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Rose Tweaks

Alice Widing edited this page Nov 4, 2026 · 46 revisions

Changes

Armies:

  • Machine armies (Individualistic and Machine Intelligence) are linked to species, making them affected by species traits
  • Synthetic empires have access to Individualistic machine armies and associated technologies
  • Nanotech empires have access to Nanite Swarm armies which are similar to warforms but cost nanites and are faster to create

Ascension Perks:

  • Machine empires (gestalt and individualistic) can take Psionic Ascension as their 3rd AP instead of 4th
  • Executive Vigor gives +2 sector size or +20% arkship action speed if nomad
  • Transcendent Learning gives +10% leader lifespan and -35% leader upkeep
  • Master Builders gives +1 building queue capacity
  • Detox reduces terraforming time by 33% and there are twice as many toxic terraforming candidates
  • Hydrocentric changes the Aquatic trait to buff all jobs instead of just worker jobs while also reducing amenities usage
  • Paladin ships scale their health, damage, and disengagement chance with crisis strength while a crisis is active

Astral Actions:

  • Summon Dimensional Fleet can no longer be used by AI empires

Components:

  • Added Advanced Bomber Wings (along with versions for bio ships and space fauna) which have equivalent stats to Advanced Strike Craft, but only target enemy ships, ignoring other strike craft. Unlocked alongside tier 3 strike craft with the corresponding tech

Agendas:

  • Leadership Conditioning (Aptitude agenda) removes all negative traits from one of your council members (randomly chosen from the councilors with at least 1 negative trait) when launched
  • Inner Stability gives +10 on launch instead of +5
  • Psionic Supremacy agenda is available to psionic individualistic machines
  • Nanotech Unstoppable Swarm agenda includes Nanite Interdictors too
  • Arkship Development is available to Nomadic empires that Embarked

Decisions:

  • The "Abandon Colony" Decision can be used to instantly resettle all pops from a planet (distributed to all other planets), destroy all buildings and districts, and destroy the colony at the cost of Energy Credits and Unity
  • The "Construct Orbital Ring" Decision can be used to construct an orbital ring from the planet's build queue instead of with a construction ship. There are 3 versions for each of the orbital ring tiers
  • The "Create Natural Arcologies" Decision can be used to add most of the features of Ecumonopli to Gaia worlds, Ocean worlds with the Hydrocentric Ascension Perk, Volcanic worlds with the Planet Forgers civic or T3 of Galactic Hyperthermia, or any natural world with the Environmentalist Civic
  • The "Create Ringworld Arcologies" Decision can be used to add 5 district slots to a Ringworld, and is only accessible if you have the Arcology Project AP (or the Master Builders AP if gestalt)
  • "Subsume World" agenda can be used by nanotech empires on their capital, and also give a clump of nanites on completion based on world size along wit doing less devastation
  • Shutdown Servers decision for Virtual empires also destroys orbital rings to prevent outliner spam
  • Embarking gives the Arkship Construction tech
  • Embarking from a planet with >8000 employed pops creates a T2 Arkship (and gives the corresponding tech)
  • Embarking from a planet with >16000 employed pops creates a T3 Arkship (and gives the corresponding tech
  • Embarking empires that leave behind a subject can immediately change the subject agreement
  • Embarking or Settling a planet gives +100% infrastructure build speed and +1 building queue capacity for 5 years

Diplomacy:

  • Vassalization acceptance scales much higher (up to +1000) based on the power difference between empires

Fleet Management:

  • Maximum possible command limit raised from 500 to 10000
  • Default command limit raised from 50 to 100
  • Quantum Catapult windup no longer scales based on fleet size, to accommodate for higher command limit
  • Mercenary Enclaves cannot be created by AI empires to reduce lag
  • Gave Menacing Corvettes access to artillery combat computers
  • Gave Nanite Swarmers access to artillery combat computers
  • Gave Fallen Empire ships Dragonscale armor so it can be obtained similarly to Dark Matter tech by defeating them

Federations:

  • "A Union of Faith" Level 5 Holy Covenant perk gives +10% pop growth speed and +5% mechanical pop assembly speed instead of +15% pop growth speed and -30% mechanical pop assembly speed

  • Gestalts can create/change to Trade and Holy federations if they have Logistics or Synchronicity completed respectively

  • Added more civic exceptions for Gestalts to access more federation types at the start of Common Ground: Holy Covenant:

    • Elevational Hypotheses
    • Memorialist (MI)
    • Apostle Network
    • Pattern Finders
    • Elevational Contemplations
    • Memorialist (Hive)
    • Chosen Many
    • Zodiac Nexus

    Martial Alliance:

    • Stalwart Network
    • Guardian Matrix
    • Tactical Algorithms
    • Guardian Cluster
    • Aerospace Adaptation

Elections:

  • Civic ruler class preferences no longer affect elections
  • Oligarchies and Corporate authorities can select any leader during their election, always including the current ruler

Civics:

  • Technocracy gives +0.5 Unity per researcher
  • Shadow Council gives +15% council agenda speed and +50% election term instead of election variance
  • Miners Guild gives +1 unity per miner
  • Shared Burdens and Worker Coop give +5% happiness and -5% empire size from pops
  • Idyllic Bloom gives your species the Bloomed trait from the start of the game and the Gaiaseeder blooms pops yearly and blooms more pops
  • Crusader Spirit gives +0.5 Unity from Soldiers
  • Sovereign Guardianship no longer requires the Militarist ethic, only requiring not being Fanatic Pacifist, and is changed to +50% empire size from planets and -30% empire size from pops
  • Superstitious Beliefs civic can be removed if you have over 500 of each science category
  • Superstitious Beliefs civic can't snipe your leaders with Bad Luck Event 6 anymore
  • Superstitious Beliefs' edict gives +0.5 Unity to Priests instead of +0.25
  • Tankbound has its portrait restrictions lifted to allow any necroid, toxoid, or aquatic and it no longer stops working if you synthetically ascended
  • Environmentalist allows building Natural Arcologies without needing to clear all blockers first
  • Secret Societies gets a unity bonus from the total number of proxy wars started (up to 10) instead of only the current number active
  • Genocidal Civics and Crusader Spirit give an empire buff after winning a purification or liberation war respectively
  • Lubrication Pools is available to Synthetically ascended empires
  • Dark Consortium can be removed after the game has started once you have over 1500 monthly physics research
  • Removed the Spiritualist requirement for Ascensionist for individualist empires
  • Entropy Drinkers' pop growth reduction of all the edicts is halved and there is now a note on the tooltip of the edicts communicating that the number of Energy Thralls reduces the pop growth reduction
  • Secret Societies gives -25% operation infiltration cost
  • Gift of the Eater (from Chosen civic) gives +15% Naval Cap alongside +10% Fleet Capacity

Origins:

  • Origins which spawn other AI empires cannot be selected by randomly generated AI empires
    • Common Ground
    • Hegemon
    • Lost Colony
  • Here Be Dragons won't punish you for ascending too quickly by making you wait 2400 days before talking to you x-x
  • Here Be Dragons no longer has a limit on the number of baby dragons you can make ^^
  • Here Be Dragons Dragon Communication special project has an additionally potential trigger of reaching 5 ascension perks in-case the galaxy is exceptionally empty
  • Here Be Dragons empires that start a family with Hrozgar will receive the tech for dragonscale armor
  • Slingshot to the Stars starts with the Quantum Catapult on a Neutron Star instead of a Pulsar (won't remove your shields)
  • Under One Rule ascension event The Fall changed from 10-30 years to 15-17 years to trigger
  • Under One Rule ending event A New Age fixed to not trigger until reformists are gone and given a failsafe trigger, while also being changed to shift you to egalitarian if you chose to give power to the people, with an additional option for authoritarian empires added to let them shift to oligarchy without shifting to egalitarian
  • Under One Rule English localisation fixed in certain events

Opinion Modifiers:

  • Fallen Empires dislike you 5x less for researching their tech if you aren't Cosmogenesis, since you aren't as much of a threat ;)

Galaxy Generation:

  • All AI personality types have the same probability of being an advanced AI

Planet Classes:

  • Gaia Worlds give +10% pop assembly speed (machine and organic)
  • Ring Worlds gives the same bonuses as Ecumonopli
  • Toxic Worlds can be terraformed directly to Gaia worlds if you have both APs
  • Added more designations to nanite worlds for Nanotech empires
  • Nanite worlds in the L-Cluster have the Terraforming Candidate modifier regardless of L-Gate outcome

Policies:

  • Added 2 new Mutual Aid trade policies, one for food and one for minerals, which give more of their resource and energy than the default policy
  • Research Focus Policies from taking the Technological Ascendancy ascension perk now give a +100% draw chance and +5% type research speed if specialized
  • Virtual Focus policy has a Balanced option which gives +5% to everything with no negatives
  • Virtual Focus policies are rebalanced slightly to bring the value of the Leader policy more in line with the others

Jobs:

  • Virtual Synthetic pops (but not Full Virtual pops) can be used in the Synthetic Lathe

Factions:

  • Factions will now spawn after 2 years for all empires, regardless of if they've made contact with other empires, and will spawn immediately for Parliamentary System or Crowdsourcing empires
  • Crowdsourcing makes all factions give equal amounts of each research type to allow for more build diversity

Techs:

  • Climate Restoration tech is more likely to show up if you have the Adaptability tradition
  • Switched order of Ecological Adaptation and Climate Restoration when given by events or agendas
  • Xenomorph tech no longer requires uplifting tech
  • Synthetic Personality Matrix gives +5% robotic workforce and -5% robotic amenity usage (just so it actually does something for synthetic empires)
  • Both defense platform repeatables now give partial Deep Space Citadel capacity
  • Added Habitation Module unlock to Agrarian Idyll housing tech, along with the ability to pick the Arcology Project ascension perk (tho this is only usable to create Natural Arcologies, not full Ecumonopli)
  • Fallen Empire buildings can be progressively unlocked by taking the worlds of Fallen/Awakened Empires or T5 Cosmogenesis empires
  • Gave Ascension Theory +20% planetary ascension effect while reducing the bonuses for Harmony/Synchronicity (+25% -> +20%), Holy Covenant (+20% -> +10%), and Ascensionist (+25% -> +20%) to compensate

Tooltips:

  • Hovering over valid systems will show the max output of a Dyson Swarm and Nanite Harvester (if Nanotech) if built in the system
  • Orbital habitat tooltip shows the potential districts of each type again (why did they remove this oml)

Traditions:

  • Aptitude given a +10% leader xp bonus

Traits:

  • Luminary ascension traits are reworked to all be similarly useful :D
    • Cybernetic:
      • Leader pool size +1
      • Leader cap for all categories +2
      • Leader XP gain +20%
      • Job Efficiency for Cybernetic Pops +5%
      • Cyborg happiness +5%
      • Non-Cyborg happiness -10%
      • Pop growth speed +15%
      • -70% XP gain for Luminary (effectively -50% due to +20% bonus)
    • Psionic:
      • Renamed to "Shroudbound"
      • Description changed to better fit Shadows of the Shroud lore
      • Available alongside the Chosen/Shroudshaper trait
      • Monthly influence +2
      • Job Efficiency for Psionic Pops +10%
      • Non-psionic happiness -15%
      • Governing ethics attraction +15%
      • Crime -15
      • Decryption and encryption +2
    • Synthetic:
      • Job Efficiency for Robotic Pops +15%
      • Ethics shift speed +25%
      • Mechanical pop assembly +1
      • Pop happiness -10%
    • Genetic:
      • Biological species trait points and picks +2
      • Modify species cost -20%
      • Organic pop assembly +1
      • Organic pop assembly +15%
      • Pop growth speed -10%
  • Psionic starting traits are available to all portraits :)
  • Added the Revered trait which gives +40 lifespan for 2 trait points
  • Added Inflexible Chassis trait for robots which reduces minimum habitability by 25% for +2 trait points
  • Added Hardwired trait for robots which increases resettlement cost by 200% and prevents pops from auto-resettling for +3 trait points
  • Added Nanotech Enhancements trait for the main species and its leaders of nanotech empires
  • Increased number of destiny trait choices from 3 to 4 at level 8
  • Dark Matter engines production changed from +20% to 30%

Politics:

  • Egalitarian governments that become Galactic Emperor maintain their ethics
  • Egalitarian and materialist empires that chose to gain a God Emperor via psionic ascension maintain their ethics

Government:

  • Empires with 2 or more ethics will get an event at the start of the game to choose what their ruler's and homeworld governor's ethic will be
  • Arkship stockpiles are 100% larger from all sources

Ascension:

  • Psionic covenant negative side effects no longer can randomly kill your leaders
  • Composer of Strands negative is changed from -2 bio trait picks to:
    • +25% planetary build cost
    • -10% miner job efficiency
    • -5% metallurgist job efficiency
  • Divine Sovereign civic no longer requires imperial authority
  • MegaCorps have access to Divine Executive (renamed Divine Sovereign with same benefits)
  • Added the Divine Consiousness civic for gestalts which gives +20% bonus workforce for psionic pops, mimicing the bonus of the council position from the Divine Sovereign civic
  • Divine Sovereign event is reworked to trigger for all authorities (including a version for gestalts) and always gives the Divine Sovereign (or Divine Consiousness) civic, regardless of if you choose to switch to imperial or not, while also not triggering for Under One Rule until the main event chain is done
  • Reworked the bonuses from the Psionic Covenant ship components to be more significant and thematic
  • Clone Vats now can be upgraded 4 times if you have the Cloning Ascension instead of having to waste 4 building slots on building 4 of them o.O
  • Nanite Harvesters now upgrade at a scaling rate based on midgame and endgame dates instead of a static 5 years (at default dates it's still every 5 years)
  • Synthetic Virtuality gives a trait to pops that gives -10% empire size from pops and -50% housing usage upon finishing the authority event chain
  • Nanite Interdictors now have an Artillery section without hangers but with more L slots
  • Removed the annoying and buggy galaxy-wide notifications for empires that Psionically ascend

Special Projects:

  • Adds a special project when you control Terminal Egress to destroy all other L-Gates except for one, limiting access to the L-Cluster
  • Choosing to reanimate defeated leviathans will give all normal rewards instead of leaving some out

Zones:

  • Added a full food zone to energy districts on habitats that gives them double the food jobs but no energy jobs

Fixes:

  • Fixed Scorched World Heralds not having a Casus Beli to attack Fallen Empires
  • Fixed assimilation sometimes getting pops stuck in the wrong strata
  • Fixed being spammed by the event to win with Behemoth Crisis if you decided to wait until you complete the win special project
  • Fixed Cybernetic Creed not setting the correct founder species after cyberization if the Unified Creeds option was chosen
  • Fixed Justice Complex & upgrade FE building not giving 25%/50% automation for enforcers
  • Fixed orbital rings not checking if there was already an orbital ring on the planet before letting you start construction
  • Fixed Devastator Cannon not devastating (or shooting at all lol) by removing the firing arc and removing the min range
  • Fixed the script value low_habitability_bureaucrat_workforce for Fire Cult to allow it to scale with negative habitability again
  • Fixed a few Under One Rule events/effects which could lead to duplicate or no civics

Credits

  • Russian localization by Rild2

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