generally useless unit in itself, except that he can upgrade to a priest unit, retaining Life I. This grants priest units access to the Life spells, Destroy Undead being the most useful one. Especially when fighting against AV and OO units.
Note that the Devout can only be upgraded to Priest of Leaves, Stonewarden, or Confessor. As such it favours FoL, RoK, and Order.
Replaces Assassin
5



-50% city strength
Starts with Life I, Channelling I
Can see hidden animals
Can explore rival territory
Upgrades to Shadow, Priest of Leaves, Confessor, Stonewarden
The Devout is a non-assassin unit. A generally useless unit in itself, except that he can upgrade to a priest unit, retaining Life I. This grants priest units access to the Life spells, Destroy Undead being the most useful one. Especially when fighting against AV and OO units.
Note that the Devout can only be upgraded to Priest of Leaves, Stonewarden, or Confessor. As such it favours FoL, RoK, and Order.
Ethne The White:
Creative, Defender
Creative makes early land grabbing alot easier, usually resulting in a larger empire. It allows newly captured cities to get up and running faster, as well as making them easier to defend. All of which makes Ethne more suited to a Warrior/T1 unit rush to get a 2nd palace early on.
Creative makes early land grabbing alot easier, usually resulting in a larger empire. It allows newly captured cities to get up and running faster, as well as making them easier to defend. All of which makes Ethne more suited to a Warrior/T1 unit rush to get a 2nd palace early on.
Einion Logos:
Philosophical, Defender
The double production of Elder Councils and Library are all in line with being a good builder. Different GP strats using Great Prophets or Great Sages work well. Einion Logos is the leader most suited to the Altar victory, though the cultural victory works well too.
Starting StrategiesThe double production of Elder Councils and Library are all in line with being a good builder. Different GP strats using Great Prophets or Great Sages work well. Einion Logos is the leader most suited to the Altar victory, though the cultural victory works well too.
Note that as of 0.33, City States civic is available at Cartography and Agrarianism is available at Calendar.
The Elohim start with Ancient Chants, which gives them easy access Mysticism or Education.
Mysticism vs Agriculture:
Here's a few specific strategies for the Elohim. There's some other ones that I haven't had the time to write.
What to do with CorlindaleThe Elohim start with Ancient Chants, which gives them easy access Mysticism or Education.
Mysticism vs Agriculture:
First tech to research is either Mysticism or Agriculture.
Mysticism works best in a forested area. Starting economy is driven by God King (GK) and Elder Council.
Agriculture works best on flatland next to fresh water. Starting economy is driven by tile improvement via Agriculture derivative techs: Calendar, Animal Husbandry, Education.
In general, Agriculture first works better with Ethne because her Creative trait helps grab resources faster. Mysticism first usually works better with Einion Logos because of his Philosophical trait. The big deciding factor is terrain.
Mysticism works best in a forested area. Starting economy is driven by God King (GK) and Elder Council.
Agriculture works best on flatland next to fresh water. Starting economy is driven by tile improvement via Agriculture derivative techs: Calendar, Animal Husbandry, Education.
In general, Agriculture first works better with Ethne because her Creative trait helps grab resources faster. Mysticism first usually works better with Einion Logos because of his Philosophical trait. The big deciding factor is terrain.
Here's a few specific strategies for the Elohim. There's some other ones that I haven't had the time to write.
The biggest benefit of Corlindale is access to archmage spells without having to research arcane techs.
As of 0.34, units with 0
are no longer targeted by marksman units (Assassins, Shadows, etc). Which is a complete reversal of fortunes for Corlindale. He now makes a great front line archmage, since Assassins won't target him! It's still almost impossible to level him past lvl 10 though.
Corlindale starts with Mind I, Earth I, and Spirit I. Which makes specializing in those spheres natural for him. But since he's no longer vulnerable to assassination, you no longer have to restrict yourself to buffing spells. Anything goes with Corlindale now.
Using only palace mana, he can cast Trust and Vitalize. Those 2 spells are very powerful for peacemongers. Or twincast Water Elementals if you want a more combative Corlindale.
However, Corlindale's true potential is unlocked with the Resurrection spell (Life III). There are many nifty tricks with Corlindale using Resurrection:
Rush to Empyrean/CoEAs of 0.34, units with 0

Corlindale starts with Mind I, Earth I, and Spirit I. Which makes specializing in those spheres natural for him. But since he's no longer vulnerable to assassination, you no longer have to restrict yourself to buffing spells. Anything goes with Corlindale now.
Using only palace mana, he can cast Trust and Vitalize. Those 2 spells are very powerful for peacemongers. Or twincast Water Elementals if you want a more combative Corlindale.
However, Corlindale's true potential is unlocked with the Resurrection spell (Life III). There are many nifty tricks with Corlindale using Resurrection:
- Cast Peace over and over.
- Build Corlindale with Spirit Guide, then get him killed so his xp transfer over. Corlindale must be killed in combat for this to work and this only works the first time he dies.
- Build the Shrine of the Champion.
- Corlindale is always resurrected at lvl 1, which means you can change his magic spheres each time.
- Druids or FoL/RoK/Order High Priests upgraded from Devouts. High Priests require incense, except RoK which requires gems, and Druids require neutral alignment.
- Religious heroes: Sphener, Yvain, Hemah, Gibbon Goetia. Yvain and Sphener start with Life I so don't need Life mana. Hemah and Gibbon require Life mana to get Resurrection.
- Archmages. This is the longest and least efficient method, and requires reagents.
- Turn Corlindale into a Lich, then have him resurrect himself. Repeat x 3. Very exploitive.
Code:
Agriculture ------- Animal Husbandry -- Horseback Riding -- Trade -- [COLOR="Blue"]Honor[/COLOR]
\ / / [COLOR="Red"]Deception[/COLOR]
\ / /
- Education --- Writing -------------- /
/ |
/ |
Ancient Chants - |
\ |
\ |
- Mysticism -- Philosophy -- [COLOR="Blue"]Way of the Wise [/COLOR]-
[COLOR="Red"]Way of the Wicked[/COLOR]
This beeline to Honor/Deception includes enough economic/military/worker techs to make it self sufficient (except Exploration for roads), though you may want to divert to Calendar/Mining/Cartography. Early military is Horsemen, which synergize well with the +10% withdrawal from Defender.
Then start spreading the religion to neighbours. And more importantly you should gift Honor/Deception to your neighbours so they join the Overcouncil/Undercouncil for the diplomatic relations bonus.
Note that this only works if Horses are available.
Ethne seems to be better for this strat. Since this is a beeline for a late religion,
resources are essential to make up for the lack of early religion. Ethne's creative trait is excellent for grabbing resources.
After going Empyrean, you can start on the religious techs.
Then start spreading the religion to neighbours. And more importantly you should gift Honor/Deception to your neighbours so they join the Overcouncil/Undercouncil for the diplomatic relations bonus.
Note that this only works if Horses are available.
Ethne seems to be better for this strat. Since this is a beeline for a late religion,

After going Empyrean, you can start on the religious techs.
Code:
- Religious Law
/
/
Priesthood + /
Code of Laws \
\
\
- Fanaticism -- Righteousness
I'd suggest going for Religious Law first, to pick up Chalid Astrakein, then Fanaticism for Corlindale. Chalid is a really powerful hero, combine him with Corlindale and you're set. With the Overcoucil and Trust (from Corlindale), you're on your way to win the game peacefully. Monks usually take a back seat in this strat. At this point you can start on the Altar of Luonnotar. Or you can pass the Liberty global civic at the Overcouncil for a cultural victory.
If you went CoE then Fanaticism/Religious Law becomes much less useful. Instead it opens up nice options for going down the cavalry and commerce tech paths. One advantage of CoE over Empyrean is that Gibbon Goetia is available right away, giving you immediate access to Trust.
Early MonksIf you went CoE then Fanaticism/Religious Law becomes much less useful. Instead it opens up nice options for going down the cavalry and commerce tech paths. One advantage of CoE over Empyrean is that Gibbon Goetia is available right away, giving you immediate access to Trust.
After much experimentation with early Monks, this is what I've been able to come up with. If anybody has found a better way to get early Monks, please lemme know 
The main obstacle is the relative high
cost of Monks early in the game.
Pact of Nilhorn
The main obstacle is the relative high

OO+Slavery
After more testing, this approach doesn't work as well as others I've tried. The problem is that Slavery excludes Apprenticeship, and so yields low level Monks. Constant whipping is also hard on the economy. I'm leaving it here anyway, since it works okay on maps with alot of coast because of Cultists.
OO changes your alignment, opening up Slavery. Then you can whip Monks out fast and in large quantities. As such your early economy will be mostly SE, using Sages from Elder Council and Temple of the OO. With cottages in non-whipping cities.
Message from the Deep and Priesthood need to be bulbed with Great Prophets, the 1st prophet from Pagan Temple, and the 2nd from Pagan Temple + Temple of the OO. Once you have MftD you can build/upgrade a few Drown to tide you over until Monks. If you're playing Ethne, you need to switch to Pacifism temporarily to generate the 2nd Great Prophet for Priesthood.
Note: What I described has been play tested more often with Einion Logos. With Ethne it might be abit different. Namely, with Ethne going for Education before Mysticism for an early cottage spam can generate enough commerce to research Priesthood and only have to bulb MftD. Also, using AV instead of OO for the Ritualist's Ring of Flame is something I'm looking into at the moment.
After Priesthood, you can bulb Mind Stapling with another Great Prophet, but this is usually only feasible with Einion Logos. Plus Mind Stapling isn't worth it if you plan to switch religion later on.
The usefulness of OO drops once you reach Fanaticism for Stygian Guard, and Corlindale. You can stay OO for Druids and Hemah, but this requires a trek down the recon line AND the arcane line. Which actually might be fine if you're going for the Altar victory since you need to research down those lines anyway.
The easiest option is to switch religion. Any religion that switch you to Good/Evil will do. At this point it's usually too late to found another religion, but since you're deeper in the religious techs than most civs, going Order/AV for Sphener/Mardero is often possible. Then you can make full use of Paladins/Eidolons.
Altar+Warfare
This strat only works for Einion Logos, since it needs Philosophical.
There is no religion. The Altar provides
as well as xp for Monks. Research mysticism first and assign a priest asap. Successive Prophets are used to build Altar I-IV at the capital. Monk production is driven by GK+Nationhood+Military State+Conquest.
[Crafting -- Mining -- BW -- Warfare] is usually done after Priesthood, except if there's Wine or Gold around.
If you have decent gold reserves, stay under Pacifism as long as you can without compromising defense.
The capital is devoted to churning out lvl 4 Blessed Monks.
Or if you need to hurry, use the 3rd Prophet to bulb Priesthood. In that case you churn out lvl 3 regular Monks (Altar II + Apprenticeship/Conquest). You can level up the Monks on barbarians. Make sure to give them March fairly early, so they can keep fighting to level up faster.
For the purposes of xp bonuses, Altar V is sufficient. Once you get around to acquiring a religion, other disciple units are built at the Altar too.
After more testing, this approach doesn't work as well as others I've tried. The problem is that Slavery excludes Apprenticeship, and so yields low level Monks. Constant whipping is also hard on the economy. I'm leaving it here anyway, since it works okay on maps with alot of coast because of Cultists.
Spoiler OO+Slavery strat :
Code:
Agriculture ----
\
\
- Education -----------------
/ \
/ \
Ancient Chants - - Philosophy ---- [COLOR="Red"]Priesthood[/COLOR]
\ / \
\ / \
- Mysticism - - [COLOR="red"]Way of the Wicked[/COLOR]
\
\
- Message from the Deep
/
/
Exploration -- Fishing --------
Message from the Deep and Priesthood need to be bulbed with Great Prophets, the 1st prophet from Pagan Temple, and the 2nd from Pagan Temple + Temple of the OO. Once you have MftD you can build/upgrade a few Drown to tide you over until Monks. If you're playing Ethne, you need to switch to Pacifism temporarily to generate the 2nd Great Prophet for Priesthood.
Note: What I described has been play tested more often with Einion Logos. With Ethne it might be abit different. Namely, with Ethne going for Education before Mysticism for an early cottage spam can generate enough commerce to research Priesthood and only have to bulb MftD. Also, using AV instead of OO for the Ritualist's Ring of Flame is something I'm looking into at the moment.
After Priesthood, you can bulb Mind Stapling with another Great Prophet, but this is usually only feasible with Einion Logos. Plus Mind Stapling isn't worth it if you plan to switch religion later on.
The usefulness of OO drops once you reach Fanaticism for Stygian Guard, and Corlindale. You can stay OO for Druids and Hemah, but this requires a trek down the recon line AND the arcane line. Which actually might be fine if you're going for the Altar victory since you need to research down those lines anyway.
The easiest option is to switch religion. Any religion that switch you to Good/Evil will do. At this point it's usually too late to found another religion, but since you're deeper in the religious techs than most civs, going Order/AV for Sphener/Mardero is often possible. Then you can make full use of Paladins/Eidolons.
Altar+Warfare
This strat only works for Einion Logos, since it needs Philosophical.
Code:
Crafting --- Mining --- Bronze working ----
\
\
\
Agriculture ---- - [COLOR="Red"]Warfare[/COLOR]
\ /
\ /
--------Education --------
/ \
/ \
Ancient Chants - - [COLOR="red"]Priesthood[/COLOR]
\ /
\ /
- Mysticism - Philosophy -
There is no religion. The Altar provides

[Crafting -- Mining -- BW -- Warfare] is usually done after Priesthood, except if there's Wine or Gold around.
If you have decent gold reserves, stay under Pacifism as long as you can without compromising defense.
The capital is devoted to churning out lvl 4 Blessed Monks.
Or if you need to hurry, use the 3rd Prophet to bulb Priesthood. In that case you churn out lvl 3 regular Monks (Altar II + Apprenticeship/Conquest). You can level up the Monks on barbarians. Make sure to give them March fairly early, so they can keep fighting to level up faster.
For the purposes of xp bonuses, Altar V is sufficient. Once you get around to acquiring a religion, other disciple units are built at the Altar too.
This is all about rushing the Pact of Nilhorn and conquering with Curly, Larry and Moe.
Mysticism first (while building 2 Warriors), then God King, Pagan Temple, assign Priest, Elder Council, Settler, finally Worker. While researching to Cartography.
When the Prophet comes, settle him in your capital and unassign your priest.
While you're building the Pact of Nilhorn, your 2nd city should be building warriors to prepare for barbarians.
FoL Recon-Disciple CrossoverMysticism first (while building 2 Warriors), then God King, Pagan Temple, assign Priest, Elder Council, Settler, finally Worker. While researching to Cartography.
When the Prophet comes, settle him in your capital and unassign your priest.
While you're building the Pact of Nilhorn, your 2nd city should be building warriors to prepare for barbarians.
A cool thing about the Elohim is that their Hunters upgrade to Priests by way of the Devout, picking up access to Life spells on the way. Also, any civ can upgrade Disciple of Leaves to Rangers.
Bulb FoL with a prophet, then churn out Hunters for early game military. Bring up at least 4 Hunters to lvl 6. Once you get Poisons and Priesthood, upgrade your Hunters to Priests for swarms of Tigers and Destroy Undead.
Paladins upgraded from Devout --> Priest can also cast Destroy Undead.
Once you hit Priesthood, churn out tons of Priests with Spirit Guide. Spirit Guide is good in combination with the passive lvl up of Priests.
Since your Priests will already be lvl 6, you can research Theology early for High Priests. In addition to Treants, High Priests with Life magic can cast Resurrection! See the section on Corlindale+Resurrection above.
If you're going for the Altar, you can build Disciple of Leaves at the Altar for the xp then upgrade them to Rangers. Can also be combined with Shrine of the Champion.
Rangers and Priests can end up with promotions usually unavailable to them. Priests can gain Flanking I, Sentry I-II, Mobility I-II, Woodsman I-II. Rangers can gain CG I, CR I, March.
Code:
-- High Priest
/
Disciple -------------------- Priest -
[COLOR="Red"]\[/COLOR] [COLOR="red"]/[/COLOR] \
-- Ranger [COLOR="red"]/[/COLOR] -- Paladin
/ [COLOR="red"]/[/COLOR]
Hunter --- [COLOR="red"]/[/COLOR]
[COLOR="red"]\ /[/COLOR]
[COLOR="red"]-- Devout --[/COLOR]
Paladins upgraded from Devout --> Priest can also cast Destroy Undead.
Once you hit Priesthood, churn out tons of Priests with Spirit Guide. Spirit Guide is good in combination with the passive lvl up of Priests.
Since your Priests will already be lvl 6, you can research Theology early for High Priests. In addition to Treants, High Priests with Life magic can cast Resurrection! See the section on Corlindale+Resurrection above.
If you're going for the Altar, you can build Disciple of Leaves at the Altar for the xp then upgrade them to Rangers. Can also be combined with Shrine of the Champion.
Rangers and Priests can end up with promotions usually unavailable to them. Priests can gain Flanking I, Sentry I-II, Mobility I-II, Woodsman I-II. Rangers can gain CG I, CR I, March.