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"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.
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.
You're four times more likely to find 3 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.
The Obsidian Cavern | The Flooded City |
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Enables recruitment of: * Camazotz * Obsidian Warrior * Produces 2 per turn | Enables recruitment of: * Bacab * Wo' Muuch * Produces 11 per turn |
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).
Sprite | Unit Name | Special Attributes | Comments |
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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 | 1 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. |
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Ajaw Kan Ek' 170 1 2 | 2 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. |
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Chilan 180 1 2 Cave Rec+ | 1121100% 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. |
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Ah Ha' 100 1 2 Underwater Rec+ | 111 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. |
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Way 145 1 2 Forest Rec+ | 21010% 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 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. |
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Ah Itz 120 1 2 | 111100% 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 | 1211100% 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. 2 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. |
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Bacab 475 1 4 Capital Only | 32131100% 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. |
Sprite | Unit Name | Special Attributes | Comments |
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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. |
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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. |
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Sak Muuch Warrior 10 11 9 |
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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 |
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Zotz Warrior 8 2 6 Cave Rec+ Forest Rec+ |
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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 |
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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. |
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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. |
Sprite | Unit Name | Special Attributes | Comments |
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Mam Lum - Grandfather Earth Hero turn arrival Limit(10) | 2444 25 sacred fear(5) resist fire(5) resist cold(12) Darkvision(100%) Resource Bonus(15) amphibious swimming Swamp Survival | Dec |
Unique Xibalba combat spells. Very good on thugs or to cripple an important single enemy model.
You can spam Zotz mages with lots of 2s in Death and Nature.
Muuch holds the water getting 3 from Muuch K'uhuls or 4 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 5 for Earth Kings to go 6.
with some blood empowerment and boosters a Way can cast Summon Balams for 42, taking a Armor of Twisting Thorns and Treelord's Staff to get 732200%. Naiads and Ivy Kings are on the table.
your get 3 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.
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 , 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.
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 (3 with 3 or 3). 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 3.
Ways casting Blood Fecundity improves your 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.
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.
do you have a game plan? Anything you should always be working toward? Any National weaknesses?
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?
How to expand, potential pitfalls and how to get around them, obvious weakness strength, how much do you have to focus on war/infrastructure
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.
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