- This page is about species traits. For leader traits see leader traits.
This article has been verified for the current PC
version (3.8) of the game.
- See also: Population modification
Traits represents a species' innate functions, abilities, and personality. A species's traits are selected at the start of a new game, but a species or certain pops of a species can adapt new traits through genetic engineering or rare events. Traits affect a wide variety of areas, from
population growth rate to
resource output to
leader lifespan or even how pops are viewed by each other. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as
Nomadic and
Sedentary, and each species template can only have one such trait from the group at any given time. These groups include traits with opposite effects, as well as stronger variants of a trait. Though traits are initially decided at a species level, individual pops of the same species can end up with different traits with genetic modification, producing new subspecies or variants. This rarely happens without player intervention.
Traits are mostly fixed at the start of the game. Altering traits during the game is generally possible only later in the game through some select events or by using genetic engineering. Certain
Biology (for Biological species) and
Industry (for Robotic species) technologies and Ascension Perks add additional
Trait Points that can be used to alter all or some of a species'
Pops; modifications can range from altering their planet
Habitability to adding an additional positive trait or removing a negative one.
Some traits affect how strongly a pop is
attracted to certain factions.
Traits are purchased from a points pool, with 2 points being available at the start of the game. Some traits are negative and have a negative cost, refunding points into the pool. Each species is limited to a maximum of 5 traits; traits that cost 0 points do not count against this limit but can only be acquired from certain origins, events, or ascension perks.
Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect
Happiness cannot be added to species with the
Hive-Minded trait.
The
Adaptive and
Rapid Breeders traits are not normally available to species with the
Lithoid trait but can be added with the
Genetic Resequencing tradition.
Positive traits
|
Negative traits
|
|
Trait
|
Effects
|
|
Slave Price
|
Trait
|
Effects
|
|
Slave Price
|
Adaptive
|
+10% Habitability
|
2
|
+500
|
Nonadaptive
|
−10% Habitability
|
−2
|
−200
|
|
Extremely Adaptive
|
+20% Habitability
|
4
|
+1000
|
Agrarian
|
+15% Food from Jobs
|
2
|
+500
|
|
|
|
|
|
Charismatic
|
+20% Amenities from Jobs
|
2
|
+500
|
Repugnant
|
−20% Amenities from Jobs
|
−2
|
−200
|
|
Communal
|
−10% Pop Housing Usage
|
1
|
+500
|
Solitary
|
+10% Pop Housing Usage
|
−1
|
−200
|
|
Conformists
|
+30% Governing Ethics Attraction
|
2
|
+500
|
Deviants
|
−15% Governing Ethics Attraction
|
−1
|
−200
|
|
Conservationist
|
−10% Pop consumer goods upkeep
|
1
|
+500
|
Wasteful
|
+10% Pop consumer goods upkeep
|
−1
|
−200
|
|
Docile
|
−10% Empire Size from Pops
|
2
|
+500
|
Unruly
|
+10% Empire Size from Pops
|
−2
|
−200
|
|
Enduring
|
+20 years Leader Lifespan
|
1
|
+500
|
Fleeting
|
−10 years Leader Lifespan if Biological
−25 years Leader Lifespan if Lithoid
|
−1
|
−200
|
|
Venerable
|
+80 years Leader Lifespan
|
4
|
+1000
|
Industrious
|
+15% Minerals from Jobs
|
2
|
+500
|
|
|
|
|
|
Ingenious
|
+15% Energy Credits from Jobs
|
2
|
+500
|
|
|
|
|
|
Intelligent
|
+10% Research from Jobs
|
2
|
+500
|
|
|
|
|
|
Natural Engineers
|
+15% Engineering Research from Jobs
|
1
|
+500
|
|
|
|
|
|
Natural Physicists
|
+15% Physics Research from Jobs
|
1
|
+500
|
|
|
|
|
|
Natural Sociologists
|
+15% Society Research from Jobs
|
1
|
+500
|
|
|
|
|
|
Nomadic
|
+15% Pop growth from immigration
−25% Resettlement Cost
|
1
|
+500
|
Sedentary
|
−15% Pop growth from immigration
+25% Resettlement Cost
|
−1
|
−200
|
|
Quick Learners
|
+10% Leader Experience Gain
|
1
|
+500
|
Slow Learners
|
−10% Leader Experience Gain
|
−1
|
−200
|
|
Rapid Breeders
|
+10% Growth Speed
|
2
|
+1000
|
Slow Breeders
|
−10% Growth Speed
|
−2
|
−1000
|
|
Resilient
|
+50% Defense Army Damage
|
1
|
+500
|
|
|
|
|
|
Strong
|
+20% Army Damage
+2.5% Worker and Menial Drone Pop Resource Output
|
1
|
+1000
|
Weak
|
−20% Army Damage
−2.5% Worker and Menial Drone Pop Resource Output
|
−1
|
−1000
|
|
Very Strong
|
+40% Army Damage
+5% Worker and Menial Drone Pop Resource Output
|
3
|
+2000
|
Talented
|
Leader Upkeep: −10%
- Leader Maximum Negative Traits: −1
|
1
|
+500
|
|
|
|
|
|
Thrifty
|
+25% Trade value from Jobs
|
2
|
+500
|
|
|
|
|
|
Traditional
|
+10% Unity from Jobs
|
1
|
+500
|
Quarrelsome
|
−10% Unity from Jobs
|
−1
|
−200
|
|
|
|
|
|
Decadent
|
−10% Worker Happiness
−10% Slave Happiness
|
−1
|
−200
|
|
Botanical traits are only available to species with the Fungoid or Plantoid archetype or empires that researched the
Botanical Transgenesis technology. Radiotrophic is also available to species with the Lithoid archetype, or for all empires that completed the Radioactive Flora terraforming event.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Description
|
Phototrophic
|
Replaces half of the Food upkeep with Energy
|
Radiotrophic
Cave Dweller
Voidling
|
1
|
+1000
|
This species is sustained by a combination of both food and sunlight.
|
Radiotrophic
|
Replaces half of the Food or Minerals upkeep with Energy
No Energy upkeep on Tomb Worlds
+10% Tomb World Pop Growth Speed
+10% Tomb World Habitability
|
Phototrophic
Voidling
|
2
|
+1500
|
This species is sustained by a combination of both food and low-energy radiation, and as such can thrive on the most inhospitable of worlds.
|
Budding
|
+0.02 Monthly Organic Pop Assembly per Pop
|
Slow Breeders
Rapid Breeders
Incubators
Clone Soldier
Clone Soldier Ascendant
Necrophage
Polymelic
|
2
|
+2000
|
This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.
|
Silicate traits are only available to species with the Lithoid archetype or empires that researched the
Silicate Transgenesis technology. The Lithoid trait is always present on Lithoid species.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Description
|
Lithoid
|
−25% Pop Growth Speed
−25% Pop assembly speed
+50% Habitability
+50% Army health
+50 years Leader Lifespan
- Consumes
Minerals instead of Food
|
Agrarian
Extremely Adaptive
Fertile
Delicious
Robust
Nonadaptive
Slow Breeders
|
0
|
0
|
This species has a silicon based biology, and consumes minerals rather than food. They are tougher than traditional organics and have slower metabolisms, making them long lived but slow to reproduce.
|
Gaseous Byproducts
|
+0.01 Monthly Exotic Gases per Pop
|
Scintillating Skin
Volatile Excretions
Drake-Scaled
|
2
|
+1000
|
The metabolic processes of this species cause regular venting of gases useful to industry.
|
Scintillating Skin
|
+0.01 Monthly Rare Crystals per Pop
|
Gaseous Byproducts
Volatile Excretions
Drake-Scaled
|
2
|
+1000
|
The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
|
Volatile Excretions
|
+0.01 Monthly Volatile Motes per Pop
|
Gaseous Byproducts
Scintillating Skin
Drake-Scaled
|
2
|
+1000
|
The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.
|
Crystallization
|
+0.02 Monthly Organic Pop Assembly per Pop
|
Slow Breeders
Rapid Breeders
Incubators
Clone Soldier
Clone Soldier Ascendant
Necrophage
|
2
|
+2000
|
With crystalline growths, this species is capable of generating self replicating lattices of themselves, in addition to the more usual reproductive methods.
|
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Description
|
Incubators
|
+1% Pop Growth Speed per pops below 37 (max +30%)
−1% Pop Growth Speed per pops above 37 (max −10%)
|
Slow Breeders
Rapid Breeders
Budding
Fertile
|
2
|
+2000
|
When isolated or few in numbers, a species with this trait naturally adapts and is able to focus on procreation with an intentness others would consider extreme. However, when in large numbers, this effect is reversed, and they find reproduction more difficult.
|
Noxious
|
+0.02 Happiness per non-Noxious Pop
+5% Happiness
+50% Army Damage
+30% Species Minimum Habitability
−30% Species Habitability Cap
+10% Pop Housing Usage
−0.01 Happiness per Noxious Pop
|
|
1
|
−500
|
Extremely unpleasant to be in the vicinity of, beings with this trait take vindication from being insufferable to everyone else.
|
Inorganic Breath
|
+0.02 Monthly Exotic Gases per Pop
+50% Pop Upkeep
|
|
3
|
+1000
|
The slightly toxic digestive methods of this species have resulted in a highly exotic breath composition.
|
Origin traits can only be given by certain empire Origins.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Inherit chance
|
Origin
|
Removable
|
Description
|
DLC
|
Serviles
|
+10% Happiness
+10% Resources from Jobs
Cannot be employed in Ruler or Specialist Jobs
Generate leaders
|
Zombie
Intelligent
Erudite
Natural Physicists
Natural Sociologists
Natural Engineers
|
1
|
+500
|
33%
|
Syncretic Evolution
|
|
This species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.
|
|
Clone Soldier
|
+50% Governing Ethics Attraction
+50% Army Damage
−40 years Leader Lifespan
Admirals gain the Clone Army Admiral trait
Cannot be genetically modified
Cannot reproduce naturally
|
Rapid Breeders
Slow Breeders
Budding
Polymelic
Vat-Grown
|
0
|
0
|
0%
|
Clone Army
|
|
Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.
|
|
Survivor
|
+10 years Leader Lifespan
+70% Tomb World Habitability
|
|
0
|
+500
|
33%
|
Post-Apocalyptic
|
|
This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.
|
|
Void Dweller
|
+15% Pop Output on Habitats
−15% Pop Output on Planets
−10% Pop Growth Speed
−30% Pop Happiness on Planets
|
|
0
|
+500
|
33%
|
Void Dwellers
|
|
This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture. However their weakened immune systems do not respond well to a planetary environment.
|
|
Necrophage
|
+80 Years Leader Lifespan
−50% Pop Upkeep
+5% Resources from Ruler and Specialist Jobs
−10% Resources from Worker Jobs
−75% Pop Growth Speed
−50% Pop assembly speed
|
Budding
Polymelic
Vat-Grown
|
0
|
0
|
0%
|
Necrophage
|
|
This species of near-immortals procreates by consuming pops of other species.
|
|
Cave Dweller
|
+50% Species Minimum Habitability
+15% Minerals from Jobs
−20% Biological Pop Growth Speed
+10% Empire Size from Pops
|
Phototrophic
Aquatic
|
0
|
+500
|
0%
|
Subterranean
|
|
This species thrives under the surface of any planet they can find, at the cost of population growth.
|
|
Perfected Genes
|
+25 Years Leader Lifespan
−15% Leader Experience Gain
|
Fleeting
Weak
|
0
|
0
|
0%
|
Under One Rule
|
|
Millennia of eugenics and wars have led to the creation of an extremely resilient species.
|
|
Overtuned traits can only be added or removed by empires with the
Overtuned origin. Empires with the
Genetic Resequencing tradition can also remove them. Overtuned traits provide bonuses similar to initial traits for less points but also reduce leader lifespan.
Type
|
Bonuses (doubled by Damn the Consequences edict)
|
Leader Lifespan
|
|
Slave Price
|
Description
|
Augmented Intelligence
|
+10% Research from Jobs
|
−10
|
1
|
+1000
|
More brains equals more brain power. Extra thinking organs have been added in strategic areas of the recipient's body to ensure maximum cognitive capacity. Even if they don't always agree.
|
Crafted Smiles
|
+15% Amenities from Jobs
|
−10
|
1
|
+1000
|
Slightly shifted facial features, a mix of enhanced and slackened muscular development - and of course outside chemicals - have created the perfect smile. Forever.
|
Dedicated Miner
|
+15% Minerals from Jobs
|
−10
|
1
|
+1000
|
Supreme hand-eye coordination, near endless endurance and self-purifying lungs have created entire crack teams of miners. Sadly they get brittle without sunlight.
|
Expressed Tradition
|
+10% Unity from Jobs
|
−10
|
1
|
+1000
|
Fanaticism on demand: faith is merely a cocktail of hormones, one we have perfected. Where that faith eventually leads is a matter of subsequent guidance.
|
Farm Appendages
|
+15% Food from Jobs
|
−10
|
1
|
+1000
|
The more appendages, the higher the farming output. Some appendages can even operate while their host is asleep. Rumors of hosts strangled by their new limbs have been deemed unfounded in our latest investigation.
|
Gene Mentorship
|
+25% Leader Experience Gain
|
−10
|
1
|
+1000
|
By combining genetically redesigned 'instinctive knowledge' and outside chemical stimuli, we have succeeded in vastly accelerating our learning capacities. Although it has resulted in some extremely paranoid individuals.
|
Juiced Power
|
+40% Army Damage
+5% Worker and Menial Drone Pop Resource Output
|
−10
|
1
|
+1000
|
Adrenaline released on demand and hyper-potent growth hormones have led to a massive increase in strength. Just ignore the occasional internal tearing.
|
Low Maintenance
|
−10% Pop consumer goods upkeep
|
−10
|
1
|
+1000
|
Reduced consumption, excretion, and rest rates have resulted in twice the beings for half the price. However, demand for protein-rich meals has increased.
|
Spliced Adaptability
|
+20% Habitability
|
−10
|
1
|
+1000
|
A few genetic snips and slices here and there and they can survive nearly anywhere. The process comes with an acceptable number of deaths from side effects.
|
Technical Talent
|
+15% Energy from Jobs
|
−10
|
1
|
+1000
|
Extra internal organs grant a vastly increased innate sensitivity to electricity and magnetic fields. Reports of recipients hearing screams and voices from the reactors should be ignored.
|
Elevated Synapses
|
+20% Research from Jobs
+20% Leader Experience Gain
|
−30
|
2
|
+2000
|
As a computational device, a brain does not run at 100% capacity. However, we have gone beyond the standard usage. If issues are encountered, try turning it off and on again.
|
Pre-Planned Growth
|
+30% Pop Growth Speed
−10% Pop Housing Usage
|
−30
|
2
|
+2000
|
Scheduled fertility, scheduled interest, scheduled compatibility. Population growth on demand for a strong and stable population - with a few minor edits here and there. Jealous individuals are to be directed to the nearest Fertility Center for mandatory training.
|
Excessive Endurance
|
+5% Resources from Jobs
+30% Habitability
|
−30
|
3
|
+2000
|
The greatest in adaptability genes have been hyper-expressed in these specimens. Mutation rates around 30% indicate a somewhat stable and successful experiment.
|
Pre-sapient species have exclusive traits that cannot otherwise be chosen when creating or modifying a species. They retain these traits after being uplifted as a sapient species and do not cost any trait points. The Forcefully Devolved trait can only be added to species that were turned pre-sapient with the
Devolving Beam colossus weapon.
Type
|
Effects
|
Description
|
Conservative
|
+5% Happiness
+25% Governing Ethics Attraction
−33% Leader Experience Gain
|
Members of this species often prefer old wisdom over new experiences.
|
Earthbound
|
+10% Energy from Jobs
+50% Defense Army Damage
|
Members of this species are very possessive of the planets they call home.
|
Irradiated
|
+100% Tomb World Habitability
+30 Years Leader Lifespan
|
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
|
Natural Intellectuals
|
+5% Unity from Jobs
+10% Research from Jobs
−10% Minerals from Jobs
|
Members of this species are more philosophically inclined than most.
|
Proles
|
+10% Army Damage
+10% Minerals from Jobs
+10% Food from Jobs
−15% Research from Jobs
|
This species has traditionally shunned intellectual pursuits in favor of physical labor.
|
Starborn
|
+25% Pop Growth from Immigration
−25% Resettlement Cost
+10% Habitability
|
This species has always, consciously or not, longed to traverse the void between the stars.
|
Forcefully Devolved
|
−10% Army Damage
−10% Resources from Jobs
−10% Pop Growth Speed
−25% Leader Experience Gain
|
The brutal devolution process endured by this species had a strong negative impact upon their abilities.
|
These traits are required for special cases of species and cannot be removed from the creation menu.
The
Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. Pops with this trait in an non-Hive Mind empire will slowly die while pops without the Hive-Minded trait in a Hive Mind empire can only be displaced, purged or used as livestock.
Special traits that cost trait points can be removed via the
Genetic Resequencing tradition. Special traits that do not cost trait points have a fixed chance of being inherited by hybrid species.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Inherit chance
|
Requirements
|
Description
|
DLC
|
Self-Modified
|
Cannot colonize if not primary species
Cannot be resettled
Cannot be removed
|
|
0
|
0
|
0%
|
A New Species event
|
Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
|
|
Nivlac
|
+50% Habitability
+15% Pop Growth Speed
|
|
2
|
+100
|
random
|
Impossible Organism event species
|
This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
|
|
Bioadaptability
|
+5% Habitability
|
|
0
|
+500
|
33%
|
Orbital Speed Demon event
|
This species has been modified to be slightly more adaptive and can now better endure harsh climates.
|
|
Limited Regeneration
|
+10% Army Damage
+10 years Leader Lifespan
|
|
0
|
+250
|
33%
|
Orbital Speed Demon event
|
This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.
|
|
Social Pheromones
|
−5% Pop Housing Usage
|
|
0
|
+250
|
33%
|
Orbital Speed Demon event
|
This species has been modified to be more social and accepting of crowded conditions.
|
|
Not of this World
|
−10 years Leader Lifespan
+10% Pop Upkeep
|
|
0
|
0
|
0%
|
Plight of the Beta-Universe situation species
|
This species is not from this universe and is degrading slowly.
|
|
Not of this World (machine version)
|
+10% Pop Upkeep
|
|
0
|
0
|
0%
|
Plight of the Beta-Universe situation species
|
These machines are not from this universe and are degrading slowly.
|
|
Cybernetic
|
+10% Army Damage
+20% Habitability
+40 years Leader Lifespan
|
Latent Psionic
Psionic
|
0
|
+1500
|
0%
|
|
This species has embraced cybernetics on such a scale that its members may be considered cyborgs. They routinely replace their organic body parts with more advanced mechanical versions.
|
|
Psionic
|
+10% Research from Jobs
+10% Unity from Jobs
+5% Happiness
Leaders have the Psychic trait
|
Cybernetic
|
0
|
+1500
|
25%
|
Great Awakening tradition
Psi-Inoculate Pops decision
Holy Guardians fallen empire
Ketling Star Pack pops
Racket Industrial Enterprise pops
|
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
|
|
Latent Psionic
|
+10% Research from Jobs
+5% Unity from Jobs
Leaders have a chance to gain the Psychic trait
|
Cybernetic
|
0
|
+1500
|
25%
|
|
This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.
|

|
Hive-Minded
|
Not affected by Happiness
+20 years Leader Lifespan
−10 years Leader Initial Age
|
Thrifty
Conformists
Deviants
Decadent
|
0
|
|
|
Hive Mind
|
This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
|
|
Clone Soldier Ascendant
|
+50% Governing Ethics Attraction
+20% Habitability
+40% Resources from Ruler Jobs
+25% Resources from Specialist Jobs
+75% Army Damage
+25% Army Health
Admirals gain the Ascendant Clone Army Admiral trait
Cannot be genetically modified
Cannot reproduce naturally
|
Rapid Breeders
Slow Breeders
Budding
Polymelic
Vat-Grown
|
0
|
+500
|
|
Genetic Crossroads event
|
Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile.
|
|
Clone Soldier Descendant
|
+20% Governing Ethics Attraction
+20% Army Damage
Admirals gain the Descendant Clone Army Admiral trait
|
Polymelic
Vat-Grown
|
0
|
+1000
|
random
|
Genetic Crossroads event
|
Once infertile, engineered for compliance and war. Their genetic edge diminished, they are now stable enough for natural reproduction.
|
|
Docile Livestock
|
+30% Pop Growth Speed
+10% Unity from Jobs
−50% Energy from Jobs
−75% Research from Jobs
Cannot generate Leaders
Cannot be employed in Ruler or Specialist Jobs
Not affected by Happiness
|
Intelligent
Erudite
Natural Physicists
Natural Sociologists
Natural Engineers
|
0
|
0
|
random
|
Wild Eukaryotes event species
|
Docile and delicious, this species has had its higher brain functions genetically altered to create a kind of harmless livestock that can care for itself, without the pesky need for social interaction or self-determination.
|
|
Brain Slug Host
|
+10% Research from Jobs
+10% Unity from Jobs
−25% Pop Growth Speed
|
|
0
|
0
|
0%
|
Neural Symbiosis event
|
This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host.
|
|
Unlifted
|
−60% Research from Jobs
|
Intelligent
|
0
|
−150
|
0%
|
Enigmatic Cache event
|
This species has suffered the tragic consequences of an uplifting gone wrong.
|
|
Somewhat Uplifted
|
+10% Research from Jobs
|
Intelligent
|
0
|
+500
|
0%
|
Enigmatic Cache event
|
This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.
|
|
Uplifted
|
+10% Research from Jobs
+25% Leader Experience Gain
|
Slow Learners
Erudite
Nerve Stapled
|
0
|
+750
|
0%
|
Enigmatic Cache event
|
This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.
|
|
Numistic Administration
|
+33% Trade Value from Jobs
+33% Trade Value from Living Standards
|
|
1
|
0
|
0%
|
Numistic Order pops
|
This species has been trained in the holy art of Numistic Administration.
|
|
Zombie
|
−100% Pop Upkeep
−25% Resources from Jobs
Not affected by Happiness
Cannot generate Leaders
Cannot be employed in Ruler or Specialist Jobs
Cannot colonize
Cannot reproduce naturally
|
Serviles
Nerve Stapled
|
0
|
+500
|
|
Reassigner jobs
|
The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks.
|
|
Aquatic
|
+20% Ocean Habitability
−10% Housing Usage on Ocean Worlds
+10% Worker Output on Ocean Worlds
−20% Dry and Frozen planet Habitability
+30% Housing Usage on Dry and Frozen planets
Hydrocentric ascension boosts this trait's effects by 50%
|
|
2
|
0
|
random
|
Ocean Preference trait
Anglers civic
Ocean Paradise origin
Genetic Resequencing tradition
|
This species is perfectly adapted to living in the depths of the ocean. However, on dry land, it is like a fish out of water.
|
|
Stargazer
|
+10% Habitability
+25% Pop Growth from Immigration
−25% Resettlement Cost
|
|
0
|
|
|
Stargazers civic
|
This species has always, consciously or not, longed to traverse the void between the stars.
|
|
Cyborg traits can only be added to species with the
Cybernetic trait if the empire has the
Integrated Anatomy tradition.
Positive Traits
|
Negative Traits
|
Trait
|
Effects
|
|
Slave Price
|
Trait
|
Effects
|
|
Slave Price
|
Double Jointed
|
−10% Pop Housing Usage
+15% Pop Growth from Immigration
−25% Resettlement Cost
+0.3 Energy Upkeep
|
1
|
+1500
|
Bulky
|
+10% Pop Housing Usage
−15% Pop Growth from Immigration
+25% Resettlement Cost
|
–2
|
–500
|
Durable
|
–0.5 Pop Amenities Usage
+0.3 Energy Upkeep
|
1
|
+750
|
High Maintenance
|
+0.5 Pop Amenities Usage
|
–2
|
–150
|
Efficient Processors
|
+5% Resources from Jobs
+0.3 Energy Upkeep
|
2
|
+500
|
|
|
|
|
Enhanced Memory
|
+2 Leader Level Cap
+0.3 Energy Upkeep
|
1
|
+750
|
|
|
|
|
Harvesters
|
+10% Food from Jobs
|
1
|
+750
|
|
|
|
|
Learning Algorithms
|
+25% Leader Experience Gain
+1 Leader Level Cap
+0.3 Energy Upkeep
|
1
|
+1500
|
Neural Limiters
|
–25% Leader Experience Gain
|
–2
|
–250
|
Logic Engines
|
+10% Research from Jobs
+0.3 Energy Upkeep
|
1
|
+750
|
|
|
|
|
Loyalty Circuits
|
+10% Happiness
+0.3 Energy Upkeep
|
1
|
+500
|
|
|
|
|
Power Drills
|
+10% Minerals from Jobs
|
1
|
+750
|
|
|
|
|
Streamlined Protocols
|
–10% Empire Size from Pops
+0.3 Energy Upkeep
|
1
|
+750
|
High Bandwidth
|
+10% Empire Size from Pops
|
–2
|
–150
|
Superconductive
|
+10% Energy Credits from Jobs
|
1
|
+750
|
|
|
|
|
Trading Algorithms
|
+25% Trade Value from Jobs
+0.3 Energy Upkeep
|
1
|
+500
|
|
|
|
|
|
|
|
|
Power Intensive
|
+1 Energy Upkeep (Unless Voidling)
|
–1
|
–250
|
Biological ascension traits[edit | edit source]
Those advanced traits are made available for genetic modification with the
Genetic Resequencing tradition. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species. The
Exotic Metabolism trait also requires the
Toxoids DLC. Biological ascension gives the ability to apply
Adaptive and
Rapid Breeders to
Lithoid pops.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Description
|
Delicious
|
+2 Food from Livestock
|
Lithoid
|
2
|
+1000
|
This species has the curious evolutionary adaptation of being highly nutritious when eaten.
|
Felsic
|
+2 Minerals from Livestock
|
 Lithoid
|
2
|
+1000
|
This species has been engineered to be especially mineral-rich.
|
Natural Machinist
|
+10% Alloys from Jobs
+10% Consumer Goods from Jobs
|
|
2
|
+2000
|
This species has been engineered to have an incredible knack at working with machinery.
|
Nerve Stapled
|
+5% Resources from Jobs
Cannot be employed in Ruler, Specialist or Complex Drone jobs
Cannot generate Leaders
Not Affected by Happiness
Can't join a faction
|
Zombie
Erudite
Intelligent
Natural Physicists
Natural Sociologists
Natural Engineers
Talented
Communal
Solitary
|
3
|
+1500
|
Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
|
Vat-Grown
|
−10% Pop Housing Usage
+25% Organic Pop Assembly Speed
−25% Pop Growth Speed
|
Fertile
Clone Soldier
Clone Soldier Ascendant
Clone Soldier Descendant
Necrophage
Rapid Breeders
Slow Breeders
|
3
|
+1500
|
Artificially grown in cloning vats, the natural reproductive abilities of this species have been negatively impacted.
|
Erudite
|
+20% Resources from researcher category jobs
+1 Leader Level Cap
Erudite Leaders have special traits
|
Intelligent
Nerve Stapled
Uplifted
|
4
|
+2000
|
Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
|
Fertile
|
+30% Pop Growth Speed
−10% Pop Housing Usage
|
Lithoid
Polymelic
Vat-Grown
Rapid Breeders
Slow Breeders
Incubators
|
4
|
+2000
|
The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
|
Robust
|
+30% Habitability
+5% Resources from Jobs
+50 years Leader Lifespan
|
Lithoid
Extremely Adaptive
Adaptive
Nonadaptive
|
4
|
+2000
|
Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
|
Exotic Metabolism
|
+50 years Leader Lifespan
+0.125% Exotic Gas Upkeep
+25% Pop Growth Speed
+25% Habitability
|
|
1
|
+750
|
A metabolism based on exotic - and expensive - gases has vastly enhanced this species' abilities.
|
Leviathan traits can only be added by empires that researched the
Leviathan Transgenesis technology and defeated certain guardians.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Guardians
|
Description
|
Drake-Scaled
|
+50% Army health
+0.025 Monthly Alloys per Pop
|
Gaseous Byproducts
Scintillating Skin
Volatile Excretions
|
3
|
+1000
|
Ether Drake
Shard
Sky Dragon
|
This species has the genetic material from a stellar dragon spliced into its DNA. As such, they shed scales which can be recycled into useful alloys.
|
Polymelic
|
+0.05 Monthly Organic Pop Assembly per Pop
|
Fertile
Clone Soldier
Clone Soldier Ascendant
Clone Soldier Descendant
Necrophage
Budding
Rapid Breeders
Slow Breeders
|
3
|
+1500
|
Tiyanki Matriarch
|
This species has added genetic material from the Tiyanki Matriarch into their DNA sequence. This has granted them rapid asexual reproduction, as well as a few unexpected tentacles.
|
Voidling
|
+20% Species Minimum Habitability
- Consumes
Energy instead of Food or Minerals
|
Phototrophic
Radiotrophic
|
3
|
+1500
|
Voidspawn
|
This species has the genetic material from the Voidspawn spliced into its DNA. Subsisting off cosmic radiation, they are highly resistant to hostile environments.
|
Each organic species has a climate preference trait that determines their base
Habitability on the various types of planets, usually that corresponding to the type of their homeworld. Habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait. The Habitability of other celestial body types is unaffected by these traits.
Preference
|
Climate
|
80% Habitability
|
60% Habitability
|
20% Habitability
|
Arid |
Dry
|
Arid
|
Desert
Savannah
|
Alpine
Arctic
Tundra
Continental
Ocean
Tropical
|
Desert |
Dry
|
Desert
|
Arid
Savannah
|
Savannah |
Dry
|
Savannah
|
Arid
Desert
|
Alpine |
Frozen
|
Alpine
|
Arctic
Tundra
|
Arid
Desert
Savannah
Continental
Ocean
Tropical
|
Arctic |
Frozen
|
Arctic
|
Alpine
Tundra
|
Tundra |
Frozen
|
Tundra
|
Alpine
Arctic
|
Continental |
Wet
|
Continental
|
Ocean
Tropical
|
Arid
Desert
Savannah
Alpine
Arctic
Tundra
|
Ocean |
Wet
|
Ocean
|
Continental
Tropical
|
Tropical |
Wet
|
Tropical
|
Continental
Ocean
|
Exotic climate preferences[edit | edit source]
Exotic climate preferences can only be obtained through Origins, conquest of a unique species, the A New Species event on a matching celestial body or when the
Omnicodex relic creates a species on a matching celestial body.
Preference
|
Habitability on native climate
|
Habitability on regular planets
|
Sources other than the Omnicodex and A New Species event
|
Tomb World Preference
|
80% Tomb World
|
60%
|
Pre-FTL or pre-sapient species inhabiting a Tomb World Horizon Signal event
|
Gaia World Preference
|
100% Gaia World
|
0%
|
Primitive or pre-sapient species inhabiting a Gaia World Life-Seeded Origin
Baol pops created by the Nu-Baol Life Seeding decision The Unexpected Mutations Terraforming event
|
Ring World Preference
|
100% Ring World
|
0%
|
Shattered Ring Origin Sanctuary pre-FTL civilizations
|
Habitat Preference
|
100% Habitat
|
0%
|
Void Dwellers Origin Marauder pops Enclave pops
|
Hive World Preference
|
100% Hive World
|
0%
|
|
Machine World Preference
|
100% Machine World
|
0%
|
|
Ecumenopolis Preference
|
80% Ecumenopolis
|
0%
|
|
Relic World Preference
|
80% Relic World
|
0%
|
|
All robot species have either the
Mechanical or the
Machine trait.
Mechanical Pops can exist within
Machine Intelligence empires via conquest but
Machine Pops cannot exist outside
Machine Intelligence empires. All such species can then be given new traits through Robomodding once the
Machine Template System technology is researched, a few of them being restricted to
Mechanical or
Machine species. Robotic traits can be both positive and negative, which are mutually exclusive with each other, and both of them can be added and removed at will once the technology to enable Robomodding becomes available.
Empires that are not
Machine Intelligence must research higher tiers of robot technologies before they can add some of the more powerful traits to
Mechanical Pops.
Positive Traits
|
Negative Traits
|
Requirements
|
Trait
|
Effect
|
|
Slave Price
|
Trait
|
Effect
|
|
Slave Price
|
Machine
|
Not affected by Happiness
+200% Habitability
Immortal Leaders
|
0
|
0
|
|
|
|
|
Machine Intelligence
|
Mechanical
|
Not affected by Happiness unless the Artificial Intelligence policy is not set to Outlawed
+200% Habitability
Immortal Leaders
Cannot generate Leaders without the Synthetic Personality Matrix technology
|
0
|
0
|
|
|
|
|
Robotic Workers
|
Domestic Protocols
|
Can be employed in Servant jobs if under AI Servitude
+20% Amenities from Jobs
|
2
|
+750
|
|
|
|
|
Droids
Mechanical trait
|
Double Jointed
|
−10% Pop Housing Usage
|
1
|
+750
|
Bulky
|
+10% Pop Housing Usage
|
–1
|
–150
|
|
Durable
|
–10% Robot Upkeep
|
1
|
+750
|
High Maintenance
|
+10% Robot Upkeep
|
–1
|
–150
|
|
Efficient Processors
|
+5% Resources from Jobs
|
3
|
+500
|
|
|
|
|
|
Emotion Emulators
|
+20% Amenities from Jobs
|
1
|
+750
|
Uncanny
|
−20% Amenities from Jobs
|
–1
|
–150
|
Machine trait
|
Enhanced Memory
|
Leader Upkeep: −25%
- Leader Maximum Negative Traits: −1
|
2
|
+750
|
|
|
|
|
Synthetic Personality Matrix
|
Harvesters
|
+15% Food from Jobs
|
2
|
+750
|
|
|
|
|
Mechanical trait
|
Learning Algorithms
|
+25% Leader Experience Gain
|
1
|
+750
|
Repurposed Hardware
|
–25% Leader Experience Gain
|
–1
|
–150
|
Synthetic Personality Matrix
|
Logic Engines
|
+10% Research from Jobs
|
2
|
+750
|
|
|
|
|
Droids
|
Loyalty Circuits
|
+10% Happiness
|
2
|
+500
|
|
|
|
|
Synthetics
Mechanical trait
|
Mass-Produced
|
+15% Pop Assembly Speed
|
1
|
+1500
|
Custom-Made
|
–15% Pop Assembly Speed
|
–1
|
–200
|
|
Power Drills
|
+15% Minerals from Jobs
|
2
|
+750
|
|
|
|
|
|
Propaganda Machines
|
+15% Unity from Jobs
|
1
|
+750
|
|
|
|
|
Mechanical trait
|
Recycled
|
–20% Pop Assembly Cost
|
2
|
+1500
|
Luxurious
|
+20% Pop Assembly Cost
|
–2
|
–200
|
|
Streamlined Protocols
|
–10% Empire Size from Pops
|
2
|
+750
|
High Bandwidth
|
+10% Empire Size from Pops
|
–2
|
–150
|
|
Superconductive
|
+15% Energy Credits from Jobs
|
2
|
+750
|
|
|
|
|
|
Trading Algorithms
|
+25% Trade Value from Jobs
|
2
|
+500
|
|
|
|
|
Droids
Mechanical trait
|