Elohim Guide

EverNoob

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Elohim Guide 0.34
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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
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.​

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.

Spoiler Basic Info :
Starting Tech: Ancient Chants

Unique Buildings

Elohim Palace:
Produces Spirit, Nature and Water mana.
Also gives +20% war :mad: in all your cities. This is what makes it difficult for the Elohim to be warmongers.​

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

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

Hero

Corlindale:
Available at Fanaticism
0 :strength:, 2 :move:, arcane unit, 300:hammers:
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! :D

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.​

Unique Unit

Monk:
Available at Priesthood
6 :strength:, 2 :move:, disciple unit, 120:hammers:
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 :strength:, 2 :move:, recon unit, 120:hammers:
-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.​
Leaders

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.​

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 Strategies
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:
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.​

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 Corlindale
The biggest benefit of Corlindale is access to archmage spells without having to research arcane techs.

As of 0.34, units with 0:strength: 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:
  • 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.
There are various ways to get Resurrection:
  1. Druids or FoL/RoK/Order High Priests upgraded from Devouts. High Priests require incense, except RoK which requires gems, and Druids require neutral alignment.
  2. 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.
  3. Archmages. This is the longest and least efficient method, and requires reagents.
  4. Turn Corlindale into a Lich, then have him resurrect himself. Repeat x 3. Very exploitive.
Rush to Empyrean/CoE
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.​
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 Monks
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 :hammers: cost of Monks early in the game.
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.
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 --------
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.
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 :) 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.
Pact of Nilhorn
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 Crossover
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.
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]
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.​
 
the biggest backdraw of the monks is that they can not learn cover2, shock2 and city raider2+3 which makes them kind of useless as city attackers later on.
they make good mobile defensive forces but i would rather rely on swordsmen and later on chariots/rathas for offense.
 
If you do get a religion, and have a high level Altar, your paladins should start _powerful_ (Combat 3? Combat 1 or 2 plus cover?)
 
Yeah all disciple units start at lvl 4, which gives 3 promotions. Very useful for Paramanders and Crusaders as well. Also provides extra :) for your empire.

the biggest backdraw of the monks is that they can not learn cover2, shock2 and city raider2+3 which makes them kind of useless as city attackers later on.
they make good mobile defensive forces but i would rather rely on swordsmen and later on chariots/rathas for offense.

Indeed, early Monks are good enough to take out/cripple 1 neighbour. Though sometimes catapults are needed to finish off what you start. After that you should move on to Paramander/Crusaders and Paladins, and leave Monks as defenders.
 
Indeed, early Monks are good enough to take out/cripple 1 neighbour. Though sometimes catapults are needed to finish off what you start. After that you should move on to Paramander/Crusaders and Paladins, and leave Monks as defenders.

I've been liking monks purely for their speed and reliable attack strength (and with garrison 1, some bonus defensive ability in a pinch). As you mentioned, they're good for the first rush but you can extend their usefulness quite a bit further if you go empy and get Chalid. With a mobile chalid, you have a 3 move army that that torch a city, attack, then enter and garrison in one turn.

Also, for some reason, I end up playing many games where I don't get a single metal until I've conquered a couple civs :P
 
Monks are a good unit for sure, but I think you generally need a little something to go with them. They don't kill archers for instance, without some fair bit of XP.
 
I've found that even rushing monks you eventually hit a wall in their usefulness. Any post-monk tips? Just Paladins/Chalid?
 
In my current game I'm getting close to the wall. Last game I think I did end up using paladins only because they kept attacking me with them and I kept dominating them.

With Chalid though, you can keep attacking with monks for quite a while... I'm up against the Kurio with longbowmen and the monks are holding up... just cast crown then next turn (unless you're unlucky) crown will fire again and you can cast pillar to essentially guarantee all the defenders are are 20% max... then mop up with the monks.

Anyone have a good upgrade path for paladins btw? Should I just build new ones in my altar city?

I have one champion with enchant1, anyone see a way to parlay that into a unit that can cast via upgrades?
 
Anyone have a good upgrade path for paladins btw? Should I just build new ones in my altar city?

Hunter --> Devout --> Priest --> Paladin

Since the Hunter has been around since the beginning of the game, he should have tons of xp. A Demon Slaying, Undead Destroying Paladin :D In his spare time, he tames animals.
 
Anyone have a good upgrade path for paladins btw? Should I just build new ones in my altar city?

Upgrade from Priests, since they start with Medic 2, and can cast spells. You keep promotions, so you can get some pretty interesting Paladin's out of it. Being able to grab March right off the bat is nice as well. Tier 4 power units do a lot better when they can attack every turn :).

Also, since a priest is a disciple unit, you can still build it in an Altar city to get a bunch of experience.
 
You should pretty much only consider upgrading them from priests, or from Vampires that had been upgraded from Radiant Guards (for sun, death, and body magic). Cultists are probably the best priest to become Paladins, as Water-Walking Paladins are quite nice.
 
I wanted to get other people's opinions on which Elohim leader was better, Ethne or Einion Logos. While I always prefer to say that both are good if played right, it doesn't seem to be the case. I feel Einion is the better leader, no doubt because Philosophical is overall a superior trait than Creative.

Creative is nice at the start, but soon makes little difference once you have religion to provide culture. Whereas Philosophical is useful for a much longer time.

So which Elohim leader do you find is best, Ethne or Einion Logos?
 
They are pretty close, in my opinion. Onion's real benefit, is that he can get those high xp disciples easier, due to his faster rate of spawning great prophets. However, the creative bump is most significant in the early game, where the Elohim are by far the weakest.
 
AC + Phil is the reason Einion is one of my favorite leaders in FFH, getting a strong start on priests or the altar is great. Combining that with an early religion like RoK or FoL and you've got an early shrine and hopefully a quick bulb to that religion as well.
 
lol @ the idea of philosophical being better than anything in FfH except maybe Arcane. In regular civ4 there are actual sources of GPP to work with early on, making philosphical's boost noticeable, but in FfH there's no early caste system and specialist-enabling buildings are harder to build and wonders are much worse so there's less incentive to have a bunch and GP costs are cranked up in addition to all that. You don't get the ability to mass specialists until mid-late game, by which point GPs don't help you nearly as much. (Well, altar victory, but with theocracy those prophets are easy to get without philo. The real speed bump to that victory is the hammer cost of the last altar.)

Defender is Einion's better trait. Creative is better than def + phi put together.
 
I'm not convinced of that. Due to the breadth of the tech tree, bulbing for certain techs, or pairs of techs can be a rather impressive way to go.

For example, if you bulb Philosophy + priesthood, you get about 1800ish tech points (obviously this depends on the difficulty setting). To get those two great priests you need 400 GPP, which will take 58 turns of working a single priest specialist, on pacifism with Philosophical (100 turns without philosophical).

Consider that you can probably get a pagan temple up somewhere around turn 40 to 45 (Depending on start), meaning you could be building monks around turn 100.

While I'm not generally impressed with Philosophical as a trait, for the leaders that start with Ancient chants, they have some fairly interesting tech surges they can do (Dain can pop Knowledge of the Ether with a sage).

Perhaps this is all a little irrelevant considering the comparative weakness of the entire Elohim faction, but I think it's more of a discussion than simpy "Lol, philo not better than creative."
 
I'd have to disagree. Philosophical gives either a Great Sage or a Great Prophet at Mysticism, allowing early leverage of either an Academy or a religious bulb to FoL or RoK. If either the dwarves or the elves are in your game (or you don't know) and you want to hit your religion and likely get it in your capital as well (amazing synergy with God King), then running a quick specialist to grab that religion is a huge boost.

Early sources of GP:

Elder Council: Sage
Pagan Temple: Prophet
Market: Merchant
Libraries and The Great Library: Huge Source for Sages

With Einion, aiming that second GP to be a Sage and pumping an Academy in anticipation for Writing, Libraries, and ultimately the Great Library is an insanely powerful strategy.

With him you get the equivalent of 4 sages of GPP for free and if you continue to settle those Great Sages in the capital they'll give + 1.5 hammers and + 13.125 science. Alternatively, you could use them to bulb technologies or build academies in commerce cities, whatever your stategy calls for that game.
 
I also think the various early GP strategies available to Einion make him at least slightly better than Ethne.

The problem with Creative is that although it helps expand territory early in the game, it doesn't help as much as one would think. Expanding territory and improving terrain with workers is all good, but is limited by your ability to defend your improvements from barbs at higher difficulty levels.

That's what I think for the moment, I'm gonna continue fiddling around with Ethne though to see if there's an Ethne specific strategy that makers her as good as Einion.
 
Philosophy used to be one of the better traits, but not since the Education civic category was removed.

I've quite enjoyed making it so that the Philosophical trait lets players build Academies (at Arcane Lore), in the same way that Organized leaders can build Command Posts.


Creative is quite nice at the very beginning (better than in normal Civ 4, since new cities go ahead and start wiht the full fat cross in their cultural borders, even in advanced start games), but quickly becomes less useful.
 
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