"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 water-filled caverns beneath the forests of Mictlan. According to legend, the sun and the moon passed through the cavernous realm 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. But 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 bat people drowned or fled the caves, but other inhabitants soon emerged. The Zotz were replaced by refugees from the shattered Atlantis. The fallen star, or possibly the dark magic of Xibalba, changed the Atlantians. The Atlantians of Xibalba developed more toadlike traits and different broods emerged. They called themselves Muuch, toad people. Their kings, the Bacabs, mighty mages of the deluge, conquered the last Xibalban city and built a Muuch kingdom in the caves underneath the forests of Mictlan. After a while the Muuch began to settle the forests above their caverns and a new brood of Muuch appeared. A brittle alliance of Muuch and Zotz has formed in the forests. Meanwhile the Bacabs hunted down the remaining Zotz hiding in dried-out caves and forced them into servitude. Now Xibalba is a Muuch kingdom with a small subjugated Zotz population.
Xibalba joins the Middle Age fad of sidelining Blood in favor of being stronger and/or more consistent in other areas. Your start definitely impacts how well you'll do, however, since a ton of your troops prefer certain terrains and either settle them without forts or are only available in them, not to mention the base Atlantian desire of ruling the ocean. You could still do some Blood hijinks, since the Zotz you have are still decent Blood searchers and you now have better base troops, but the higher-level stuff (the stuff that makes Blood strong) is a bit further out-of-reach due to the low levels.
Warning: MA Xibalba is considered one of the weaker nations by the community. The reason is the lack of a decent early game expansion unit (despite having three Sacreds) and good counter-offensive strategy when being rushed. Being reliant on province types (especially Forests) for Scouts and cheaper units is rough, too. You still scale exponentially as the game goes on, due to having some Blood in a mostly-dry Age, but the main problem is getting big in the early game and breaking your image as a pushover.
Race | Military | Magic Access | Priests | Buildings |
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Prefers +1 Heat Muuch: Toadbros ( ) Base 2 PROT +4 HP vs. Humans +2 STR vs. Humans -1 DEF vs. Humans -2 PRE vs. Humans Size 3 variants Zotz: Cheap Bat Bros () Size 2 w/ Wings +1 MR vs. Humans -1 DEF vs. Humans Weak, Frail, and Blind | Light-to-Medium Infantry Assassins Various Cap-Only Sacreds with Magic Weapons | 4 (rare 5) 3 (rare 4) 2 (rare 3) 2 (rare 3) 2 1 (uncommon) 1 (rare) National Summons (2 or 2 for 4) (2 for 4) | Average (2) National Summons (3 for 4 or 4) | Primitive (Fortresses) Can build Underwater Forts Underwater Fort Recruits |
The Cave of Perpetual Darkness | The Sacred Cenote | The Flooded City |
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Enables recruitment of: * Camazotz * Produces 1 per turn | Enables recruitment of: * Chak Muuch Assassin * Chak Muuch Dart Thrower * Chak Muuch Obsidian Warrior * Produces 1 per turn | Enables recruitment of: * Bacab * Wo' Muuch * Produces 21 per turn |
The MA is dominated by the muuch, Atlantian refugees turned frogmen. They get bigger with age. The Grunts are a bit tougher and stronger than normal humans. You could expand with them by outnumbering but will take statistically more casualties in the latter game because of insufficient head protection (having a hat can make a difference between a good or trash melee unit).
Xibalba is also home to the Zotz, which are 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.
When it comes to recruitment, hope the map remembers you need a forest, else the early game will be rough.
Sprite | Unit Name | Special Attributes | Comments |
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Muuch Scout 25 1 1 Forest Rec only | Stealthy(50) Darkvision(50%) amphibious Swamp Survival Forest Survival | Cheapest commander you can use for scouting. Also, stealthier than a Zotz Batab. | |
Muuch Batab 45 11 1 Forest Rec only | Stealthy(50) Darkvision(50%) amphibious Swamp Survival | Scout made commander, to lead a stealthier land based raids. | |
Muuch Ajaw 115 38 1 Underwater Rec+ | 1 sacred Darkvision(50%) amphibious Swamp Survival | Big Priest guy, Big 80 leader. Even have magic sword and Armor. | |
Zotz Batab 40 3 1 Cave Rec and Forest Rec only | Stealthy(40) Patrol Bonus(-1) Blind Flying Cold-blooded Forest Survival | A General-use fast-moving scout and commander of Zotzs. Very useful to lead your Blitz Raiders. | |
Ah Itz 65 1 2 | 11 9 Darkvision(50%) amphibious Swamp Survival | Not much to them except they are cheap. You have better mages. You could use it as early game light thugs? they can Stygian Skin, the national luck spell, and Quicken Self Could be a gold efficient dedicated death site searcher. |
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Ah Ha' 100 1 2 Underwater Rec+ | 111 9 sacred Darkvision(50%) amphibious Swamp Survival | Like the Ah Itz, but can be recut underwater, and swapped death for Earth plus can take a blessing to be a more imposing Light thug and fluffers. | |
Way 145 1 2 Forest Rec Only | 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 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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Muuch K'uhul 290 1 2 Underwater Rec+ | 21111100% 15 sacred Gift of Water Breathing(10) Darkvision(50%) amphibious Swamp Survival | Definitely about 80 gold overcosted for a 5 path mage with paths that lack many synergies. All are decent at water magic, with Water random with booster gets the more focused Kokythiad. Earth access gives most of the good earth spells when wearing Earth Boots. with a Death random and Skull Staff you can cast Stygian Rains. Nature randoms are summoners of Beasts and Naiads. with some boost in nature, you get a Foul Vapors caster and Way have many ways so only your opponent gets poison to death. |
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Chak Muuch Assassin 115 27 1 Capital Only | sacred Darkvision(50%) Stealthy(65) Poison Skin(20) assassin(1) amphibious Swamp Survival | Assassin combining gear of Chak dart thrower and obsidian warrior. Expensive, slow, steals capital turns. Not efficient for the assassination game but take what you get so give him a pokemon item. |
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Camazotz 165 1 2 Capital and Cave Rec only | 211100% 13 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 and any claimed caves 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 455 1 4 Capital Only | 32121100% 10% 19 sacred Gift of Water Breathing(20) resist cold(5) Resource Bonus(5) Darkvision(50%) amphibious Swamp Survival | A Muuch K'uhul with thicker skin, Deeper Water & Earth magic, and an average sword arm plus other bobs for something you think would be the same gold equivalent as a Ba'al. 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 or don't have enough caves to start your Blood economy somewhere else. |
Sprite | Unit Name | Special Attributes | Comments |
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Muuch Militia 7 3 3 | Darkvision(50%) amphibious Swamp Survival | Militiamen are most-effective OUTSIDE of battle, where they can do police work and help with tearing down walls. Militiamuuch are no exception. | |
Muuch Dart Thrower 10 4 9 | Darkvision(50%) amphibious Swamp Survival | Dart Throwers are basically Javelinists, but with twice as many projectiles. Muuch Dart Throwers should not see melee combat; if they do, they're a bit stuffed. |
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Muuch Warrior 10 3 9 | Darkvision(50%) amphibious Swamp Survival | Decent warriors, at least better than Atlantian indies and (despite having terrible equipment) most human indies. They will beat indies when they outnumber them. The club-sword-wielders are well-rounded damage-dealing chaff, while the spearmuuch can repel and work underwater. The biggest problem they have is their lack of hats, which amusingly leave them quite vulnerable to other club-swords. The head is only aimed for 10% of the time by same-sized units, but your battles will have lots of Muuch, so lots of Muuch will die from a bop on the head. |
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Muuch Warrior 10 5 9 | Darkvision(50%) amphibious Swamp Survival |
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Muuch Warrior 10 10 9 | Darkvision(50%) amphibious Swamp Survival |
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Muuch Warrior 10 11 9 | Darkvision(50%) amphibious Swamp Survival |
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Muuch Jungle Warrior 10 5 9 Forest Rec only | Stealthy(40) Darkvision(50%) amphibious Swamp Survival Forest Survival | These Muuch Warriors are stealthy, and you don't pay extra for that. Their major draw is as army-filler for Sieges, since they don't require forts to produce. |
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Zotz Warrior 8 1 6 Cave Rec and Forest Rec only Rec Limit: 10/turn | Stealthy(40) patrol bonus(-1) Blind flying Cold-blooded Forest Survival | Your dirt-cheap shock troops. The average life span of a Zotz, in practice, is right until the battle starts. They do best at killing back-row Commanders by sheer number of attacks: - The lance-wielders do 13 Pierce DMG on their first strike (poking through 15-16 PROT). - The club-sword-wielders do 15 Blunt/Slash DMG with every strike; a bit less favorable against high PROT, but far better otherwise. The Zotz are shut down by multiple things; Storms, cold weather, and Elemental AOE magic, to name a few. Piling them up over multiple turns may just lead to an HP rout. |
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Zotz Warrior 8 2 6 Cave Rec and Forest Rec only Rec Limit: 10/turn | Stealthy(40) Patrol Bonus(-1) Blind Flying Cold-blooded forest survival |
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Lakam Ha' Warrior 10 5 9 Underwater Fort Rec only | Darkvision(50%) amphibious Swamp Survival | These Muuch Warriors come with more-proper shields. On the other hand, their armor is a lot tougher to move in than leather, and not any more protective. If you need proper shields, for facing Crossbows or something like that, the option is there. |
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Lakam Ha' Warrior 10 5 9 Underwater Fort Rec only | Darkvision(50%) amphibious Swamp Survival | Nets are terrifying. Ichtyids get most of their kills through the use of nets. If your opponent isn't fielding completely-jacked or gigantic frontline troops, send these guys against them. | |
Chak Muuch Dart Thrower 19 5 19 Capital Only | sacred Darkvision(50%) Poison Skin(20) amphibious Swamp Survival | Oh hey, it's one of those super-rare Ranged-weapon-using Sacreds! If you want to go out of left field, you can take a Weapons Bless (preferably Thunder) to give the Poison Darts a bit more "bite". I don't know where these guys got the lethal Poison on their spears from, though. Maybe it's something internal. Maybe it's an oversight. |
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Chak Muuch Obsidian Warrior 26 26 29 Capital Only | sacred Darkvision(50%) Poison Skin(20) amphibious Swamp Survival | Sacred warriors with a magical poisoned sword, a magic breastplate, and poisonous skin. Unlike the Poison Barbs on Coral-wearers, the Chak Muuch's poison is Fatigue-based. Unfortunately, they're not amazingly skilled or strong, at least on the world stage. 19 Slash DMG with a side of 25 Fatigue is nice, but it's not super punchy. It can be pretty nice against enemy elites, though, especially those they outdo in attack density. |
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Wo' Muuch 35 38 39 Capital Only | sacred Darkvision(50%) amphibious Swamp Survival | Tall sacred boys with magic gear. No frills, just utter annihilation with each sweep. As far as half-Giants go, they're pretty alright. Their Cavalry-like costs might be a problem, though, and they're not amazingly accurate. Consider a persistence Bless you'd put on a Giant, like Regeneration or Blood Bond, with a side of stats. |
Sprite | Unit Name | Special Attributes | Comments |
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Red Face | 2212 15 sacred Darkvision(50%) Stealthy(65) Poison Skin(20) assassin(5) amphibious Swamp Survival | Fustion of Chak and Bacab He is a big thug you can send into assassinations. |
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Mamich Lum - Grandmother Earth Hero turn arrival Limit(20) | 2224 17 sacred fear(7) resist fire(5) resist cold(5) Inspiring Researcher(1) Darkvision(100%) amphibious Swamp Survival Female | the big moma and a throne claimer. Although intimidating but best at inspiring mages to research faster. Xibalba's best redeming weapon is its magic and you want to reach your endgame teacher goals as fast as possible. |
Unique Xibalba combat spells. Break spells are Very good cripple an important single enemy model. Gift spells are good on thugs and the accompanying fluffers.
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.
The main problem with Muuch magic is being good at booth Water and Earth don't synergy well with only Rust Mist. The Death randoms are ok with the access to Stygian Rain and Fields of the Dead. that is still not an efficient mage, paying more for extra paths (like that 1 in 4 chance to get a vestigial path in nature) without good cross spells, you would had been better of with wizards that dedicate themselves to purely one path of magic.
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.
as Swamp Frogs your one of the rare nations to benefit from Quagmire.
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. Grip of Winter, Frozen Heart.
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 Crossbreeding, 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.
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.
If you survive to Mid game, you likely in place to start your blood economy and transition to summed troops.
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.
this is your most weakest as you lack many decent early eapanction and repellent options, making you tempting to elemitate before you become a problem.
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: 455
Bless: 2x Reinvigoration,
Berserker, Blood Bond
Scales: 5133323
See The Virtues of Expansion Titans
by Baalz a more charitable Cold scale strategy Baalz's The Frozen Bayou
National Overview by LucidTactics (2021)
Nations | |
---|---|
Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |