[SIZE=+1]Elohim Guide 0.41[/SIZE] This is an update of my 0.40 version of the guide. As always, contributions and comments welcome Table of Contents Overview The Tolerant Trait Starting Strategies Leader Specific Strategies Corlindale Specific Strategies Overview The Elohim are a good-aligned human civ. Their defining traits are Tolerant and Defender. By default they can build all standard units in the game, except the Assassin which is replaced by the Devout. Except for the Devout, all their unique units, buildings and abilties are acquired along the divine tech path. The Elohim are particularly strong against undead and demon units, and have a unique ritual to lower the AC as well. Diplomacy and trade play vital roles in Elohim games. They are mainly geared toward the peaceful victories, especially the cultural and altar victories. Though the Elohim are quite capable in war, they do suffer from extra war weariness. The Elohim palace gives a +20% war weariness penalty. However there are ways to deal with this. Because the Elohim have access to all standard human units and buildings, they can be played in many ways. This post is more of a general guideline. The Tolerant Trait The Elohim are the only civ with 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 certain cases. You can't build another civ's heroes. You can build another civ's palace, however you lose your original palace doing so since you can only have 1 palace at a time. Tolerant is a potentially powerful trait and makes every game unique, as it depends on what civs you end up acquiring cities from. The ability to build other palaces is a huge benefit. It gives you access to other types of mana and certain civ wide palace effects (ie: Lanun +1 in water tiles). It also makes the Tower victory easier. Some players claim that Tolerant invites the Elohim to be warmongers. I say it makes them very good rulers. When playing at high difficulty, the AI will declare war on you anyway. And even if your objective is a peaceful victory, some conquest is necessary to have a respectably sized empire at higher difficulties. 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. Spoiler Basic Info : Starting Tech: Ancient Chants The Elohim have access to all regular buildings and units, except Assassin which is replaced by the Devout. Unique Buildings Elohim Palace: Produces Spirit, Nature and Water mana. Also gives +20% war in all your cities. This prevents the Elohim from being hardcore warmongers. Reliquary: Available at Way of the Wise 100 +2 , +1 , +1 priest Bestows Spirit Guide to units. This is a multi-purpose building, as it provides , , and special abilities. Chancel of Guardians: Available at Priesthood 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, though I highly suggest Nature for Vitalize. The Earth sphere for Corlindale sucks, unless you turn him into a Lich. Usual "default" Corlindale is Mind III, Spirit III, Nature III. I often leave 1 promotion extra in case Mind III gets resisted. 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. 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. As of patch "z" Monk can be upgraded to Paladin or Immortal. 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, Vicar 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, OO and Sheaim units. Note that the Devout can only be upgraded to Priest of Leaves, Stonewarden, Confessor, or Vicar. As such it favours FoL, RoK, Order, and Empyrean. However, even if you don't research Poisons you can still upgrade Hunters directly to Priests. As of patch "z" Devout can be upgraded to Vicars too. Starting StrategiesFirst thing to do is switch out of Pacifism since it slows down Warrior production. The Elohim start with Ancient Chants, which gives them easy access Mysticism or Education. God King vs Aristocracy: First tech to research is either Mysticism or Agriculture. Mysticism first works best in a forested area. Starting economy is driven by God King (GK) and Elder Council. Agriculture first works best on flatland next to fresh water. Followed by a beeling to Aristocracy. In general, Agriculture first works better with Ethne since Aristocracy is all about grabbing as much land as you can and farming it. Mysticism first usually works better with Einion Logos because his Philosophical trait allows for an early specialist economy. The big deciding factor is terrain. Early game military: Barbarians shouldn't be too much of a problem due to Defender. Just keep the fighting within your borders. IMHO Horsemen + Archer (then leading to Horse Archer) is the best overall choice. Mounted units are the only ones that truly benefit from the +10% withdrawal of Homeland, and you can build Archery Range faster. It also naturally leads to Stirrups for Horse Archer. Unfortunately this is resource dependent. Monks via Priesthood bulb around turn 100-120 is possible with Einion. Monk are strong and fast when you get them early but the main disadvantage is they are expensive, plus beelining Priesthood is bad for your long term economy. Ever since the Hunting cost increase, Hunters is only a viable option as an early military unit for Einion Logos. Try to get 4 Hunters to lvl 6 so you can upgrade them to high priests. Axemen are usually the last choice as early military. Usually because there are no Horses around, or you need Bronze Working to clear jungles. The cornerstone of Elohim military strategy is high city defense. This allows for more offensive units and gives you more time to respond to attacks. Forts also make good additions but aren't strictly necessary. Wall of Stone is nice if you have Standing Stones or founded RoK, but usually isn't worth building an Earth node for. The highest city defense I've ever gotten is +150%, with Ethne. Leader Specific StrategyEthne 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 conquest, either by military or cultural means. Ethne's advantages are mainly in the early game: In terms of economy, Creative lets you place cities in optimal locations and access resources more easily. In terms of military, more culture means higher city defense and larger borders. Large borders forces opponents to cross more space to get to your cities, which gives you more time to respond to sneak attacks. The Homeland combat bonus also covers a larger area. Aristocracy-Agrarian is the usual civics for Ethne, Republic-Liberty if going for cultural victory. When terrain permits, an early beeline to Aristocracy is often the best course. Einion Logos: Philosophical, Defender The double production of Elder Councils and Library are all in line with being a good builder. Einion Logos is the leader most suited to the Altar victory. Usual early civic is God King to speed expansion. In those cases, early economy is based on an early Academy, Elder Councils and Sages. Because of the benefits of the Altar of Luonnotar, Einion should usually run a specialist economy with an emphasis on Sages AND Prophets, even if not going for an Altar victory. The Great Library is also a good wonder to build. Once God King outlives its usefulness, City States or Republic are the usual alternatives, combined with Scholarship or Liberty. Aristocracy is suboptimal since is reduces the amount of specialists. CorlindaleThe 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: Cast Peace over and over. (needs to be verified for 0.40) 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: Druids or FoL/RoK/Order/Empyrean 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. Specific Strategies/TacticsSettling the Arctic: Since you're guaranteed to get Vitalize via Corlindale and Nature mana from your palace, you can expand into snow and tundra. The Reliquary: Spirit Guide is powerful when combined with the Altar for training religious grunts (Monk, Paramander, Crusader), or Ride of Nine Kings with mounted units. The Devout:The Elohim's Assassin replacement seems like a pointless unit...until you look at what it can upgrade to. Code: --- Confessor -------- -- Druid Scout -- Hunter -- / \ / \ /---- Priest of Leaves --\ /--- Paladin -- Devout - - / \---- Vicar -------------/ \--- Eidolon Nightwatch -- \ / \ \-- Stonewarden ------ -- High Priest \ - Shadow Basically it tranfers Hunters and Nightwatch into the Priest line of units. With the added bonus of a free Life I promotion. First of all, it allows priests to gain the Life II promotion for Destroy Undead. Ideal against the Sheaim and AV. They can also eventually gain Life III for Resurrection when they upgrade to T4 disciple units. Second, Devout ungraded from Nightwatch can enter other civs' territory without open borders, cast Mask and kill workers/pick off units without declaring war. Third, you can get Hunters or Esus Devouts, level them up fighting barbarians or fighting under hidden nationality up to lvl 6, then upgrade them to high priests without having to wait for regular priests to level up passively. You can quickly get Luridus (Empyrean) this way. This is the main benefit of using Hunters as early military. Or else Hunters and Nightwatch can be upgraded to Druids. If you're neutral, you can get religious Druids with access to lvl 3 divine spells.