Aurora v1.10.0 Patch Notes - May 27th 2020

Ancient Constructs

In v1.10, anomalies will become Ancient Constructs.

For the most part they will continue to function in the same way, adding a bonus to research projects of a specific research field that takes place on the system body. However, there are three new functions:

  1. Ancient Constructs will be ‘dormant’ until surveyed by a Xenoarchaeological formation. This will be the same process as for ruins. Ruins and Ancient Constructs on the same system body will be surveyed simultaneously but independently. When an Ancient Construct is surveyed, its research field and bonus will be revealed. It will not add any bonus while dormant.

  2. Active Ancient Constructs on system bodies where a race has a population of at least one million will add 10% of their bonus to all research projects in their field for that race, even if that project is conducted somewhere else in the empire. For example, an Ancient Construct with a propulsion bonus of 60% will add 60% to research projects on the same body and 6% to all propulsion research projects at any location (which means it will actually add 66% to projects on the same body). This is known as the racial bonus. A new tab on the economics window will summarise the benefits.

  3. If Invaders are active, the total % racial bonus provided by all active Ancient Constructs in the galaxy, regardless of which race has the qualifying population, will be used as a negative modifier to the growth of Aether Rifts (see later rules post). For example, if Race A has an Ancient Construct with with 50% Defensive Systems and an Ancient Construct with with 70% Propulsion, while Race B has an Ancient Construct with with 40% Biology, the growth rate of any Aether Rifts will be reduced by 16%. If the total modifier is greater than 100%, Aether Rifts will begin to decrease in size. If two races both have a qualifying population for an Ancient Construct, the bonus for the construct will only apply once for the purposes of Aether Rifts.