[MODMOD] Elohim, guardians of the holy places

Yeah, but it isn't any more fitting to give them European monk names. I always thought of them as sort of transcending ethnicity. Maybe best to avoid the naming thing entirely.
 
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Your names (Order of the Tree, Order of the Gate, etc.) gives me another idea though. These could be different initial promotions given to monks (or maybe any Elohim unit) based on the UF where they spawn or are built. These could each give some minor boost that is appropriate to the Order.

That sounds interesting too, but free promotions might be a little much... unless it was in exchange for something else, or gained through some other unique mechanic, like a monk visiting the site and casting a spell on that tile (maybe with a gold cost, like when you get a battering ram or whatever). Stand on Yggdrasil, pay 10 gold, and get Woodsman I. Stand on Bradeline's Well, pay 10 gold, and get Stigmata. Stand on Tower of Eyes, pay 10 gold and get... Crazed? Well, maybe that one would be a bad deal.

I'm sure I saw some modmod recently for FFH about "militia" systems where units in cities near hills and forests get a chance of a free woodsman or guerilla promotion, maybe if there was only a chance of that type of thing, that would be flavour aplenty as well (build a unit near the Mirror of Heaven, surprise, this one had a free Sentry I, though most other units built there didn't).

Again though, good and flavourful work, cheers!
 
Ran two games as the revamped Elohim and the civ is super awesome. My only problem is that monks are unstoppable killing machines.

Once you get your second city down for +2 affinity and hit level 7 or so, there really isn't much of anything in lairs that can hurt you, so you can just keep ruins/lair diving. You get the adventurer promotion after a few and from there, it's just raking in the money/items and particularly the XP to easily get yourself to level 15. It's hard to not just conquer everybody when your monk has a 9-15 first strikes and 11 strength to roll over cities without ever losing a health point. I actually killed Archeron the first shot -- had a 40% success chance and 60% withdraw...why not? I really like the promotions, but the potency and the rate you can get them is pretty extreme. I never managed to actually get monasticism researched in either game before I won.

Also, Thessalonica is probably the most badass leader ever. The second game got me Organized, Defender, Tolerant, Spiritual, Ingenuity, Raiders. ;)
 
Please add into LENA, Opera.
 
I definitely did the Thessalonica thing as well, and while my techs tend to get me offered the Spiritual trait (for founding a religion), I usually wait, since Spiritual comes for free after some certain number of UFs are either checked out or controlled, I'm not sure which.

However, I haven't used Monks for lair-diving much. Until Monasticism, they're kind of a precious commodity, and since your cities have a chance of being in the middle of nowhere with no way for reinforcements from your other cities to come help in the event of emergency, playing it safe by keeping a super-unit fairly near home has been my style. I thought the -50% city attack business was "enough" as well in terms of specializing monks in their roles, having them running around the bush fighting barbarians and whatnot, again, didn't feel like the best use of the asset... although it's still probably better than being fortified for twenty turns at a time! :)

Ran two games as the revamped Elohim and the civ is super awesome. My only problem is that monks are unstoppable killing machines.

Once you get your second city down for +2 affinity and hit level 7 or so, there really isn't much of anything in lairs that can hurt you, so you can just keep ruins/lair diving. You get the adventurer promotion after a few and from there, it's just raking in the money/items and particularly the XP to easily get yourself to level 15. It's hard to not just conquer everybody when your monk has a 9-15 first strikes and 11 strength to roll over cities without ever losing a health point. I actually killed Archeron the first shot -- had a 40% success chance and 60% withdraw...why not? I really like the promotions, but the potency and the rate you can get them is pretty extreme. I never managed to actually get monasticism researched in either game before I won.

Also, Thessalonica is probably the most badass leader ever. The second game got me Organized, Defender, Tolerant, Spiritual, Ingenuity, Raiders. ;)
 
I thought the -50% city attack business was "enough" as well in terms of specializing monks in their roles, having them running around the bush fighting barbarians and whatnot, again, didn't feel like the best use of the asset... although it's still probably better than being fortified for twenty turns at a time! :)
I'm really into the sidar at the moment, so I have a tendency to level units out of habit. The palisade+palace defender+drill warrior is far more than enough to hold your first city through anything the first 130 turns or so can throw at you.

I got fairly lucky with early settler pops on the two games with one at turn 50ish and one at turn 5, so once I see 5 :strength:, it's on. Drill em up and kill everything. The diving thing was sort of an accident. I just noticed that one of my monks were immune to most things that ruin my lair busters, so I figured why not?
 
greyrest,

I haven't been successful with one of the early monks yet. I either play cautiously until monasticism, or I loose the three or four early monks to bears or failed 98% odds combats. I can see how you might have a "runaway" high level unit (with a little luck early on) but this is possible with other civs/units/heroes too. You can certainly steamroll once you get monasticism, although at that point an Altar victory might be less bother. I tried to counter the OP of high level monks with the high cost (240), along with the high cost of getting monasticism. I'm sure they are less powerful than most T4 units, unless you control maybe > 10 UFs. Yes the 15th level ones are as good as a T4 but these should be rare (I've never had one in a real game). I personally think they are less OP than, say, Calabim with Feudalism (which is much earlier than monasticism), Clan with warrens, etc, but perhaps stronger now than any other good civ. Any balancing suggestions are welcome.
 
Pazyryk, could I pretty please merge this into Fallen Ages?

Its a mod for RiFE that lets you play through the ages of erebus. Even if it isn't released yet (hopefully soon), I think that your mod will make the Elohim much better. =]
 
Sorry lemonjelly, I'm not going to merge into any other mods. I really want to update this to Orbis 24M, but even that is daunting for me now (just too much real world work at the moment).
 
Actually, lemonjelly was asking if HE could merge it into HIS mod. ;)

Basically, a modder actually asking permission BEFORE he merges your work, instead of informing you after the fact like is usually the case. :lol: (Yeah yeah, I do it too, I know... At least I tend to ask about major things [Mechanos] :mischief:)
 
Ahh, thanks =]

I just wanted to check before I added stuff in, after all, it is your creation. =]
Glad to see that you're letting me put this in, I'm sure it will make the Elohim very enjoyable. =]
 
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