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dominion-effects [2026/10/30 08:41] – [Nature Transformation Ritual] vadimkdominion-effects [2026/11/01 06:37] (current) – [Nature Transformation Ritual] vadimk
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-====== (WIP) LA R'lyeh dominion effect ======  +====== LA R'lyeh dominion effects ======  
-===== Freespawn testing results ===== +===== Definion of dominion mechanics ===== 
-Dominion generates value proportionally to candles. It grows smoothly with an increase in candles. This growth accelerates at high candles ({{scales>Dom9}} and {{scales>Dom10}}). This implies that high dominion builds should start at {{scales>Dom8}} candles rather than {{scales>Dom6}} and achieve {{scales>Dom10}} with temples.+Dominion kills 1% of province population per {{scales>Dom1}}. Any LA R'lyeh unit that has neither Void Sanity or Mindless tag will gain +1d(Dominion candles) DRN per month.
  
-Dominion generates at {{scales>Dom6}} **50 gold** of value from **Freespawn** per province per turn and **140 gold** at {{scales>Dom10}}. This is conditional on building infrastructure in every province (3000 gold) with long payback periods. {{scales>Dom6}} provides value comparable to a standard underwater province. {{scales>Dom10}} provides value comparable to a large land province.+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.\\
  
-This implies that middle-ground builds are inefficient. Low dominion builds take {{scales>Dom1}}-{{scales>Dom2}} and avoid dominion spread on land. High dominion builds play with {{scales>Dom8}} - {{scales>Dom10}} and convert all provinces. {{scales>Dom4}} - {{scales>Dom6}} builds will just popkill income but will not generate enough freespawn.+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 ({{scales>Dom9}} and {{scales>Dom10}}). This suggests that high-dominion builds should start with {{scales>Dom8}} candles rather than {{scales>Dom6}} and use temples to reach {{scales>Dom10}}.
  
-In long games, **Mage Transformation** provides overall monetary value comparable to unit freespawn as you will get 100-200 no-upkeep mages by late-game. It's powerful in low-dominion builds, as Mage Transformation doesn't require dominion spread outside research provinces, protecting income from popkill.+At {{scales>Dom6}} candles, dominion spawns freespawn units worth approximately 50 gold per turn in terms of recruitment cost. At {{scales>Dom10}} candles, this increases to approximately 140 gold. {{scales>Dom6}} 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.
  
-LA R'lyeh's capital starts with 400 gold of income. It's highly advised protecting your **capital** from your own dominion as a single province will never freespawn units per turn worth 400 gold.+{{scales>Dom10}} 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.
  
-**Power curve**. LA R'lyeh is the most powerful turns 20-30, when it accumulates ~400 units of freespawn for the first war. It's the weakest around turns 60-70, when most of the population is killed in the starting provinces. It rebounds around turns 90-100 when researchers become free, overperforming MA R'lyeh in research/upkeep.+This suggests that middle-ground builds are inefficient. Low-dominion builds take {{scales>Dom1}}-{{scales>Dom2}} candles and avoid dominion spread on land (preserving gold income). High-dominion builds aim for {{scales>Dom8}} - {{scales>Dom10}} candles and convert all provinces into freespawn (offsetting income with units of an equivalent recruitment and upkeep cost). Builds with {{scales>Dom4}} - {{scales>Dom6}} candles will suffer from popkill, reducing their income without generating enough freespawn to compensate.
  
-High-dominion builds are the weakest much earlier, around turn 40-50 as the population dies much quicker. High mage upkeep strangles the economy. High dominion builds don't have enough gold to wait 30 turns until their researchers become free. Also, high dominion builds benefit less from mage transformations as they don't have enough gold to recruit researchers in the first place.+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 === === Income from Freespawn ===
-Direct gold value equivalent generated per province per turn. Value/turn scales with candles.+Direct gold-equivalent value generated per province per turn. Value per turn scales with candle strength.
  
 ^ Image                                          ^ Freespawn Category     ^ Prominent Examples                                                                         ^ {{scales>Dom2}} income / turn  ^ {{scales>Dom4}} income / turn  ^ {{scales>Dom6}} income / turn  ^ {{scales>Dom8}} income / turn  ^ {{scales>Dom10}} income / turn  ^ ^ Image                                          ^ Freespawn Category     ^ Prominent Examples                                                                         ^ {{scales>Dom2}} income / turn  ^ {{scales>Dom4}} income / turn  ^ {{scales>Dom6}} income / turn  ^ {{scales>Dom8}} income / turn  ^ {{scales>Dom10}} income / turn  ^
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 | {{:nations:la:rlyeh:void_dreamer.png?nolink}}  | Troop transformations  | **??Void Dreamer#3852??**                                                                  | 6g¹                            | 9g¹                            | 14g¹                           | 25g¹                           | 40g¹                            | | {{:nations:la:rlyeh:void_dreamer.png?nolink}}  | Troop transformations  | **??Void Dreamer#3852??**                                                                  | 6g¹                            | 9g¹                            | 14g¹                           | 25g¹                           | 40g¹                            |
 | {{:nations:la:rlyeh:void_herald.png?nolink}}   | Mage transformations   | **??Void Herald#3853??**                                                                   | 18g²                           | 18g²                           | 18g²                           | 18g²                           | 18g²                            | | {{:nations:la:rlyeh:void_herald.png?nolink}}   | Mage transformations   | **??Void Herald#3853??**                                                                   | 18g²                           | 18g²                           | 18g²                           | 18g²                           | 18g²                            |
-¹//Value from freespawn:// value generated under almost 'ideal' circumstances. All infrastructure, stable dominion, freespawn just sits there and transforms. Values for {{scales>Dom6}} and {{scales>Dom10}} were rigorously tested. {{scales>Dom2}}, {{scales>Dom4}}, {{scales>Dom8}} were modeled instead.\\ +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 {{scales>Dom6}} and {{scales>Dom10}} were rigorously tested. {{scales>Dom2}}, {{scales>Dom4}}, {{scales>Dom8}} are modeled estimates.\\ 
-²//Mage transformations:// average value from 100 turns. It scales with mage recruitment, not candles. Little value early-mid game but yield 80g+ per turn late game. High dominion helps quickly achieve 25 insanity, necessary to start the transformation.+²//Mage 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 === === ROI on Infrastructure ===
-^ Image                               ^ Building  ^ {{scales>Dom6}} ROI  ^ {{scales>Dom10}} ROI  ^ Comments                                                                                      ^ +^ Image                               ^ Building  ^ {{scales>Dom6}} ROI  ^ {{scales>Dom10}} ROI  ^ Comments                                                                                                                                      ^ 
-| {{:misc:gui:castle.png?45&nolink}}  | Castles   | 9 years              | 3 years               | Troop freespawn decreases if pop<2000 and stops without pop. Castles protect up to 2700 pop.  | +| {{:misc:gui:castle.png?45&nolink}}  | 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.  | 
-| {{:misc:gui:temple.png?45&nolink}}  | Temples   | 13 years             | 8 years               | Temples double commander spawn rates.                                                         |+| {{:misc:gui:temple.png?45&nolink}}  | Temples   | 13 years             | 8 years               | Temples double commander spawn rates.                                                                                                         |
 ===== Void Beings and Troops ===== ===== Void Beings and Troops =====
-=== Insights === +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. {{:nations:la:rlyeh:greater_otherness.png?35&nolink}} only starts spawning at {{scales>Dom8}} candles, while {{:nations:la:rlyeh:vastness.png?35&nolink}} or {{:nations:la:rlyeh:thing_that_should_not_be.png?35&nolink}} never spawn.
-Candles increase both quantity and quality of Void Being spawn. +
-{{:nations:la:rlyeh:greater_otherness.png?35&nolink}} starts spawning only at {{scales>Dom9}}. {{:nations:la:rlyeh:vastness.png?35&nolink}} or {{:nations:la:rlyeh:thing_that_should_not_be.png?35&nolink}} never spawns.+
  
-=== Spawn Rates per Province: # Units every 10 Turns ===+=== Spawn chances based on Loggy's notes === 
 + 
 +^ Dominion          ^ Spawn probability/turn  ^ Best possible unit                                       ^ 
 +| {{scales>Dom1}}   | 5%                      | {{:nations:la:rlyeh:thing_from_the_void.png?45&nolink}}  | 
 +| {{scales>Dom2}}   | 7%                      | {{:nations:la:rlyeh:thing_from_the_void.png?45&nolink}}  | 
 +| {{scales>Dom3}}   | 9%                      | {{:nations:la:rlyeh:formless_spawn.png?40&nolink}}       | 
 +| {{scales>Dom4}}   | 11%                     | {{:nations:la:rlyeh:formless_spawn.png?40&nolink}}       | 
 +| {{scales>Dom5}}   | 13%                     | {{:nations:la:rlyeh:formless_spawn.png?40&nolink}}       | 
 +| {{scales>Dom6}}   | 15%                     | {{:nations:la:rlyeh:otherness.png?35&nolink}}            | 
 +| {{scales>Dom7}}   | 17%                     | {{:nations:la:rlyeh:otherness.png?35&nolink}}            | 
 +| {{scales>Dom8}}   | 19%                     | {{:nations:la:rlyeh:otherness.png?35&nolink}}            | 
 +| {{scales>Dom9}}   | 21%                     | {{:nations:la:rlyeh:greater_otherness.png?50&nolink}}    | 
 +| {{scales>Dom10}}  | 23%                     | {{:nations:la:rlyeh:greater_otherness.png?50&nolink}}    | 
 + 
 +=== Actual testing results. Spawn Rates per Province: # Units every 10 Turns ===
  
 {{:nations:la:rlyeh:thing_from_beyond.png?35&nolink}}: {{:abilities:sacred.png?20&nolink}} [[Sacred]], {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15), {{:abilities:blind.png?15&nolink}} [[Blind Fighter]] (1), {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (20), {{:abilities:magic_being.png?15&nolink}} [[Magic Being]], {{:abilities:amphibious.png?15&nolink}} [[Amphibious]], {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]] {{:nations:la:rlyeh:thing_from_beyond.png?35&nolink}}: {{:abilities:sacred.png?20&nolink}} [[Sacred]], {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15), {{:abilities:blind.png?15&nolink}} [[Blind Fighter]] (1), {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (20), {{:abilities:magic_being.png?15&nolink}} [[Magic Being]], {{:abilities:amphibious.png?15&nolink}} [[Amphibious]], {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]
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 | {{:nations:la:rlyeh:dweller-in-the-deep.png?nolink}}  | **??Dweller-In-The-Deep#759??** x d2 \\ Spawn Roll (13)   | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:blind.png?15&nolink}} [[Blind Fighter]] (1) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (20) \\ {{:abilities:poison_barbs.png?15&nolink}} [[Poison Barbs]] (10) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:aquatic.png?15&nolink}} [[Aquatic]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | 0                                        | 0.2 units                                | | {{:nations:la:rlyeh:dweller-in-the-deep.png?nolink}}  | **??Dweller-In-The-Deep#759??** x d2 \\ Spawn Roll (13)   | {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_poison.png?15&nolink}} [[Poison Resistance]] (15) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:blind.png?15&nolink}} [[Blind Fighter]] (1) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (20) \\ {{:abilities:poison_barbs.png?15&nolink}} [[Poison Barbs]] (10) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:aquatic.png?15&nolink}} [[Aquatic]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | 0                                        | 0.2 units                                |
 | {{:nations:la:rlyeh:greater_otherness.png?nolink}}    | **??Greater Otherness#754??** x d4 \\ Spawn Roll (14)     | {{:nations:la:rlyeh:thing_from_beyond.png?25&nolink}} \\ {{:abilities:regeneration.png?15&nolink}} [[Regeneration]] (10%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (15) \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:resist_slash.png?15&nolink}} [[Slash Resistant]] \\ {{:abilities:resist_blunt.png?15&nolink}} [[Blunt Resistant]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistant]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:mindless.png?15&nolink}} [[Mindless]]                                                | 0                                        | 0.15 units                               | | {{:nations:la:rlyeh:greater_otherness.png?nolink}}    | **??Greater Otherness#754??** x d4 \\ Spawn Roll (14)     | {{:nations:la:rlyeh:thing_from_beyond.png?25&nolink}} \\ {{:abilities:regeneration.png?15&nolink}} [[Regeneration]] (10%) \\ {{:abilities:resist_fire.png?15&nolink}} [[Fire Resistance]] (15) \\ {{:abilities:resist_cold.png?15&nolink}} [[Cold Resistance]] (15) \\ {{:abilities:resist_shock.png?15&nolink}} [[Shock Resistance]] (15) \\ {{:abilities:resist_slash.png?15&nolink}} [[Slash Resistant]] \\ {{:abilities:resist_blunt.png?15&nolink}} [[Blunt Resistant]] \\ {{:abilities:resist_pierce.png?15&nolink}} [[Pierce Resistant]] \\ {{:abilities:trample.png?15&nolink}} [[Trample]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:mindless.png?15&nolink}} [[Mindless]]                                                | 0                                        | 0.15 units                               |
-Arena map was used for testing. Spawn rates are in line with Loggy's notes but more Lesser Othernesses spawned than expected. Troop numbers were tested at zero sloth. At higher sloth, extra dreamer troops might spawn. +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 ===== ===== Freespawn Commanders =====
-Prophet generation is the biggest source of value from commander freespawn. Free researchers are the second biggest. Temples double commander spawn rates.+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 === === Spawn Rates per Province: # Units every 10 Turns ===
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 | {{:nations:la:rlyeh:mad_cultist.png?nolink}}  | {{path>S1}}  mages  | {{path>H1,S1R7}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (25%)                                                                                                                       | 0.4 units                                | 0.8 units                                | Randoms with 24% chance.                                                                                    | | {{:nations:la:rlyeh:mad_cultist.png?nolink}}  | {{path>S1}}  mages  | {{path>H1,S1R7}} \\ {{:abilities:sacred.png?20&nolink}} [[Sacred]] \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (25%)                                                                                                                       | 0.4 units                                | 0.8 units                                | Randoms with 24% chance.                                                                                    |
 | {{:nations:la:rlyeh:slave_mage.png?nolink}}   | Prophets            | {{path>H3W2S1}} \\ {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Land Shape]] (??Slave Mage#1519??)                                      | 0.25 units                               | 0.9 units                                | Unlimited prophets. Offer {{path>H3S1}} holly communion crosspath or boosts ??Bishop Fish?? to {{path>H4}}  | | {{:nations:la:rlyeh:slave_mage.png?nolink}}   | Prophets            | {{path>H3W2S1}} \\ {{:abilities:slave.png?15&nolink}} [[Slave]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:shapechanger.png?15&nolink}} [[Land Shape]] (??Slave Mage#1519??)                                      | 0.25 units                               | 0.9 units                                | Unlimited prophets. Offer {{path>H3S1}} holly communion crosspath or boosts ??Bishop Fish?? to {{path>H4}}  |
-Commander spawn numbers are not mutually exclusive. Tested with temples in all provinces. +Commander spawn categories are not mutually exclusive. Tests were conducted with temples in every province.
 ===== Freespawn Transformations ===== ===== Freespawn Transformations =====
  
  
 === Freespawn Transformation Rates per Province: # Units every 10 Turns === === Freespawn Transformation Rates per Province: # Units every 10 Turns ===
-After 30 turns, insane-25 freespawn units will transform, improving their stats. If units don't have 25 insanity, they need to sit in high-dominion provinces to gain enough insanity.+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                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     ^ {{scales>Dom6}} Rate:  units / 10 turns  ^ {{scales>Dom10}} Rate: units / 10 turns  ^ Comments                                                                                                                                                                ^ +^ Image                                          ^ New unit name                                           ^ Special Attributes                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     ^ {{scales>Dom6}} Rate:  units / 10 turns  ^ {{scales>Dom10}} Rate: units / 10 turns  ^ Comments                                                                                                                                                                                                           ^ 
-| {{:nations:la:rlyeh:void_dreamer.png?nolink}}  | **??Void Dreamer#3852??** (troop)                       | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (75%) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (1) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]                                                                                          | 30 units                                 | 87 units                                 | Insane-25 madman and dreamers transform into Void Dreamers at 3.3% rate (after 30 turns). Does 1+ [[DRN]] [[false-damage]]. Not spiritform. Can take protection buffs.  | +| {{:nations:la:rlyeh:void_dreamer.png?nolink}}  | **??Void Dreamer#3852??** (troop)                       | {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (75%) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (1) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]                                                                                          | 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.  | 
-| {{:nations:la:rlyeh:void_herald.png?nolink}}   | Standard **??Void Herald#3853??** (mage)                | {{path>S1G1R9}} \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:glamour.png?15&nolink}} [[Glamour Manipulator]] (1) \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (25%) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (1) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]   | 0.13 units                               | 0.3 units                                | Improves {{path>S1}} freespawn mages. Can use **??Dreamstone??** booster and receives extra {{path>R2}}                                                                 | +| {{:nations:la:rlyeh:void_herald.png?nolink}}   | Standard **??Void Herald#3853??** (mage)                | {{path>S1G1R9}} \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:glamour.png?15&nolink}} [[Glamour Manipulator]] (1) \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (25%) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (1) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]   | 0.13 units                               | 0.3 units                                | Improves {{path>S1}} freespawn mages, who receive extra {{path>R2}} Can use **??Dreamstone??** booster.                                                                                                            | 
-| {{:nations:la:rlyeh:void_herald.png?nolink}}   | **??Void Herald#3853??** with extra {{path>S1}} (mage)  | {{path>S2G1R11}} \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:glamour.png?15&nolink}} [[Glamour Manipulator]] (1) \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (25%) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (1) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | 0.14 units                               | 0.4 units                                | 55% chance to add{{path>S1}}. Receives extra {{path>R4}}                                                                                                                |+| {{:nations:la:rlyeh:void_herald.png?nolink}}   | **??Void Herald#3853??** with extra {{path>S1}} (mage)  | {{path>S2G1R11}} \\ {{:abilities:stealthy.png?10&nolink}} [[Stealthy]] (40) \\ {{:abilities:glamour.png?15&nolink}} [[Glamour Manipulator]] (1) \\ {{:abilities:insane.png?15&nolink}} [[Insane]] (25%) \\ {{:abilities:void_sanity.png?15&nolink}} [[Void Sanity]] (1) \\ {{:abilities:magic_being.png?15&nolink}} [[Magic Being]] \\ {{:abilities:ethereal.png?15&nolink}} [[Ethereal]] \\ {{:abilities:amphibious.png?15&nolink}} [[Amphibious]] \\ {{:abilities:need_not_eat.png?15&nolink}} [[Need Not Eat]] \\ {{:abilities:floating.png?15&nolink}} [[Floating]] \\ {{:abilities:spirit_sight.png?15&nolink}} [[Spirit Sight]]  | 0.14 units                               | 0.4 units                                | Has a 55% chance to gain an additional {{path>S1}}. Receives extra {{path>R4}}                                                                                                                                     |
 Tested with temples in all provinces. Tested with temples in all provinces.
  
  
 ===== Recruit and Summon Unit Transformations ===== ===== Recruit and Summon Unit Transformations =====
-LA R'lyeh benefits the most from Slave mage transformations. Think about it as 12 gem Twiceborn ritual that you pay off with gold instead of gems over 30 turns. It gives very little value early-mid game, as you recruit only 10 researchers in Y1 who become free of upkeep by the end of Y3. But when you recruit 100+ researchers by turn 60, they become free by turn 90, providing immense late game value.+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 (3.3% chance/turn). \\ +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 {{path>G1}} but removes 1 from every other path (except astral). 55% chance to add extra {{path>S1}}.  E.g., {{path>S2}} slave mages transform into {{path>S3}}. Also, can downgrade, e.g. {{path>W2S1N1}} to {{path>W1S1G1}}.+Removes upkeep. For mages, ensures at least {{path>G1}} but reduces every other magic path by (except Astral). here is a 55% chance to add an extra {{path>S1}}.  E.g., {{path>S2}} slave mages transform into {{path>S3}}. However, transformations can also downgrade magic paths. For example, {{path>W2S1N1}} to {{path>W1S1G1}}.
  
-Removes both positive and negative tags, like homesickness. Massively increases magic leadership.+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's recommended to concentrate all researchers in select few provinces, preached to high dominion to speed-up how quickly newly recruited researchers achieve 25 insanity. Domes and Ether Gate are highly beneficial.+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 === === Recruit and Summon Transformation Rates per Province: # Units every 10 Turns ===
Line 95: Line 122:
 | {{:nations:la:rlyeh:void_herald.png?nolink}}   | Independent mages  | {{:nations:ma:ctis:shaman.png?nolink}} \\ **??Shaman??**{{path>S1N1R9}}                       | **??Void Herald#3853??** {{path>S2G1R11}}    | Removes upkeep and adds {{path>G1}} (can use Dreamstone) and receives extra {{path>R2}}. 55% chance to add{{path>S1}}.                             | | {{:nations:la:rlyeh:void_herald.png?nolink}}   | Independent mages  | {{:nations:ma:ctis:shaman.png?nolink}} \\ **??Shaman??**{{path>S1N1R9}}                       | **??Void Herald#3853??** {{path>S2G1R11}}    | Removes upkeep and adds {{path>G1}} (can use Dreamstone) and receives extra {{path>R2}}. 55% chance to add{{path>S1}}.                             |
  
-===== Insanity Effects ===== +===== Nature Transformation Ritual ===== 
-[[Insane]]: 1% of Insanity = 1% change to miss a turn (do useless or heretical actions). +{{path>N2}} ??Transformation?? ritual removes upkeep and improves chassis. Because Insanity transforms animal commanders into Void Heralds, this {{path>N2}} ritual is particularly safe for LA R'lyeh. You can start using it once Moonvine Bracelets become available.
  
-Heretical action preach R'lyeh's dominion in enemy's territory. If LA R'lyeh's dominion becomes dominant, insane enemy commanders will flip the province to LA R'lyeh's ownership.+//Low dominion builds.//  Use newly recruited {{path>N1}} mages to perform the ritual on land. This can produce thugs and provide additional magic-path diversity, especially {{path>A1}}. \\ 
 +//High dominion builds.// Transform {{path>N1}} mages underwater. This removes their upkeep immediately and gives them an approximately 20% chance to gain additional magic paths.
  
-{{:nations:la:rlyeh:void_spectre.png?35&nolink}} **??Void Spectre#1562??** has 30% chance to spread insanity in an enemy province. Expect ~10 insanity on enemy commanders per Spectre per turn. Effective against big enemy armies, whose mages will stay behind being insane. Also, can turn a god useless (an Immobile or Demilich).+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.
  
-There is no way to remove insanity from a unit. Even wish or death. Void Sanity only reduces the rate you gain it during rolls.  Mindless units are immune to insanity.+===== 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.
  
-LA R'lyeh's units with Void Sanity don't gain insanity. E.g., Void Herald with 25 Insanity will always have only 25 because of Void Sanity.+=== 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. \\ 
 +{{:nations:la:rlyeh:ma_vs_la_rlyeh_benchmark.png?400|}}
  
-Insanity gained from items or The Void is independent of R'lyeh's dominion and is reduced by Void Sanity.+=== 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 {{path>H4}}. Use Bishop Fish and Telestic Animates to preach these provinces up to high dominion. Later, forge +{{path>H1}} 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 ({{path>W3}} Falling Frost, {{path>E1}} Gifts from Heaven) will not accumulate Insanity.\\ 
 +  * Slave{{path>S2}}, {{path>N1}} and freespawn {{path>S1}} do research underwater. Accelerate research with Ether Gate underwater and Stellar Focus on land. Use Dreamstones after Void Transformations. Also, use Moonwine Bracelet {{path>N2}} transformations. 
 +  * Recruit Void Cultists and low-upkeep independent mages to research on land. Give them Owl Quills and Lightless Lanterns. Cultists with {{path>S1}} should do research, while those without {{path>S1}} 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.
  
-===== Nature Transformation Ritual ===== 
-Because insanity transforms animals into Void Heralds, {{path>N2}} ??Transformation?? ritual is particularly safe you LA R'lyeh. You can start when you craft your first Moonewine bracelet.  
  
-Do rituals on land, as it provides thugs and magic path diversity, especially {{path>A1}}. 
  
-Any outcomes you don't like - just let the mage do research without upkeep. Recuperation bless is highly advised on LA R'lyeh, so put Shroud of the Battle Saint on Foulspawn results to remove Feebleminded.+===== 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. 
 + 
 +{{:nations:la:rlyeh:void_spectre.png?35&nolink}} **??Void Spectre#1562??** 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.
  
-Intended outcome (meme):  roll **??Hydra#1831??**{{path>W2S1N2}}, put Flying Shield and Amulet of the Doppleganger and go seduce some commanders. On fail, they will be **very** surprised by an Ethereal, Liquid Body, Astral Shield, 2xRegen, Quickness, Fear {{transformation:hydra.png}}. 
 ===== Loggy's Freespawn notes ===== ===== Loggy's Freespawn notes =====
  
dominion-effects.1793349702.txt.gz · Last modified: by vadimk

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