Just a quick post to say thanks for this mod. I've played a couple of Elohim games now, and really, really enjoyed them. It's definitely a unique way to manage gameplay along with lore... the Elohim end up strongly disincented to keep conquered "useless cities" (read as: nowhere near a UF), unless those cities are needed as a cultural or other strategic buffer.
The monks and their progression are a lot of fun as well. Especially in the early game, they are a precious commodity, you only get the ones who were escorting settlers, and you won't be able to replace them until far off Monasticism. When you do get Monasticism, everyone and their brother should get their couple of levels of Monk training, again, it's a very fun thing once you get it, kind of like how Amurites need to survive until Sorcery or how Calabim await their key tech of Feudalism. For just a tiny bit of flavour, I find myself in the habit of naming Monks to remember why I got them, where they came from etc., stuff like "Order of the Mirror", "Order of the Tree", "Order of the Gate" if I had cities guarding the Mirror of Heave, Yggdrasil and Gate to the Underdark, respectively. It also helps remind me when I see combat messages between turns like "Your Order of the Pyre has killed a Barbarian Goblin!", I sure know where to look on the map to determine if any planning etc. is required.
Again, thanks, this is a lot of fun and flavour, good job!