I always thought that the shroud was a cool idea but the implementation always felt kinda shallow, slapped on bare-bones mechanic. I'd really like to see that mechanic expanded and improved. Here's a small reimagining of the concept.
Firstly, instead of operating on cooldown and energy, the shroud could be accessed via a new resource called "psi" or "shroud energy" or whatever, which would either be generated by your telepaths or some special "shroud priest" job from some special building. These jobs could also determine the storage cap for this resource. Accessing the shroud wouldn't have a cooldown, but rather simply require 1000 of this psi-resource, and once in the shroud, you could spend psi to reroll failed attempts at boons. There could also be other "shroud abilities" which you could use inside the shroud to help you "navigate" the shroud, maybe rerolling your set of random shroud options at the cost of 500 psi; let's call this set of shroud options a "shroud location" from now on.
To expand the concept, there could be an ability that allows you to "mark" a shroud location so that once you've found a particular corner of the shroud you could attempt to revisit that "location" at the cost of 1000 psi once you've entered the shroud. If this attempt fails, you're either ejected from the shroud completely or given a new random "location", being ejected would give you an opportunity to spend 500 psi to attempt to remain in the shroud and get a new random location instead, while failing the navigation roll and being assigned a new random location would give you an opportunity to spend 500 psi to attempt to get to your target destination again.
What this would do is allow you to compensate for the RNG of the shroud and make it a little bit more reliable, and give the player a modicum of control so that they can get what they want from the shroud.
Another thing that could be done to expand this concept is to have "Layer tiers" to indicate how deep you are in the shroud. Every single shroud option would have an associated tier; the first tier, the one you get to when you enter the shroud, would be the tier where you get your temporary boons, as well as some simple shroud technologies such as the ability to try and delve deeper into the shroud, which would cost 500 psi and allow you to make an attempt to get to a second tier location with second tier shroud "boons" to pick from. Second tier could include things like those Psi jump drives, more powerful and less temporary boons, shroud avatars, psi shields and the technology that gives you the ability to mark and revisit Shroud Locations. A third tier shroud would give you stuff like the chosen one and covenants.
This is a system that could be easily built and expanded upon, with the added tools to control the balance of when you're able to theoretically get certain boons, so that you can't get the most powerful stuff immediately if you're just lucky, it would give you a progression path and a little control over what you're trying to get from the shroud instead of having a situation where one empire gets psi jump drives and a powerful covenant in two tries while the other is going to have to endure one curse after another for a goddamn century with a couple of corrupted avatars thrown in for good measure just for being unlucky with their RNG.
Firstly, instead of operating on cooldown and energy, the shroud could be accessed via a new resource called "psi" or "shroud energy" or whatever, which would either be generated by your telepaths or some special "shroud priest" job from some special building. These jobs could also determine the storage cap for this resource. Accessing the shroud wouldn't have a cooldown, but rather simply require 1000 of this psi-resource, and once in the shroud, you could spend psi to reroll failed attempts at boons. There could also be other "shroud abilities" which you could use inside the shroud to help you "navigate" the shroud, maybe rerolling your set of random shroud options at the cost of 500 psi; let's call this set of shroud options a "shroud location" from now on.
To expand the concept, there could be an ability that allows you to "mark" a shroud location so that once you've found a particular corner of the shroud you could attempt to revisit that "location" at the cost of 1000 psi once you've entered the shroud. If this attempt fails, you're either ejected from the shroud completely or given a new random "location", being ejected would give you an opportunity to spend 500 psi to attempt to remain in the shroud and get a new random location instead, while failing the navigation roll and being assigned a new random location would give you an opportunity to spend 500 psi to attempt to get to your target destination again.
What this would do is allow you to compensate for the RNG of the shroud and make it a little bit more reliable, and give the player a modicum of control so that they can get what they want from the shroud.
Another thing that could be done to expand this concept is to have "Layer tiers" to indicate how deep you are in the shroud. Every single shroud option would have an associated tier; the first tier, the one you get to when you enter the shroud, would be the tier where you get your temporary boons, as well as some simple shroud technologies such as the ability to try and delve deeper into the shroud, which would cost 500 psi and allow you to make an attempt to get to a second tier location with second tier shroud "boons" to pick from. Second tier could include things like those Psi jump drives, more powerful and less temporary boons, shroud avatars, psi shields and the technology that gives you the ability to mark and revisit Shroud Locations. A third tier shroud would give you stuff like the chosen one and covenants.
This is a system that could be easily built and expanded upon, with the added tools to control the balance of when you're able to theoretically get certain boons, so that you can't get the most powerful stuff immediately if you're just lucky, it would give you a progression path and a little control over what you're trying to get from the shroud instead of having a situation where one empire gets psi jump drives and a powerful covenant in two tries while the other is going to have to endure one curse after another for a goddamn century with a couple of corrupted avatars thrown in for good measure just for being unlucky with their RNG.