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dom6:xibalba-ea [2025/06/20 09:43]
cybertron2 [Table]
dom6:xibalba-ea [2025/06/21 02:21] (current)
cybertron2 [Expansion]
Line 193: Line 193:
 Different expansion options. Different expansion options.
  
 +Expansion Guide 1
 +[[guides:xibalba_expansion_guide|EA Xibalba Expansion Guide – Dom 6]]
 +
 +Cavewalking Guide to faster underground movement (Shoutout to Arco!)
 +
 +https://www.youtube.com/watch?v=XvwBmdPQO0E&ab_channel=ArcoAlias
 ==== Early Game ==== ==== Early Game ====
 Early game options. Early game options.
  
 +=== Early Game Magic ===
 +Xibalba has a few options in early game magic, especially with lucid's research mod focusing them. The paths can take the nation in very different directions so a summary belongs here.
 +
 +1) (Conj 3) Summon Scorpion. This is your anti-rush spell. Scorpions carry your bless, deal AN damage, have tolerable stats, lots of attacks, and are a fantastic use of earth gems. They're mage turn inefficient, but a fantastic emergency button. 
 +
 +//Although rarely relevant due to path access, Conjuration 1 and 2 lets you have some nature summons. These ground your troops similar to longdead horsemen at enchantment 2 and can boost your movement in caves//
 +
 +2) Blood 4 (Bind Jaguar Fiends). This is your earlygame 'capstone' research. There are a few useful spells en-route (blood burst, summon imps, hell power, summon bats etc), but blood 4 sort of symbolizes the shift from recruitable sacreds and scorpions, into the blood economy and sacred bats. The whole shape of Xibalba's play shifts when you get this research. Now because blood is gold and mage expensive, it's not always good to rush this, but it represents the transition into the next 'phase' of xibalbas play, where the armies will be somewhat defined by the blood sacreds.
 +
 +3) Construction and Thamuturgy 3 - Alteration 2-3: These are your thug paths. They only really kick into high gear at research 3. Just note it takes quite a lot of research to buff up your thugs, with construction being the most important, then alteration, and only then thaumaturgy. 
 +
 +//
 +Also notably at thamuturgy 2 is the 'break soul' spell set - which can be important as a panic button against a supercombatant pretender.
 +//
 +
 +4) Enchantment 2 (Summon Longdead Horseman). This is a little conceptually tricky. Flying units get a movement speed penalty in caves. If you ground them - say with a horseman commander, it can actually increase their movement. Also it's a good use for death gems in the early game as it lets you save gold on commanders.
 ==== Mid Game ==== ==== Mid Game ====
 Mid game options. Mid game options.
dom6/xibalba-ea.1750412636.txt.gz · Last modified: 2025/06/20 09:43 by cybertron2