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dom6:insane

Insanity

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.

What the Insane Do

When they "lose it", goofy goobers have a 50% chance to do one of the following:

  • Search for "signs"
  • Think one or more of the stars are out to get them
  • Preach incorrectly
  • Listen for the Void
  • Admire the stars
  • Give into their "dreams of R'lyeh"
  • Look for signs of R'lyeh
  • Look for signs in the sky
  • Declare R'lyeh's rise

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 Dominion strength1 (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)
holy 00 (2 - DS) x 5% 30% Dominion strength2
holy 11 (4 - DS) x 5% 60% Dominion strength4
holy 22 (6 - DS) x 5% 90% Dominion strength6
holy 33 (8 - DS) x 5% 120% Dominion strength8
holy 44 (10 - DS) x 5% 150% Dominion strength10
holy 55 (12 - DS) x 5% 180% Dominion strength10

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.

dom6/insane.txt · Last modified: 2025/10/01 20:50 by fenrir