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LA Xibalba, Return of the Zotz

Lore

"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. Living in the caverns were the bat people, Zotz, but that changed when the cavernous realm was struck by a great disaster. A star fell into the ocean and a great deluge flooded the caves of Xibalba. The Zotz were almost wiped out and their realm was conquered by Atlantian refugees. For a long time the toad people ruled Xibalba and became powerful. Eventually the Bacabob left the caverns to conquer the sun-lit world. There they met Mictlan and the Lawgiver. The humans were more numerous and while the Xibalban Bacabob were mighty, they could not prevent the death of their kin. Slowly the Xibalbans were decimated and the Bacabob withdrew into the flooded city and fell into a centennial torpor. When the caves began to dry up the Zotz started to return in numbers. In the still waterfilled depths of Xibalba the Zotz priests found and unwittingly awoke the Bacabob. Now the Zotz once more inhabit their ancestral home, but serve the divinities of subterranean waters and the Awakening God.

General Overview

It's EA Xibalba with MA Xibalba's tools and additional Magic!

By the Late age, Xibalba returns to its blood hunting bat roots, while also incorporating some innovations the Muuch have made.

Coming from a lowly populated but gem-rich early age, You will feel how important and plentiful blood slaves are now.

You will find now that heavy armour and mass crossbows are standard practice now, while you still mostly have the same troop lineup of mostly lightly armored and disposable bats and frogs. At least flyers can still shut down rangers but still have to deal with overall higher prot of the age while also protecting your mage bats.

You still have many great tools from powerful blood summons like flying jaguars in addition to the MA summons frogs. Keeping the Muuch around also opens up underwater expansion especially since there are the fewest nations that can go their early game and only one actually starts there.

National Features

Race Military Magic Access Priests Buildings
Prefers +1 Heat
Zotz:
Cheap Bat Bros
()
Muuch:
Toadbros
( )
Light-to-Medium Infantry
Flying Sacreds
Half-Giant Sacreds
water 44 (rare 5)
earth 33 (rare 4)
death 33
nature 22 (rare 3)
blood 22
air 11 (uncommon)
fire 11 (rare)

Heroes
fire 22water 44earth 44 (one)

National Summons
With nature 44 & 60naturegem:
fire 22nature 44blood 22 (one)
air 22nature 44blood 22 (one)
water 22nature 44blood 22 (one)
death 22nature 44blood 22 (one)
With air 44 & 75airgem:
fire 22air 44water 22 (one)
air 44water 33 (one)
air 44water 22nature 22 (one)
air 44water 22death 22 (one)
With blood 44 & 101bloodslave:
blood 44 (27.5%, rare 5)
death 33 (27.5%, rare 4)
nature 22 (27.5%, rare 3)
fire 11 (27.5%, rare 2)
Powerful (holy 33)
Hero: holy 44
Primitive (Castle)
Can build Underwater Forts
Underwater Fort Recruits

You're four times more likely to find nature 33 on your Wayob than on your super-expensive Blood summon, by the way… please don't summon the super-expensive Blood guys just for those rare paths, I beg you.

Capital Special Sites

The Obsidian Cavern The Flooded City
Enables recruitment of:
* Camazotz
* Obsidian Warrior
* Produces 2deathgem per turn
Enables recruitment of:
* Bacab
* Wo' Muuch
* Produces 1watergem1earthgem per turn

Notable Units

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.

as remnants of the middle age, the Muuch are frogmen that bigger with age. The Grunts are a bit tougher and stronger than normal humans. living in caves so long has caused the former Altlantians to attempt to have paler skin and perfect dark vision. You could use them as a little tougher spamable line troops in early expansion but suffer from weaker armour and are often killed because of lack of head protection. there best use is expansion underwater and becomes better at being spamable bricks after rushing research (only until your are ready to progress blood research).

Commanders

Sprite Unit Name Special Attributes Comments
Lakam Ha' Batab
40
5
1
Underwater Rec only
Darkvision(50%)
amphibious
swimming
Swamp Survival
Amphibious commander if the UW provinces don't have anything good to use fore menial labor.
Batab
40
5
1
Cave Rec+
Forest Rec+
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
A General-use fast-moving scout and commander of Zotzs. Very useful to lead your Blitz Raiders.
Ajaw
105
2
1
holy 11
Sacred
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
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'
170
1
2
holy 22
Sacred
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
old age(107/100)
Your Great lead, taking 120 bats into battle with adding +3 to thier moral.
they are also your best toop blesser outside of summons.
Chilan
180
1
2
Cave Rec+
earth 11death 11holy 22random1100% 11
Sacred
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Fortune Teller(10%)
Blind
Flying
Cold-blooded
Forest Survival
The Sacred Scorpion summoners.
Fotune teller is good but focusing on your blood and death magics is often the stronger choice.
Ah Ha'
100
1
2
Underwater Rec+
water 11earth 11holy 11 9
sacred
Darkvision(100%)
amphibious
swimming
Swamp Survival
Your cheapest Underwater expedition commander.
Having Earth and Water magic plus blessings can make it a Light thug.
Way
145
1
2
Forest Rec+
nature 22blood 11random010% 7
supply bonus(20)
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
Shapechanger(Jaguar)
Your main wizard giving you just need to plop a 400 Gold lab in one of the most common special province types and then you will be spamming them.
not also mentioning that 10% random, Nature, and blood is very useful in keeping Saboth fatigue down, sniping out enemy wizards, summoning the better troops that will replace your frog and bats while also giving them additional protection.
Blood Fecundity will serve of import in having very populated provinces keep up with your growing demand for gold and blood slaves.
Ah Itz
120
1
2
death 11blood 11random1100% 11
Stealthy(40)
Patrol Bonus(-1)
blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
Discount death mage, only get if you can't wait a two turns for Camazotzs.
Camazotz
200
1
2
Capital Only
earth 11death 22blood 11random1100% 15
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
Forest Survival
One of your best mages, you should be cranking Camazotz out of the cap non-stop.
Being a flying Death Blood mage makes him a versatile asset.
death 22 lets them raid with undead hordes, and the Blood allows them to bring Sabbaths anywhere.
Air & Earth randoms can protect your troops in different ways (if you are willing to set up a Sabbath), with Air notably allowing you to end battles by casting Wailing Winds.
Late-game, Earth Camazotz are best-used as casters of Fields of the Dead.
Bacab
475
1
4
Capital Only
water 33earth 22death 11holy 33random1100%
10%
19
sacred
Gift of Water Breathing(20)
resist cold(5)
Resource Bonus(5)
Darkvision(100%)
amphibious
swimming
Swamp Survival
As strong as the Bacab is, he, unfortunately, shares a recruitment queue with the much-more-gold-efficient Camazotz.
He's still useful for his high levels in Water and Earth, but you have to put a bit of thought into who you're producing in your capital, particularly if you want to hit a research goal.
He has become more useful in the late age, becoming a throne claimer.

Troops

Sprite Unit Name Special Attributes Comments
Sak Muuch Dart Thrower
10
4
9
Darkvision(100%)
amphibious
swimming
Swamp Survival
They are like more accurate javelin throwers but with no good melee gear.
Too situational that brainpower could be better served getting indies with other ranged weapons instead.
their accuracy is now fully unaffected by Darkness
Became less useful as most units in late age have the prot to shrug off their damage.
Zotz Dart Thrower
8
2
6
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
forest survival
the dart thrower returned from the Early age but has even less situation to be useful.
Sak Muuch Warrior
10
10
9
Darkvision(100%)
amphibious
swimming
Swamp Survival
Decent warriors, being better than basic human and Atlantan indies troops with +4 more HP and +2 Str.
They will beat indies when they outnumber them.
club swords are well-rounded damage-dealing chaff while spears get repel and work underwater.
The biggest problem they have is the lack of hats. Only 10% of the time the enemy will try to hit them in the head but as Dominions is a game of large-scale statistics. in bigger PVP battles, lots of Muuch will die that way.
Sak Muuch Warrior
10
11
9
Zotz Warrior
8
1
6
Cave Rec+
Forest Rec+
Stealthy(40)
patrol bonus(-1)
blood Searcher(1)
Blind
flying
Cold-blooded
Forest Survival
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 weight 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 Dec
Zotz Warrior
8
2
6
Cave Rec+
Forest Rec+
Zotz Guard
10
4
12
Stealthy(40)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
forest survival
Improved Warriors. Despite the armor, They are not very good as they still die too easily and get encumbered too quickly to be worth the pay raise.
Zotz Guard
10
5
12
Lakam Ha' Warrior
10
5
9
Underwater Fort Rec only
Darkvision(50%)
amphibious
swimming
Swamp Survival
They are Muuch Warrior with stone spears that you recruit underwater but they cost more resources for worse gear that mostly only encombers them more.
Lakam Ha' Warrior
10
5
9
Underwater Fort Rec only
nets are what makes Itchyids indes so dangerous, so why not recruit some if you made an underwater fort.
Obsidian Warrior
18
14
24
Capital Only
sacred
resist fire(5)
Patrol Bonus(-1)
Blood Searcher(1)
Blind
Flying
Cold-blooded
forest survival
As sacreds with a strong magic weapon some ok body prot, they make for good shock suicide troops.
With a minor melee bless, they are your early game anti-giants troops.
Wo' Muuch
35
38
39
Capital Only
sacred
Darkvision(100%)
amphibious
swimming
Swamp Survival
Tall sacred boys with magic gear.
tends to be your main expanders with a half-giant bless like Regen and or Blood Bond.

Heroes

Sprite Unit Name Special Attributes Comments
Mam Lum - Grandfather Earth
Hero turn arrival Limit(10)
fire 22water 44earth 44holy 44 25
sacred
fear(5)
resist fire(5)
resist cold(12)
Darkvision(100%)
Resource Bonus(15)
amphibious
swimming
Swamp Survival
Dec

Magic

National Spells

Summons

  • Summon Sacred Scorpion: 2earthgem Conj 3.earth 11death 11 ( Sacred Scorpionx1). improvement on even the Xibalban Scorpion, depending on your bless, you can turn them into real tanks, like giving them more regen or more prot.
  • Summon Jaguar Toads: 2naturegem Conj 1.nature 11holy 11 ( Jaguar Toadx2) they are small tramplers (only running over common infantry) and spit armor ignoring mortal poison, while also poisoning anyone that don't use spears. Most indie shamans can summon them. They are easy to kill and Undisciplined makes them hard to buff.
  • Summon Jaguars: 25naturegem Conj 3.nature 22holy 11 ( Jaguarx17) like weaker Ozelotls come in greater numbers using nature gems. Nature gems are more press in late age, so as most animal summons, use in a bind. Onaqui could do it but it's not efficient.
  • Summon Jade Serpent: 3watergem Conj 4.water 22 ( Jade Serpentx1) a big bag of hit points that's a sacred standard and a high strength poison bit. Mix some into troops to improve their morale and way to kill high armored enemies.
  • Summon Monster Toads: nature 22 Conj 5 8naturegem (summon 3 Monster Toad). Sacred Tramplers that spread poison with their Poison Skin and Poisonous Cloud. Likely to Die, but will kill formation as the toads will suicidally trample to the middle of it to spread the poison cloud.
  • Summon Balam: 60naturegem Conj 7.nature 44 ( one: Balam of the North, Balam of the South, Balam of the East, or Balam of the West). Jaquar shape shifters with a Onaqui and Zotz form(so 3 HP pools). All are nature 44blood 22 mages + a 2 in another path. Handy for late game rituals and battle magic. Also throne claimers
  • Summon Chaac: 75airgem Conj 8.air 44 ( one: Chaac of the North, Chaac of the South, Chaac of the East, or Chaac of the West) Like the Balam. The ability for a Pretender with air path to creating more high-level air magics can be an important rescores. Chaac are in the category of air 44water 22 mages that increase a nation's air power. their passive Natural Storm spell is actually antithetical to the Xibalbian strategy as they turn off your flyers, so better to run alone, or running a grounded army with non-flying summoned troops.
  • Bind Beast Bats: 8bloodslave Blood 2.blood 11 ( Beast Batx3). Come online early in-game. not as good fighters as Ozelotl but deal a significant amount of fatigue if they can wound with their poisonous bit. Mixing in some can quickly put monsters to sleep if you can overcome their prot and defenses.
  • Bind Jaguar Fiends: 16bloodslave Blood 4.blood 11fire 11 ( Ozelotlx3). Your Greatest Damage dealer troops. Want to spam a lot of them for your armies when the blood economy is set up.
  • Contact Onaqui: 101bloodslave Blood 7.blood 44 ( Onaquix1, Beast Batx3). Summon a very good blood mage, with having the path to summon Vampire Lords, and good Communion leader as he adds nature magic which will greatly offset the the fatugie in a sabboth. in EA They are actually magically weaker Versions of the recruitable capital version. They compete with Vampires and other demons for your blood slaves, and those are at the hardest to harvest in the early age.
  • Rain of Jaguars: 40bloodslave Blood 8.blood 66fire 22 ( Ozelotlx14+[lv]). A late-game but more efficient way to mass Ozelotls. something you should aim for as the end approaches because of how good Ozelotls.

Combat

Unique Xibalba combat spells. Very good on thugs or to cripple an important single enemy model.

  • Break the Second Soul: Thaum 2. earth 11 Give one target a limb. Not as good as First Soul, but can impede an army's map move in a harassing attack (it's calculated by the slowest guy), and may result in lowering an expensive unit's melee stats and may eventually die if forced to move around a lot.
  • Break the Third Soul: Thaum 2. air 11 Deal fatigue damage. it's a weaker version of Steal Breath but the target can't use MR to resist.
  • Break the Fourth Soul: Thaum 2.death 11 Give the Target a curse.
  • Break the First Soul: Blood 2. blood 11 getting Bleeding and a Disease on a commander is fatal in this game and your "that" nation that can spam it.
  • Gift of the Second Soul: Thaum 3. earth 11 give blunt residence, a situational buff to protect a single guy from rocks falling from the sky.
  • Gift of the Third Soul: Thaum 3. air 11 gives Revigeration, a bonus in a blood communion or active thug.
  • Gift of the Fourth Soul: Thaum 3.death 11 gives luck, a strong protection buff.
  • Gift of the First Soul: Blood 3. blood 11 Regen for blood mages. Zotz doesn't have enough HP to properly use it, but Onaqui and any blood Super-combatant will abuse it (it's not even restricted to national units, you get it if you play Xibalba).

Magic Access

You can spam Zotz mages with lots of 2s in Death and Nature.

Muuch holds the water getting water 33 from Muuch K'uhuls or water 44 if fishing with Bacab, one booster way from Water Queens.

with climbing a Bacab can get a Troll King and with Earth Boots and Blood Stone gets earth 55 for Earth Kings to go earth 66.

with some blood empowerment and boosters a Way can cast Summon Balams for nature 44blood 22, taking a Armor of Twisting Thorns and Treelord's Staff to get nature 77blood 33random2200%. Naiads and Ivy Kings are on the table.

your get death 33 on your mages with Skull Staff. With some empowerment, you can get a Camozotz to be a Vampire Lord Summoner as a strong end goal.

Spectral Mage can also break you into Astral for the purposes of forging.

Combat Magic

As the majority of your nation good units are flyers, your sabbaths 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).

Camazotz are good at death, its crosspaths with Air and earth and skelispam, and Ways provide nature and spamable blood mage. Your still have Bacobs with their powerful Water and Earth access with the side of Death and Nature crosspaths (with gems or booster).

Your greatest weakness is the parody in the difference of protection. Your are still a suicide spammer. a way to swing the favor is the use of Darkness and Quagmire.

Should also consider Legions of Steel, Strength of Giants, Marble Warriors, Wave Warriors, Quickening, Wooden Warriors, Stygian Rains as it will fix many problems with your current troops and improve your summoned one but will come later in the game but your real problem is not being eaten during expansion and early game.

All this water makes you good at cold spells when in the Cold scales, assuming your don't mind your zotz quickly falling unconscious from the fatigue, Apparently, the Muuch's Atlantean heritage prevent these frogs from hibernating during the winter.

Ritual Magic

The main concern for Xibalba is how quickly they can reliably swap over to better-summoned troops. What a mage muuch is good at is creating lots of Claymen(Clayman 5+[lv1/2]), also set to summon Naiad and Kokythiad (water 33 with nature 33 or death 33). Clayman, Your national Toad summons and Demon Jaguars, can fill out your armies, including your Death bats that summon longdead hoards.

good Idea to twiceborn your Camazotz for that chance when they die and come back as a death 33.

Ways casting Blood Fecundity improves your gold Gold and Blood Slave economy.

Curse of Blood is part of your late game. Mound Fiends are an option if you want to spam more undead. Summon Balam gives strong mage thugs.

Gets Blight and Rain of Toads as ways of disrupting the long game of another player's production.

Magic Items

Is another Earth death nation to make Shademail Haubergeon and Shadow Brand.

the Water, Death, Blood, nature, and earth paths are really good at making thug and communion items. Lots of Regen, Hp boost, Reinvigoration, QUickness, and alternative damage options.

Sanguine Dowsing Rods boot your slave harvests.

Armor of Twisting Thorns is a good fit on a Way as a boosting item

You need lots of research fast so Skull Mentors

Badab make the most use of Ring of Regeneration and Coral Blade. especially if they get a nature random and gems with Personal Regeneration.

Strategy

FIXME do you have a game plan? Anything you should always be working toward? Any National weaknesses?

Pretender

FIXME What kinds of scales dose your nation like? Do they require any to function? Any blesses your sacreds would like? Do you desperately need an awake expander? Examples of Pretenders?

Early Game

FIXME How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure

Mid Game

FIXME what is the first big research rush, what is the first big powerspike, where do you shift recruitment to? what are the big magic diversity issues, are there particular globals you should gun for

If you survive to this long then you likely in place to start your blood economy and transition to summed troops.

Late Game

FIXME How do you close out the game if you are in it, is the high-level research stuff you can do uniquely well, does your nation fall off, aka do you have to force things to conclude swiftly

xibalba-la.1627481797.txt.gz · Last modified: 2021/07/28 14:16 by joste