"Xibalba is a nation inspired by Mayan mythological concepts as expressed in the Mayan texts Popol Vuh and Chilam Balam. The Popol Vuh describes the creation of the world and other mythological concepts. It also tells of the hero twins Hunahpú and Xbalanqué and their travels to Xibalba, the Mayan underworld, through which the sun travels during the night. Ever since high school, when I first came across the pen-and-paper RPG Chill, and found a creature named Camazotz, I've been intrigued by batgods and Mesoamerican myth. The bat-god was actually the first god made for Mictlan, when that nation appeared in Dominions 2. When I started to work on Xibalba it was clear from the beginning that it would be a Mayan nation of bat-people.
Xibalba was also one of the first nations to get a national global spell based on its national backstory.
The concept had been used when we remade the themes and carrion woods into a national spell, but we
were never fond of how that worked out. The Xibalban Theft of the Sun along with the Agarthan
Unleash Imprisoned Ones reintroduced the national global enchantments."
- Illwinter
Xibalba is a vast realm of dark caverns beneath the forests of Mictlan. According to legend, the sun and the moon
passed through the labyrinthine caverns on their daily journey to the eastern horizon. On this journey they were guarded by the bat people, Zotz, that dwelled in the dark reaches of the Xibalban underworld. Being almost blind, they would not see and not covet the splendor of the sun. No one has seen the sun or the moon pass through Xibalba for ages, but the Zotz keep their vigil and their traditions alive. But lately the bat people has lost purpose and the priestly rulers of Xibalba looks to the surface world to once more bask in the splendor of the sun and the moon. The Zotz are led by priest-kings from various cities, and only the priesthood represent centralized power. They still train the sacred Sun Guides once tasked with guarding the celestial entities through the dark world of Xibalba. The Zotz have contact with surface dwellers, primarily those of Mictlan, and have adopted some of their technology and practices.
The Zotz have an affinity for blood hunting and black magic. Despite being guides of the sun, their skill in solar magic is limited. The Zotz are numerous and live in great swarming cave colonies. Numbers rather than strength allows them to win their battles.
Forget Mictlan & Abysia: Early Age Xibalba is the Blood Nation, if only due to the Blood Searcher trait most of your cheap-as-dirt Blood Mages have, and the sheer impotence of all of Xibalba's other options. Abysia and Xibalba are almost complete opposites in terms of ease of expansion & early-game survival, solely due to how godawful Xibalba's troops are. While relatively cheap to amass, The Zotz have to "swarm" even Independent foes to defeat them, which is less than ideal in the early game, and tend to die in one hit. You do get a national Super Combatant chassis, but it's also incredibly expensive. In short, Xibalba is not a nation for beginners.
Cavern of the Sun | House of Knives |
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Enables recruitment of: * Ah K'in Kan Ek' ![]() * Sun Guide ![]() * Produces 3 ![]() * Produces 1 ![]() | * Enable recruitment of Onaqui ![]() * Produces 2 ![]() |
Xibalba is dominated by the Zotz, which Size 1, Cold-blooded, Stealthy Bats. Zotz are easy to kill, meaning they need to use surprise attacks, dropping on the enemy commander as divebombing cannon fodder. Typical Xibalban armies are massive, comprising of weak but easily replaceable troops.
Your commanders, in addition to the normal Zotz trait, also all receive a bonus to blood hunting. This is an especially great trait on a blood nation. However, their units have a below-average Patrol value despite being a flying nation. This is countered by their ability to easily amass cheap troops to patrol out unrest.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Batab![]() ![]() ![]() Cave Rec+ ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | A General use scout and commander. Very useful for doing grunt work. |
![]() | Xibalban Scorpion Trainer![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Like most Beastmasters, they are often the best commanders for beast troops, such as your various Scorpions, as they give beast troops the best morale bonuses for their price. Since they can fly, they have the easiest time reinforcing Scorpions if you take loses. However, Scorpions are not Stealthy Flyers, and so cannot benefit from the extra map movement of this commander. |
![]() | Ajaw![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Your big commander, able to lead 80 bats and scorpions plus 10 magic creaters. He is the best person for temple building as you would prefer the magecs work in labs or hunt for vergins. |
![]() | Ajaw Kan Ek'![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Your Great lead, taking 120 bats into battle with adding +3 to thier moral. they are also your best toop blesser outside of summons. |
![]() | Ah Nakom![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Cheap researchers and blood hunters, as they are effectually lv2 for blood hunting. |
![]() | Chilan![]() ![]() ![]() Cave Rec+ | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The Sacred Scorpion summoners. Fotune teller is good but focusing on your blood and death magics is often the stronger choice. |
![]() | Ah K'in![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Fire is overshadowed by blood and Death in recruitment pirotrity but it has its uses. one third are efficient Ozolotol summers, another third shoot mamga bolts, and the final third can decay enemies. |
![]() | Ah Itz![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Discount death mage, only get if you can't wait a two turns for Camazotzs. |
![]() | Camazotz![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | After getting your initial epenation done, these old bat make for the next best expanders. Efficetn with thier four paths, they expand with thier skeli-spams. also strong saboth masters as they bring empowered Death, Earth, Air to a communion. |
![]() | Ah K'in Kan Ek'![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | One-third of these guys can summon Ozeotls, so you should certainly hire some. The rest are still capable of casting decent Combat spells, and anything that can raise your Morale is pretty alright if your Prophet is busy somewhere else. |
![]() | Onaqui![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 10% ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Dominion attracts units(Beast Bat) Summon Allies (Beast Batx2) | A quarter of your heinously-expensive Blood Kings can summon their peers, along with the other rockstars of the Blood path without much fuss, not to mention the rockstars of the Death path. While you wait for these heinously-expensive Bat Daddies to get useful in that sense, they generate tons of Beast Bats that your Camazotz or K'in can cart onto the battlefield. Did I mention that these guys are heinously expensive? |
description of the workhorse options, for the sake of sanity better skip the clearly subpar and generic stuff (common indie like units with no gimmicks), merge units into a single description entry if functionally similar battle roles with only minor differences in gear.
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Large Scorpion![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Descib |
![]() | Giant Scorpion![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Descib |
![]() | Xibalban Scorpion![]() ![]() ![]() Limeted Rec(10 Per months) | ![]() ![]() ![]() ![]() Eyes(8) ![]() | One of your better national chaff lines with decent prot and attacking power. They are limited to recruit but you can pump out 10 from each fort. |
![]() | Xibalban Warrior![]() ![]() ![]() Cave Rec+ ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Your dirt cheap shock troops. The average life span of a Zot is at the start of the battle they will fly to the back make their attack then die. Often they will Kill most non-supercombatent commanders by wheigth of numbers of attacks. You have Stone lances for dealing significant damage on the initial drop-down (often because of the numbers, not all zotz want to get the charge, they don't survive a round of combat, so all the lance will be used). The other is the club sword in case you need to deal mass of slashing or bludgeoning damage, or the enemy may shut down your flight with a Storm |
![]() | Xibalban Warrior![]() ![]() ![]() Cave Rec+ ![]() | ![]() ![]() ![]() ![]() ![]() ![]() |
|
![]() | Xibalban Dart Thrower![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() | Not good, too low damage and inaccurate. Diptie most indies can't keep up with zotzs, archers are still betters shooters. |
![]() | Xibalban Guard![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Improved Warriors with club-swords. Dispite the armor, They are not very good as they still die too ealsy and get encombured to quickly to be worth the pay raise. stuational ok if you need bodyguards, Sun Guide can to this too but you would rather them Die on the front lines then waiting at a fort for the off chance a assacine comes around. They do fill guard well as the asssin game often consit of a hooded man with a pokemon item or a necromancer, so is weak to club attacks on the first battle round. |
![]() | Sun Guide![]() ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | One of your best national troops. As sacreds with a strong magic weapon some ok prot, they make for good shock troops. With a minor melee bless, they are your early game anti-giants troops. |
any breakout hits that might sway someone towards luck or away from it ?
Sprite | Unit Name | Special Attributes | Comments |
---|---|---|---|
![]() | Chek Ahau - Halach Uinic | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Descib |
![]() | Chamiabac - Demon of the Bone Staff Hero turn arrivle Limit(20 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summon in battle (Beast Batx2) | Descib |
![]() | Chamiaholom - Demon of the Skull Staff Hero turn arrivle Limit(20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summon in battle (Beast Batx2) | Descib |
![]() | Ahalpuh - Demon of Pus Hero turn arrivle Limit(20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summon in battle (Beast Batx2) ![]() | Descib |
![]() | Ahalgana - Jaundice Demon Hero turn arrivle Limit(20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summon in battle (Beast Batx2) ![]() | Descib |
![]() | Ahalmez - Sweeping Demon Hero turn arrivle Limit(20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summon in battle (Beast Batx2) | Descib |
![]() | Ahaltocob - Stabbing Demon (Multi) Hero turn arrivle Limit(20) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summon in battle (Beast Batx2) | Descib |
national spell or summon cost and usecase, judgment if it's good.
Unique Xibalba combat spells. Very good single entity buff for thugs or to cripple an important single enemy model. Gift spells are good on thugs and the accompanying fluffers.
What magic path/mages define your nation, what can you level, e.g., thunderstriking, astral, elementals, earth buffs, blood, what is recruitable anywhere and good, what are some summons you are likely able to get and are useable
What is the best spell you can use in combat. What spells the best support your national lineup, Is their weakness that you need to fix? Any tricks you should be aware you have?
As majority of your nation are flyers, you can safely spam Earthquake without hurting your own troops(as you need a Blood communion to cast, you may want to cast Gift of Flight or Mass Flight on your Blood Slaves if your not finished with casting blood spells).
What is the best ritual you could cast. Are there any globals you want up, any units you should be summoning? Are there any Generic rituals few nations can cast?
Do you have any National items(Construction Level, Price, and required Paths). Any unique generic items few other nations can forge? What item would be useful on your unit lineup (non-standard recommend thug gear)?
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Teteo Inan
Snake Skirt Long Jacket is a classic for EA Xibalba, and her Skull Necklace means she doesn’t even need starting armor! Fear and lots of attacks are just gravy. This one can even cast Hellpower for some silly high stats too!
Chassis: Awake Teteo Inan
Paths: 4
5
5
Bless: 2x Reinvigoration,
Berserker, Blood Bond
Scales: 5
1
3
3
3
2
3
See The Virtues of Expansion Titans
youtube of someone discussing the nation
guide page on steam??
forum thread or AAR
Nations | |
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Early Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Middle Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Late Ages | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |