An Insane commander is not insane in the way most people understand the term. Rather, they are prone to psychotic breaks, a bit like the "Possessed" in Crusader Kings. Insanity is a point-value trait starting at zero – let's call the point value "N" – which gives the bearer an N% chance to disregard orders each turn. When this happens, the fella's little character tile on the GUI turns red, and they do something random – typically harmless, but unpredictable.
When they "lose it", goofy goobers have a 50% chance to do one of the following:
The actions in bold function as a weird sort of Heretical Preaching. If the local Dominion belongs to Late R'lyeh, or if there's no Dominion present, they're like actual preaching. If it isn't, they reduce Dominion instead, though definitely not as effectively. If they bring a province from no Dominion to 1 (or
1), they flip the province to Late R'lyeh's control, unless Late R'lyeh isn't in the game.
Holy Level | Heretic Chance (non-R'lyeh) | Preach Chance (R'lyeh) | Preaching Cap (R'lyeh) |
---|---|---|---|
![]() | (2 - DS) x 5% | 30% | ![]() |
![]() | (4 - DS) x 5% | 60% | ![]() |
![]() | (6 - DS) x 5% | 90% | ![]() |
![]() | (8 - DS) x 5% | 120% | ![]() |
![]() | (10 - DS) x 5% | 150% | ![]() |
![]() | (12 - DS) x 5% | 180% | ![]() |
DS is the absolute value of the local Dominion strength.
But what else can the Insane do? If that 50% chance doesn't pan out, the Insane can attempt various normal actions, most of which are tame but useless.