Table of Contents
LA R'lyeh dominion effects
Definion of dominion mechanics
Dominion kills 1% of province population per
1. Any LA R'lyeh unit that has neither Void Sanity or Mindless tag will gain +1d(Dominion candles) DRN per month.
Each month, troops, monsters, and commanders may spawn. Spawn rates depend on dominion candle count, scales, population, and the presence of temples.
* Higher dominion candle counts always increase the probability of spawning units.
* Higher dominion candle counts can also unlock spawns of higher-quality monsters.
* Magic scales increase the probability of spawning monsters.
* Scales do not affect Madman spawn rates.
* Sloth scales increase Dreamer troop spawn rates.
* Temples increase commander spawn rates.
* Castles do not directly affect spawn rates.
* Troop and commander spawn rates decrease when a province's population falls below 2,000. Castles protect 2,700 population from popkill.
When a unit reaches 25 Insanity, it has a 3.3% chance per turn to undergo a Void Transformation. Troops transform into Void Dreamers, while commanders transform into Void Heralds. Void units have no upkeep. Mages undergoing a Void Transformation may gain or lose magic paths.
Testing results of monetary value from freespawn
Dominion's economic value scales with candle strength. It increases steadily as the number of candles rises, with growth accelerating at high dominion strengths (
9 and
10). This suggests that high-dominion builds should start with
8 candles rather than
6 and use temples to reach
10.
At
6 candles, dominion spawns freespawn units worth approximately 50 gold per turn in terms of recruitment cost. At
10 candles, this increases to approximately 140 gold.
6 candles provide units with recruitment cost comparable to income of a standard underwater province. This means that you can popkill a 5k pop province and stay gold neutral.
10 candles provide value comparable to a large land province. These estimates assume that you build infrastructure in every province (3,000 gold in total), with relatively long payback periods.
This suggests that middle-ground builds are inefficient. Low-dominion builds take
1-
2 candles and avoid dominion spread on land (preserving gold income). High-dominion builds aim for
8 -
10 candles and convert all provinces into freespawn (offsetting income with units of an equivalent recruitment and upkeep cost). Builds with
4 -
6 candles will suffer from popkill, reducing their income without generating enough freespawn to compensate.
In long games, Mage Transformation can provide monetary value comparable to unit freespawn, as you can accumulate 100–200 upkeep-free mages by the late game. It is particularly powerful in low-dominion builds because it does not require dominion to spread beyond your research provinces, protecting your income from popkill.
LA R'lyeh's capital starts with 400 gold in income. You should strongly consider protecting the capital from your own dominion, as a single province will never generate enough freespawn per turn to compensate for 400 gold in lost income.
Power curve. LA R'lyeh is strongest around turns 20–30, when it has accumulated approximately 400 freespawn units for its first war. It is weakest around turns 60–70, when most of the population in its starting provinces has been killed. It then rebounds around turns 90–100, when researchers become upkeep-free, allowing it to outperform MA R'lyeh in research and upkeep.
High-dominion builds reach their weakest point much earlier, around turns 40–50, as the population dies much faster. High mage upkeep puts additional strain on the economy. These builds often lack the gold to wait 30 turns for their researchers to become upkeep-free. They also benefit less from mage transformations because they cannot afford to recruit enough researchers in the first place.
Income from Freespawn
Direct gold-equivalent value generated per province per turn. Value per turn scales with candle strength.
| Image | Freespawn Category | Prominent Examples | | | | | |
|---|---|---|---|---|---|---|---|
| Insane Troops | Mad One Triton Dreamer | 8g¹ | 12g¹ | 19g¹ | 34g¹ | 55g¹ |
| Void Beings | Elder Thing Formless Spawn | 3g¹ | 6g¹ | 10g¹ | 15g¹ | 25g¹ |
| Commanders | Cultist | 5g¹ | 10g¹ | 17g¹ | 27g¹ | 40g¹ |
| Troop transformations | Void Dreamer | 6g¹ | 9g¹ | 14g¹ | 25g¹ | 40g¹ |
| Mage transformations | Void Herald | 18g² | 18g² | 18g² | 18g² | 18g² |
¹ Freespawn: Monetary value generated by freespawn under almost ideal conditions: all infrastructure is built, dominion remains stable, and freespawn units stay in the province to transform. Values for
6 and
10 were rigorously tested.
2,
4,
8 are modeled estimates.
²Mage transformations: average value over 100 turns. This scales with mage recruitment rather than candle strength. It provides little value in the early and mid game but yields 80g+ per turn in the late game. High dominion helps you reach 25 Insanity faster, which is necessary to trigger the transformation.
ROI on Infrastructure
| Image | Building | | | Comments |
|---|---|---|---|---|
| | Castles | 9 years | 3 years | Freespawn decreases when population falls below 2,000 and stops when the province has no population. Castles protect up to 2,700 population. |
| | Temples | 13 years | 8 years | Temples double commander spawn rates. |
Void Beings and Troops
Higher candle counts increase both the quantity and quality of Void Being spawns. The table below shows the spawn rates and the best possible units at each candle level.
only starts spawning at
8 candles, while
or
never spawn.
Spawn chances based on Loggy's notes
| Dominion | Spawn probability/turn | Best possible unit |
|---|---|---|
| | 5% | |
| | 7% | |
| | 9% | |
| | 11% | |
| | 13% | |
| | 15% | |
| | 17% | |
| | 19% | |
| | 21% | |
| | 23% | |
Actual testing results. Spawn Rates per Province: # Units every 10 Turns
:
Sacred,
Poison Resistance (15),
Blind Fighter (1),
Void Sanity (20),
Magic Being,
Amphibious,
Spirit Sight
| Image | Unit Name | Special Attributes | | |
|---|---|---|---|---|
| Madmen and Dreamers | | 47 units | 138 units |
| Lesser Otherness x d6 Spawn Roll (1 to 5) | | 1.9 units | 2.8 units |
| Vile Thing x d4 Spawn Roll (6) | | 0.2 units | 0.9 units |
| Thing of Many Eyes x d3 Spawn Roll (7) | Eyes (10) | - | - |
| Thing From The Void x d3 Spawn Roll (8) | | 0.3 units | 1 unit |
| Elder Thing x d5 Spawn Roll (9) | | 0.6 units | 1.1 units |
| Formless Spawn x d4 Spawn Roll (10) | | 0.3 units | 0.7 units |
| Otherness x d4 Spawn Roll (11) | | 0.15 units | 0.5 units |
| Thing From Beyond x d3 Spawn Roll (12) | | 0 | 0.3 units |
| Dweller-In-The-Deep x d2 Spawn Roll (13) | | 0 | 0.2 units |
| Greater Otherness x d4 Spawn Roll (14) | | 0 | 0.15 units |
An Arena map was used for testing. The observed spawn rates are consistent with Loggy's notes, although more Lesser Othernesses spawned than expected. Void Being spawn rates were tested at Magic3. Troop spawn rates were tested at zero sloth. Higher sloth may result in additional Dreamer troops spawning. Void Being spawn rates were also tested at zero sloth.
Freespawn Commanders
Prophet generation is the largest source of value from commander freespawn. Free researchers are the second-largest source. Temples double commander spawn rates.
Spawn Rates per Province: # Units every 10 Turns
| Image | Unit Name | Special Attributes | | | Comments |
|---|---|---|---|---|---|
| Commanders | | 1.6 units | 3.1 units | Chaff shuttles like Cultist |
| | | 0.4 units | 0.8 units | Randoms with 24% chance. |
| Prophets | | 0.25 units | 0.9 units | Unlimited prophets. Offer |
Commander spawn categories are not mutually exclusive. Tests were conducted with temples in every province.
Freespawn Transformations
Freespawn Transformation Rates per Province: # Units every 10 Turns
After 30 turns, freespawn units with 25 Insanity will transform, improving their stats. Units that do not start with 25 Insanity need to remain in high-dominion provinces long enough to accumulate it.
| Image | New unit name | Special Attributes | | | Comments |
|---|---|---|---|---|---|
| Void Dreamer (troop) | | 30 units | 87 units | Madmen and Dreamers with 25 Insanity transform into Void Dreamers at a rate of 3.3% per turn (takes 30 turns). Does 1+ DRN false-damage. They are not spiritform, thus can benefit from protection buffs. |
| Standard Void Herald (mage) | | 0.13 units | 0.3 units | Improves |
| Void Herald with extra | | 0.14 units | 0.4 units | Has a 55% chance to gain an additional |
Tested with temples in all provinces.
Recruit and Summon Unit Transformations
LA R'lyeh benefits the most from Slave Mage transformations. Think of it as a 12-gem Twiceborn ritual that you pay for with gold instead of gems over 30 turns. It provides very little value in the early and mid game: you recruit only about 10 researchers in Year 1, and they become upkeep-free by the end of Year 3. However, if you recruit 100+ researchers by turn 60, they will become upkeep-free by turn 90, providing substantial late-game value.
Transformation turns any insane-25 commander (e.g., cultists, indi mages, or summons) into a Herald after 30 turns, with a 3.3% chance per turn.
Removes upkeep. For mages, ensures at least
1 but reduces every other magic path by (except Astral). here is a 55% chance to add an extra
1. E.g.,
2 slave mages transform into
3. However, transformations can also downgrade magic paths. For example,
2
1
1 to
1
1
1.
Removes both positive and negative tags, such as homesickness. Greatly increases magic leadership. It does not remove afflictions but resets HP after a disease.
It is recommended to concentrate all researchers in a few selected provinces and preach there to raise dominion. This helps newly recruited researchers reach 25 Insanity faster. Domes and Ether Gate are highly beneficial.
Remove your Madman freespawn from forts, but leave Dreamers there to accumulate Insanity. Then use summoning rituals to fill the forts to their troop-supply limit with animals, and wait for them to transform into Void Dreamers.
Recruit and Summon Transformation Rates per Province: # Units every 10 Turns
| Image | Unit Category | Preferred target | Preferred result | Comments |
|---|---|---|---|---|
| Troop summons | Wolf | Void Dreamer | Improves non-mindless summons (after gaining 25 insanity). Transformations of animal summons are cost-effective. |
| Recruit mages | Slave Mage | Void Herald | Removes upkeep and adds |
| Independent mages | Shaman | Void Herald | Removes upkeep and adds |
Nature Transformation Ritual
2 Transformation ritual removes upkeep and improves chassis. Because Insanity transforms animal commanders into Void Heralds, this
2 ritual is particularly safe for LA R'lyeh. You can start using it once a Thistle Mace or Moonvine Bracelets become available. A Thistle Mace will not disappear if a mage doesn't have hands after a transformation.
Low dominion builds. Use newly recruited
1 mages to perform the ritual on land. This can produce thugs and provide additional magic-path diversity, especially
1.
High dominion builds. Transform
1 mages underwater. This removes their upkeep immediately and gives them an approximately 20% chance to gain additional magic paths.
For outcomes you don't like, simply have the mage research without upkeep. A Recuperation bless is highly recommended for LA R'lyeh, so equip Foulspawn results with a Shroud of the Battle Saint to remove Feebleminded.
Low-Dominion Infrastructure Strategy
Mages and castles account for roughly three-quarters of LA R'lyeh's costs, and both require gold. A low-dominion strategy lets you start with a playstyle similar to MA R'lyeh: build infrastructure, recruit mages, and gradually transition into LA R'lyeh's strengths.
Power curve
LA R'lyeh benefits from freespawn during the expansion stage. It tends to underperform MA R'lyeh in the mid game because of popkill. However, with strong infrastructure, LA R'lyeh can outperform MA R'lyeh in the late game thanks to Mage Transformations.
Infrastructure strategy highlights
- Concentrate researchers in few provinces, deeper in your territory but further away from your capital.
- Once you get a Bishop Fish, kill your existing prophets and make one of the Bishop Fish
4. Use Bishop Fish and Telestic Animates to preach these provinces up to high dominion. Later, forge +
1 boosters.
- Let enemy dominion spread everywhere else, especially in your capital. Use cheap priests and Telestic Animates to preach it down.
- Avoid building temples to prevent your dominion from spreading on land. Frontline mages (
3 Falling Frost,
1 Gifts from Heaven) will not accumulate Insanity.
- Slave
2,
1 and freespawn
1 do research underwater. Accelerate research with Ether Gate underwater and Stellar Focus on land. Use Dreamstones after Void Transformations. Also, use Moonwine Bracelet
2 transformations. - Recruit Void Cultists and low-upkeep independent mages to research on land. Give them Owl Quills and Lightless Lanterns. Cultists with
1 should do research, while those without
1 should blood hunt in nearby provinces. After patrolling, turn the corpses into undead using Carrion Reanimation.
- Use Stone Idols (Const7) in provinces with 15-20k pop. Preach to high dom provinces with <5k pop.
- Use Summon Animal rituals to fill the troop-supply limit in your research provinces.
Insanity Effects
Insane: Each point of Insanity gives a 1% chance of missing a turn by performing a useless or heretical action.
One possible heretical action is preaching R'lyeh's dominion in enemy territory. If LA R'lyeh's dominion becomes dominant in a province, insane enemy commanders will flip the province to LA R'lyeh's ownership.
Void Spectre has a 30% chance to spread Insanity in an enemy province. Expect approximately 10 Insanity on enemy commanders per Spectre per turn. This is particularly effective against large enemy armies, as their mages tend to stay behind due to Insanity. It can even render an enemy god useless, especially an Immobile or Demilich.
There is no way to remove Insanity from a unit, not even through Wish or death. Void Sanity only reduces the amount of Insanity gained during rolls. Mindless units are immune to Insanity.
LA R'lyeh's units with Void Sanity do not gain additional Insanity. For example, a Void Herald with 25 Insanity will remain at 25 because of Void Sanity.
Insanity gained from items or Void is independent of R'lyeh's dominion and is reduced by Void Sanity.
Loggy's Freespawn notes
Key takeaways
Freespawn numbers directly dependent on candle #. Chaff stops spawning without population. The rate decreases <2000 pop. Temples increase commander freespawn rate. Void critter both quality and quantity scales with candles. The quality caps at the roll of 14 (greater otherness) at 10 candles.
Loggy's Freespawn notes
Void critter component:
- Scale component: 2 * candles + magic scale
- If a random number 0-499 inclusive is less than (scale component * 5):
- Roll 2d(candles/3 + 4, rounded down). These are closed die rolls. You get the void encounter that corresponds to this result:
- If 1-5: 6x lesser otherness
- If 6: 4x vile thing
- If 7: 3x thing of many eyes
- If 8: 3x thing from the void
- If 9: 5x elder thing
- If 10: 4x formless spawn
- If 11: 4x otherness
- If 12: 3x thing from the beyond
- If 13: 2x dweller in the deep
- If 14: 4x: greater otherness
- If 15: 5x thing that should not be
- If 16: 1x vastness
- If 17+: 2x greater otherness
Cultist commander component:
- Without a temple, take (province pop/10) or (# candles), whichever is smaller.
- With a temple, but no pop: use 2*candles.
- With a temple and some pop: 3*candles
- If a random number 0-74 is less than the value above, you're getting cultist commanders.
Madman component:
- Take (province pop/20) or (10*candles), whichever is smaller.
- If a random number 0-99 is less than the above value, you get 2d8 exploding madmen.
Dreamer component:
- Take (province pop/20) or (sloth + 5*candles), whichever is smaller.
- If random number 0-99 is less than this value, you get 2d8 exploding dreamers.
Dominion manual
R'lyeh, Dreamlands (late era)
Spreads insanity to all non-void beings and madmen will emerge to help in the war. Over time the madmen and dreamers will partly cross over into the world of dreams and become insubstantial beings known as void dreamers. Both effects will also happen in lands owned by disciple players and the disciple players will be slightly protected from madness just like humans in R'lyeh. This protection is far from adequate however and being a disciple to a R'lyeh god will not be easy.
