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dominion-effects

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(WIP) LA R'lyeh dominion effect

Freespawn testing results

Dominion generates value proportionally to candles. It grows smoothly with an increase in candles. This growth accelerates at high candles (Dominion strength9 and Dominion strength10). This implies that high dominion builds should start at Dominion strength8 candles rather than Dominion strength6 and achieve Dominion strength10 with temples.

Dominion generates at Dominion strength6 50 gold of value from Freespawn per province per turn and 140 gold at Dominion strength10. This is conditional on building infrastructure in every province (3000 gold) with long payback periods. Dominion strength6 provides value comparable to a standard underwater province. Dominion strength10 provides value comparable to a large land province.

This implies that middle-ground builds are inefficient. Low dominion builds take Dominion strength1-Dominion strength2 and avoid dominion spread on land. High dominion builds play with Dominion strength8 - Dominion strength10 and convert all provinces. Dominion strength4 - Dominion strength6 builds will just popkill income but will not generate enough freespawn.

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.

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.

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.

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.

Income from Freespawn

Direct gold value equivalent generated per province per turn. Value/turn scales with candles.

Image Freespawn Category Prominent Examples Dominion strength2 income / turn Dominion strength4 income / turn Dominion strength6 income / turn Dominion strength8 income / turn Dominion strength10 income / turn
Insane Troops Mad One
Triton Dreamer
8g¹ 12g¹ 19g¹ 34g¹ 55g¹
Void Beings Elder Thing
Formless Spawn
3g¹ 6g¹ 10g¹ 15g¹ 25g¹
Commanders Cultist holy 11astral 11rp 77
Prophet
5g¹ 10g¹ 17g¹ 27g¹ 40g¹
Troop transformations Void Dreamer 6g¹ 9g¹ 14g¹ 25g¹ 40g¹
Mage transformations Void Herald 18g² 18g² 18g² 18g² 18g²

¹Value from freespawn: value generated under almost 'ideal' circumstances. All infrastructure, stable dominion, freespawn just sits there and transforms. Values for Dominion strength6 and Dominion strength10 were rigorously tested. Dominion strength2, Dominion strength4, Dominion strength8 were modeled instead.
²Mage 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.

ROI on Infrastructure

Image Building Dominion strength6 ROI Dominion strength10 ROI Comments
Castles 9 years 3 years Troop freespawn decreases if pop<2000 and stops without pop. Castles protect up to 2700 pop.
Temples 13 years 8 years Temples double commander spawn rates.

Void Beings and Troops

Insights

Candles increase both quantity and quality of Void Being spawn. starts spawning only at Dominion strength9. or never spawns.

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 Dominion strength6 Rate: units / 10 turns Dominion strength10 Rate: units / 10 turns
Madmen and Dreamers Darkvision (50%)
Insane (25%)
Amphibious
47 units 138 units
Lesser Otherness x d6
Spawn Roll (1 to 5)

Regeneration (10%)
Fire Resistance (15)
Cold Resistance (15)
Shock Resistance (15)
Slash Resistant
Blunt Resistant
Pierce Resistant
Trample
Need Not Eat
Mindless
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)
Sacred
Fire Resistance (15)
Darkvision (100%)
Eyes (10)
Void Sanity (20)
Unsurroundable (5)
Immobile
Magic Being
Amphibious
Need Not Eat
Spirit Sight
- -
Thing From The Void x d3
Spawn Roll (8)

Regeneration (25%)
Cold Resistance (15)
Shock Resistance (15)
Need Not Eat
0.3 units 1 unit
Elder Thing x d5
Spawn Roll (9)

Paralyze on Death (10)
Need Not Eat
0.6 units 1.1 units
Formless Spawn x d4
Spawn Roll (10)

Regeneration (10%)
Fire Resistance (5)
Slash Resistant
Blunt Resistant
Pierce Resistant
Need Not Eat
Mindless
0.3 units 0.7 units
Otherness x d4
Spawn Roll (11)

Regeneration (10%)
Fire Resistance (15)
Cold Resistance (15)
Shock Resistance (15)
Slash Resistant
Blunt Resistant
Pierce Resistant
Trample
Need Not Eat
Mindless
0.15 units 0.5 units
Thing From Beyond x d3
Spawn Roll (12)

Immobile
Ethereal
Need Not Eat
0 0.3 units
Dweller-In-The-Deep x d2
Spawn Roll (13)
Sacred
Cold Resistance (15)
Poison Resistance (15)
Shock Resistance (15)
Blind Fighter (1)
Void Sanity (20)
Poison Barbs (10)
Magic Being
Ethereal
Aquatic
Need Not Eat
Spirit Sight
0 0.2 units
Greater Otherness x d4
Spawn Roll (14)

Regeneration (10%)
Fire Resistance (15)
Cold Resistance (15)
Shock Resistance (15)
Slash Resistant
Blunt Resistant
Pierce Resistant
Trample
Need Not Eat
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.

Freespawn Commanders

Prophet generation is the biggest source of value from commander freespawn. Free researchers are the second biggest. Temples double commander spawn rates.

Spawn Rates per Province: # Units every 10 Turns

Image Unit Name Special Attributes Dominion strength6 Rate: units / 10 turns Dominion strength10 Rate: units / 10 turns Comments
Commanders holy 11
Sacred
Darkvision (50%)
Insane (25%)
Amphibious
1.6 units 3.1 units Chaff shuttles like Cultist
astral 11 mages holy 11astral 11rp 77
Sacred
Insane (25%)
0.4 units 0.8 units Randoms with 24% chance.
Prophets holy 33water 22astral 11
Slave
Amphibious
Land Shape (Slave Mage)
0.25 units 0.9 units Unlimited prophets. Offer holy 33astral 11 holly communion crosspath or boosts Bishop Fish to holy 44

Commander spawn numbers are not mutually exclusive. Tested with temples in all provinces.

Freespawn Transformations

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.

Image New unit name Special Attributes Dominion strength6 Rate: units / 10 turns Dominion strength10 Rate: units / 10 turns Comments
Void Dreamer (troop) Stealthy (40)
Insane (75%)
Void Sanity (1)
Magic Being
Ethereal
Amphibious
Need Not Eat
Floating
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.
Standard Void Herald (mage) astral 11glamour 11rp 99
Stealthy (40)
Glamour Manipulator (1)
Insane (25%)
Void Sanity (1)
Magic Being
Ethereal
Amphibious
Need Not Eat
Floating
Spirit Sight
0.13 units 0.3 units Improves astral 11 freespawn mages. Can use Dreamstone booster and receives extra rp 22
Void Herald with extra astral 11 (mage) astral 22glamour 11rp 1111
Stealthy (40)
Glamour Manipulator (1)
Insane (25%)
Void Sanity (1)
Magic Being
Ethereal
Amphibious
Need Not Eat
Floating
Spirit Sight
0.14 units 0.4 units 55% chance to addastral 11. Receives extra rp 44

Tested with temples in all provinces.

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.

Transformation turns any insane-25 commander (e.g., cultists, indi mages, or summons) into a Herald after 30 turns (3.3% chance/turn).
Removes upkeep. For mages, ensures at least glamour 11 but removes 1 from every other path (except astral). 55% chance to add extra astral 11. E.g., astral 22 slave mages transform into astral 33. Also, can downgrade, e.g. water 22astral 11nature 11 to water 11astral 11glamour 11.

Removes both positive and negative tags, like homesickness. Massively increases magic leadership.

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.

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
water 22astral 22rp 1313
Void Herald water 11astral 33glamour 11rp 1717 Removes upkeep and adds glamour 11 (can use Dreamstone). 55% chance to addastral 11. E.g., astral 22 slave mages transform into astral 33.
Independent mages
Shamanastral 11nature 11rp 99
Void Herald astral 22glamour 11rp 1111 Removes upkeep and adds glamour 11 (can use Dreamstone) and receives extra rp 22. 55% chance to addastral 11.

Insanity Effects

Insane: 1% of Insanity = 1% change to miss a turn (do useless or heretical actions).

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.

Void Spectre 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).

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.

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.

Insanity gained from items or The Void is independent of R'lyeh's dominion and is reduced by Void Sanity.

Nature Transformation Ritual

Because insanity transforms animals into Void Heralds, nature 22 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 air 11.

Targeted outcome: roll Hydrawater 22astral 11nature 22, 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, Regen, Quickness, Fear .

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:
    1. If 1-5: 6x lesser otherness
    2. If 6: 4x vile thing
    3. If 7: 3x thing of many eyes
    4. If 8: 3x thing from the void
    5. If 9: 5x elder thing
    6. If 10: 4x formless spawn
    7. If 11: 4x otherness
    8. If 12: 3x thing from the beyond
    9. If 13: 2x dweller in the deep
    10. If 14: 4x: greater otherness
    11. If 15: 5x thing that should not be
    12. If 16: 1x vastness
    13. 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.

dominion-effects.1793349278.txt.gz · Last modified: by vadimk

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