Your thoughts about Tolerant trait

marioflag

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I have played my first game of 0.33 with Elohim and i confirm my earlier opinion that i don't find this implementation really fit for Elohim.

My observations from my game experience:

-i don't find Tolerant trait as overpowered as i thought; in terms of balance it seems just right

-while it is a unique characteristic of Elohim civ it just makes this civilization less distinctive from the other. This is particularly evident militarily, where Elohim have few UU and their units are not the most powerful, so you will end up using all other conquered civ UU

-flavourwise it just doesn't seem right to me to use UB or UU which goes opposite to Elohim Lore (Sheaim Buildings or Infernal ones particularly). Even if it was possible to build before 0.33 Eidolon or Beast of Agares as Elohim, now it's even more likely and so it also goes against their lore

-Elohim is now one of the best warmongering civs when it's not supposed to be






My personal suggestion to make Tolerant trait more interesting:

-introduce an assimilation bar, which is dependent on culture and number of turns. So that a city will not be assimilated as soon as it is conquered but it will need some time before it can be considered fully assimilated

-until a city is fully assimilated, city conquered have a penalty, in producing other civs UB of 25% and other UU of 50%

-introduce a mechanic similar to that of Cult of Dragon; your "assimilated" units get the Disloyal promotion which mean that it has a x% chance to betray you and join its original civ.

-If the city where a unit is built is fully assimilated, chance of betrayal due to Disloyal promotion are a lot decreased, if you are in war with the civ your unit belongs to, chance of betrayal are a lot increased even if the city is fully assimilated

-cities conquered by Elohim should be less likely to revolt

-cities captured will have less turn of revolt

-minor restrictions about UB and UU buildable by Elohim (UU or UB which doesn't completely contradict their lore)

-in conquered cities Elohim can build their own UU
 
C'mon, Elohim one of the best warmongering civs? Yes, they can capture and aquire other civ's units, but that takes time and conquering prior to that, a warmongering neighbor you can absorb, etc.

They're still far, far down on my list of Civs I'd choose if I was going to play a warmonger game.
 
I think it fits the Elohim since they are supposed to fight against the armageddon, because that way they won't raze cities like other civs, which would increase the armageddon counter.

I agree, Elohim aren't by far the best warmongering civ.
Tolerant doesn't help the warmongering at first at least, but motivates players to get enemy cities to satisfy their needs as builders, because they can build more fancy stuff in those cities.

Of course, if you choose the right victims, it may help you in following wars, but that usually also counts for other civs conquering neighbors.
 
I think it fits the Elohim since they are supposed to fight against the armageddon, because that way they won't raze cities like other civs, which would increase the armageddon counter.

Fits them until its a Sheaim or Infernal city captured...
 
They should indeed be one of the best warmongers now if they can build a rival civs palace (and war weariness is still part of the palace-perks. Can't see that changed in the log.)

Just conquer a Bannor, Clan, Doviello, Sheim, Svartalfar, Khazad, Malakim or especially Mercurian / Infernal city (have i forgotten any civ with a major reduction in weariness from palace?) and war away at your leisure.

Add to that the ritual / AC reduction and you get the only civ in the game that can virtually war without any drawbacks (save perhaps the infernals. But thats obvious).

Really war weariness should be either relocated or the ability to build another civs palace axed (i whould prefer the former but if thats not feasible the second one sounds more or less reasonable.).

Without that they still whould suffer some drawbacks (like high war-weariness) from diversity but that way you can have adventurers + virtually free choice of Mana + any promotion-based powers (like hippus horselord cavalry, dwarven war machines.) and nigh unrivaled low war-weariness (most civs with those reductions have significant drawbacks to tech / build among other things after all. + Their palace-mana are usually rather nice / much better than those of the elhoim and getting iron pre iron-working from the 2 later civs is another neat thing in addition to the war-weariness if mercurians and infernals are concerned.).

+ its so antithematic for them to like war with such vigor (especially if it all stems from a single small bordertown conquered somewhere on the map.).


The trait itself and how it works (exept for the war-weariness issue.) does make sense. The Elhoim if anything fight a civ / leader not its population after all (plus the razing-issue.). The oly thing they really care for are the holy sites of Erebus and the well-being of creation.
 
I personally see nothing wrong with the Elohim Tolerant trait.

You can easily enough rationale palace switching out for yourself, just try, and as for the more 'evil' UUs and UBs, well, that turns into a 'lol i maek ahsen viel' roleplaying problem.

And, it's not like the Elohim are renowned for their rushing capabilities. If you are being war-mongered to death by an elohim civilization who doesn't yet have any more war geared cities captured, you're doing it wrong. Especially if you yourself are a war0monger civ.
 
The problem with the rationaling things by restraint (deliberate nonuse) is that its a real balancing factor (as in: anything else beeing a subpar option. Comparable to meteor-swarm in comparison to other spheres back then.). And war-weariness is a huge one.
Its deliberate bad play currently (along the lines of rushing the arcane techs with Khazad or focusing on Melee as Hippus) not to DoW and rush + crush a nearby warmonger early if available with the Elhoim now as it alleviates them of all and every one of their drawbacks. Which whould be high war weariness, subpar mana and lack of military might.

Thats a more serious thing than orcs having nonacess to buildings and research penalty / Khazad having nonacess to magic + as i said its completely antithematic. Removing the war-weariness-trick alone whould completely circumvent this problem as far as i can see (still yielding a nice choice of units and mana without offering warmongering at will). Hence it sounds like the best way forward to me and hopefully is doable without axing the ability to build another civs palace.



About Elhoim warmongering: Unless there is a 3rd party small city nearby (most notably Clan or Hippus) that the elhoim capture very early. Then they are an even more serious warmonger than the civ in question (because they lack the drawbacks and in case of the hippus offer insane withdrawl thanks to homeland which nets +20% together with horselord for example.)
+ Warrior rush works for everyone (beeing one of the most powerful options in the game / borderline problematic for balance. But that last part is arguable and everone has acess to those guys.) and homeland is a combat-boosting promotion which makes it easier for Elhoim than for most non-combat civs.
But that part is fine with me (i like civs beeing strong as opposed to everything beeing nilly-willy balanced to death.) as long as the war-weariness-penalty whould still be in place which it isn't currently.
 
I'm still not seeing the problem. War weariness has never been an issue for me, for any civ, and I play on Emperor/Immortal difficulties. If I'm going to play a warmongering game Elohim are still going to be one of the absolute last I choose. I'd much rather have a civ which starts with warlike traits/units/bonuses, instead of having to trust my luck on finding a neighboring civ and overwhelming them.
 
If I'm going to play a warmongering game Elohim are still going to be one of the absolute last I choose. I'd much rather have a civ which starts with warlike traits/units/bonuses, instead of having to trust my luck on finding a neighboring civ and overwhelming them.

Initially they are quite clearly the weakest civ militarily...once u conquer cities though u have a wider number of choices about what unit to build; in general u can take advantage of the best UU of other civs.
It's far from overpowered but it's to me certainly better than Aggressive or Charismatic.

In my last game for example i conquered some cities of the Calabim and i got access to Vampires, which clearly gave me a greater boost in warmongering. And i wouyd rather choose access to Vampires than Aggressive, Charismatic or something else.
 
You are right that it is not overpowered. Most people speculate way too much before they actually try something. You are wrong about them being one of the best warmongers though, everyone knows that is silly. As for palaces, they lose theirs if they build another.

I am not sure if the vampires can feed or not but its a case of vampires being strong not tolerant. If you killed the vampires to get the city then congrats you earned vampires. If you barely killed anything to get the city stop playing on newbie settings.
 
I'm still not seeing the problem. War weariness has never been an issue for me, for any civ, and I play on Emperor/Immortal difficulties. If I'm going to play a warmongering game Elohim are still going to be one of the absolute last I choose. I'd much rather have a civ which starts with warlike traits/units/bonuses, instead of having to trust my luck on finding a neighboring civ and overwhelming them.

Good for you. ;) But perhaps other people have different experiences? (Important note: Gamespeed, Playstyle, Maptype, Mode (singleplayer / multiplayer) all factor into that hugely. i can't even verify you having any point here with that post since i completely lack the perspective of how / what you play.)

What civ you are playing usually? Do you usually play Elhoim! on Emperor / Immortal? (emphasis on Elhoim not on the difficulty.) Or do you usually play other civs and Elhoim only on occasion?

Chances are you never had a problem with war weariness because you regularly played civs with a reduction instead of a whopping +40% increase (which is about double as bad as even a civ with only a 20% reduction) or you did play the Elhoim civ non-warmonger-like when you did play them (which is exactly how they were! intended to be played pre 0.33. Where it was subpar to engage into armed conflicts with them as civ-pic save those winnable in a few turns anyways.).

Now thats subpar play for Elhoim (and there are so many combat related civs in FFH2 that its unlikely you don't run into such a civ at least every second game, likely much more often + you can fully adjust your strategy without problem if you don't since its the very start of the game. Likely before even researching your first or second tech (which for most players is agriculture / edu or mysticism anyways so its not a big thing even after that.).
And in such a case you have the advantage of having friendly neighbors usually which is not a bad thing for a peacemongering strategy / civ if you are "forced" into that one.
In fact not everyone choses the "type" of game / style he wants to play before the game has even started. Full adaptability for any situation is a huge advantage.)
+ the Elhoim have an Emphasis on civics which further inflate WW. At least at the start.


Now subpar play doesn't mean outright bad or that you can't win Emperor / Immortal with such a strategy. Unless of course you dominate the AI so badly that it doesn't matter anyways (in which case you should try deity and have a look if its still a nonissue for you in 0.32. :p).

In fact you can still play rather good and still subpar. But not everyone does roleplay / deliberately goes for another option than the best (especially in a case so blatantly obvious as above stated.).


Up until now WW was! a problem for Elhoim (and about the only civ where you could call that a big one. All other "peacemongers" only have a minor adjustment. At worst.). That was the whole point. Like Dwarves nonability to use magic beyond Tier 1. For balance and flavor. Throwing that out of the window is like giving the Lanun focused strength on land. Or giving warriors / other nonflying units flying. At least a bit of flavor, background and coherence is not soo bad. ;)

And it didn't even remotely need to be like that to make the trait work as designed (i do doubt it does, and that part is utterly deliberate btw. But only the team can comment on that.)
But if its not an issue for you anyways i guess you whouldn't have a problem with a change of the palace-buildings to exclude WW then?
(Like its a problem for balance, flavor and common sense. And i don't mean the trait itself which i have no problem with, just that "small" aspect of palaces governing WW instead of the civ war/peace-likeness be put somewhere else.)


Very important edit regarding the WW issue:
+ its not all about you / the player / Elhoim AI alone in question.
Beeing engaged in a long-drawn and casualty-heavy conflict without suffering much WW (or none WW at all in case of pnfernal palace or with a warlike civs palace + the right civics.) might not downright help you much directly in comparison to not beeing in such a conflict but it hinders your opponent. Big time (especially civs without a reduction.).
This can become a game-changing factor against a peacmonger / insane tech-trader like Cardith or the Luchirp (not only does their pop turn unhappy but also their expenses skyrocket, they pick military civs and focus their resources on military which taken together kills their economy and tech.). And that one works up to Deity (even if beeing at war with many AI at that difficulty can create its own problems... :mischief: Just hope your walls are thick enough or try a game of survival challenge to get the feeling. :D ;)).
The less WW you have to endure the more civs you can drag into such an economic deadlock. (without any drawbacks of the usual extreme warmongers for teching / civs and nonabilities.)
Just go and slaughter as much of their units in your territory as you can + capture a few of their cities if possible. Don't mind your own losses as long as you don't loose due to them.



@ Marioflag: How does the! weakest civ militarily at the start of the game (read: the time you can build warriors / scouts and nothing else or at the latest the time you get copper if its near) mix with a combat promotion (homeland)?
Can't get that equation. (In fact any leader without a significant combat-promotion/trait (which whould be raiders, agressive and charismatic and defensive?) or warrior UU is by default! weaker militarily than the elhoim at the very start of the game.)
In fact even some of the warlike civs (with a reduction of WW from palace) have leaders which are weaker for warrior rush than both leaders of the elhoim (namely Rohanna, Os Gabella, Tebryn, Arthus Throne (a bit because movement is an issue early so thats not a clear thing), Varn Gosam, Kyleen, Capria, Flauros from top of my head. More possible.)

But i have to add, as so often, that above is very dependent on game speed. The faster gamespeed you play is the lesser above holds true (so more or less a non-issue at quick. At normal its not a problem to do above mentioned strategy and at epic its virtually impossible for even deity AI some space away from you to reach something above warriors if you intend to Warrior-Rush. So there it always works. Marathon is broken / borderline unfun anyways so i won't comment the obvious. FFH2 is mainly balanced for normal right now so thats my take on it.)

+ Elhoim have very good (good-aligned. Are Elhoim devouts upgradable to Emyprean priests now? Seems that has been overlooked. But im sure it will indeed be added.) priests (their priests can chose promotions of the recon-line which is nice especially for mobility 2 + have acess to Life 1?/2/3 depending on Tier (which is rather nice now. Especially Life 3 + Corlindale or if Life 2 fighting undead/ demons?) and posess Spirit Guide (+ defensive promotion if you are really lucky).) so they do have one whole branch where they are the best and those they might want to build themselves. And Divine Units are not all that bad. Especially the later Tiers (With Druids in the recon line as the best, which is the way to reach above outlined priests anyways. Religious heroes excluded.)

On the other points overall i agree more or less. :) (Will see if i change that opinion to call the trait to powerful WW excluded after intensive tests but i doubt it.)


@ Ksi: Warrior Rushing works regardless of nearly all settings (save starting at classical era or with advanced start which breaks the game even more since its a big advantage to a player at higher difficulties. So actually turning ON "newbie" settings and drastically decrease the number of civs on a given mapsize might make the elhoim worse warmongers and "disadvantage" them to a certain extent unlike what you said.) sometimes even works on quick gamespeed (just not as effectively and against more than one or at best 2 civs.) and you just have to kill bloodpets to get vampires (no, Elhoim Vampires can't feast on pop. Should only be able to tap into bloodpets. Only Calabim Vampires can feast on pop.) or warriors / scouts / goblins to get Hippus Horsemen / Ogres and Adventurers. Not all that hard.
+ For added meanness you can force AI into peace with corlindale (which is easiely resurectable with Life 3 which you have easy acess to long before Archmages.) or seal your territory with sanctuary and sue for peace afterwards (which is completely inpenetratable for even the best warmongers. :p) so you just need to grab an exposed / scarcely defended city later on and you are set. (if you liberate 2 or 3 cities afterwards even your relations won't be hit all that badly. For the "you attacked my friend" penalty play a game of Somnium with them + win to make them "forget". :D Thanks Sto. :))
You can even do that to 3 or 4 civs at once with corlindale. (With powerful UUs / build-options of 5 or 6 different civs + homeland promotion you should indeed be a force to be reckoned with.)

Also losing their palace is not a drawback but an advantage since you get something better in most cases + their Mana is rather crappy for the start of the game.

And on top of all that, they know where the unique features are. So you can grab a serious economic / military advantage at times if you are near one. Woe to those civs near you if you start near Ygdrasil or the Remnants of Patria. :D Another situational benefit but a very serious one if it occurs.

But i can't really see what makes them bad militarily (Save WW which is a nonissue with the buggy status available now.).
So i disagree (at least until the palace-issue is fixed. Then i might reasess.).
But we will soon enough see whom of us is right after some intensive tests.
Still very setting dependent. And not all of those settings are "newbie" by default. (otherwise survival challenge settings whould be "newbie" because its easy / borderline overpowering to live under those with the Sidar)
I don't like that use of words since its a very misleading catch all-phrase, and anything could be subsummed under it. (The civs are so different that any tweaking of the settings help some civ and hinders another... So base settings + the most common variants should be the rule if anything.)

I guess we can agree on that its somewhat situational to have them be good warmongers though can we?
(only that those situations where they are not they have other advantages from it most of the time...)
 
The Elohim still have their increased war weariness if facing an opponent who can be viably rushed on the highest difficulty levels. Try using the Elohim to take and hold, say, Doviello land long enough to build a palace in a captured city early in an immortal game and see how far you get.

If you started near the remnants of patria or something and moved to them, you might pull it off. Otherwise....
 
Good for you. ;) But perhaps other people have different experiences?
What civ you are playing usually? Do you usually play Elhoim! on Emperor / Immortal? (emphasis on Elhoim not on the difficulty.) Or do you usually play other civs and Elhoim only on occasion.
Chances are you never had a problem with war weariness because you regularly played civs with a reduction instead of a whopping +40% increase (which is about double as worse as even a civ with only a 20% reduction) or you did play the civ non-warmonger-like.
Now thats subpar play for Elhoim (and there are so many combat related civs in FFH2 that its unlikely you don't run into such a civ at least every second game, likely more often + you can fully adjust your strategy without problem if you don't since its the very start of the game. Likely before even researching your first or second tech. And in such a case you have the advantage of having friendly neighbors usually which is not a bad thing for a peacemongering strategy if you are "forced" into that one. In fact not everyone choses the "type" of game he wants to play before the game has even started. Adaptability is a huge advantage.)
+ the Elhoim have an Emphasis on civics which further inflate WW. At least at the start.

Now subpar play doesn't mean outright bad or that you can't win Emperor / Immortal with such a strategy. In fact you can still play rather good and still subpar. But not everyone does roleplay / deliberately goes for another option than the best.

Up until now WW was! a problem for Elhoim (and about the only civ where you could call that a big one). That was the whole point. Like Dwarves nonability to use magic beyond Tier 3. For Balance and Flavor. Throwing that out of the window is like giving the Lanun strength on land. Or giving warriors flying. A bit of flavor and background is not soo bad.
And it didn't even remotely need to be like that to make the trait work as designed (i do doubt it does and that part is utterly deliberate btw. But only the team can comment on that.)
But if its not an issue for you anyways i guess you whouldn't have a problem with a change then?

I agree with all what you say. Flavour is the other point why i really don't like Tolerant. As you say it's the same like giving Lanun strength on land or Clan of Embers strength on culture.In general i have also the feeling that Elohim is simply less distinctive than before with this trait.



Marioflag: How does weakest civ militarily at the start of the game mix with a combat promotion (homeland)? Can't get that equation. (In fact any leader without a significant combat-promotion/trait or warrior UU is weaker militarily than the elhoim at the start of the game.)

Yes you are right about that, i didn't consider it because simply at the beginning of a game i usually don't have to fight wars on my territory, so i just didn't consider it
 
Oh, i do like the idea of the tolerant trait (including flavorwise). Just not the current (palacewise flawed?) implementation. :p (and i unlike many here think that it does fit the Elhoim civ best. Not the Kuoritates. Even though they as well might have been a very good civ for it. Due to Siriona beeing their patron (loves Agares anyone? :mischief:) and Lorda beeing not all that a tolerant beeing to evil civs and savage behavior + Amantheon is not a patron which is very strongly leaning to that aspect i think.)

Withdrawl part is independent of territory. And surviving 10% of the lost fights (withdrawl works offensively as well as defensively in FFH2) is better than 0%.

(i guess you got that but i list it here still because not everyone reading that thread might know how homeland works. I also just know the exact extent because sidar are my favorite civ. All i can say is that while defender is a crappy trait in comparison to others, homeland promotion is underrated (since its a "half-trait" for most leaders that have it because FFH2 is balanced on macro/civ level). Especially for recon. 30% Withdrawl for one promotion does make a serious difference. For Elhoim that works for their divines as well :).)
But thats mostly due to the power of Warrior-rushing overall. Not an Elhoim-exclusive trait.

What i forgot: At the very start despotism is the forced form of government for all. Further making Warrior rushing at the very start the most viable time for anyone (In the current implementation if done later on without an early rush / crush with pacifism + city states any conflict should be nigh impossible to sustain. Near +100%WW sucks and more than twice worse than under despotism + pacifism if im not utterly wrong.).
That paragraph is true now as it is / should be when WW is relocated.
 
Playing my first Elohim game with the Tolerant trait.

I ADORE this change. It has made the Elohim a much more dynamic faction. Previously, they really only had things that helped them achieve non combat based victory. Now they have a variety of strategies available to them, depending on which Civ's they are near to. Playing a game, near to Tebryn, for instance, and suddenly capturing one of his cities to build Pyre Zombies to Complement my monks, looks like an amazing path to victory, in the long run.

At the *very* least, it gives them a little more momentum in combative games, which is always a nice thing.
 
It's far from overpowered but it's to me certainly better than Aggressive or Charismatic.
Most civs who have aggressive or charismatic also have special units to back up those traits. Elohim didn't have much in the way of perks, that is one of the reason they got tolerant. So don't expect to be able to compare it straight across to other traits.
 
Building the Sidar Palace to replace my own certainly helped my specialist economy take off in my last game. Better mana too.
 
Building the Sidar Palace to replace my own certainly helped my specialist economy take off in my last game. Better mana too.

And less War Weariness.
 
what about the Illian Palace? that will build an empire
 
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