Biological traits
Biological traits are available for species with the
Organic,
Lithoid and
Thermophile primary trait. They can be changed through genetic modification, which requires the
Gene Tailoring technology.
Climate preference traits[edit | edit source]
Each 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. It also decides the background that will be used when viewing the template in the species menu.
Climate preference traits can be changed after researching the
Glandular Acclimation technology but a pop can never have more than one climate preference trait. Climate preference cannot be changed if the species has the
Aquatic or
Void Dweller trait.
| Preference | Dry |
Wet |
Cold |
Other | Source | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 60% | 20% | 20% | |||||||||||||
| 60% | 20% | 20% | |||||||||||||
| 60% | 20% | 20% | |||||||||||||
| 20% | 60% | 20% | |||||||||||||
| 20% | 60% | 20% | |||||||||||||
| 20% | 60% | 20% | |||||||||||||
| 20% | 20% | 60% | |||||||||||||
| 20% | 20% | 60% | |||||||||||||
| 20% | 20% | 60% | |||||||||||||
| 60% | 20% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 60% | 60% | 60% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 60% | 60% | 60% | |||||||||||||
| 0% | 0% | 0% | |||||||||||||
| 50% | 50% | 50% | |||||||||||||
| 70% | 0% | 0% | |||||||||||||
| 0% | 70% | 0% | |||||||||||||
| 0% | 0% | 70% | |||||||||||||
Basic traits[edit | edit source]
Basic traits can be selected when first creating a species, and later changed through genetic modification. Traits that affect
Happiness cannot be added to species with the
Hive-Minded trait.
Basic characteristics[edit | edit source]
These traits define basic characteristics of a species. They can be added to the starting founder species under certain conditions, and require special conditions to add or remove.
| Trait | Effects | Conflicts | Notes | Description | DLC | ||
|---|---|---|---|---|---|---|---|
| 0 |
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This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
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| 2 | 0 | 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.
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Positive traits[edit | edit source]
Positive traits can be selected in empire creation or added to templates after the
Gene Tailoring technology has been researched. They can only be removed if the empire has the
Genetic Resequencing or
Genotype Regeneration tradition.
The
Adaptive and
Rapid Breeders traits are not available for Lithoid species at game start, but can be added through genetic modification if the empire has the
Allelic Expression,
Exemplary Genetics, or
Unnatural Selection tradition.
The
Recursive Learners trait is only available for species with the
Arkship Preference or
Mutagenic Habitability trait.
| Trait | Effects | Conflicts | Can also be removed with | DLC | |||
|---|---|---|---|---|---|---|---|
| 2 | +500 | This species is highly adaptive when it comes to foreign environments.
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| 4 | +1000 | This species is remarkably adept at adapting to any foreign environments.
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| 2 | +500 | This species has a deep connection to the land, and make expert farmers and gardeners.
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| 2 | +500 | Members of this species have a special charisma, and are generally considered pleasant to be around.
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| 1 | +500 | Members of this species are highly communal, and quite used to living in close proximity to others.
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| 2 | +500 | These people always seek consensus and are more likely to conform to the governing ethics.
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| 1 | +500 | Members of this species believe that resources must be conserved and recycled.
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| 2 | +500 | Members of this species are easy to manage and organize. They tend to be cooperative and amicable.
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| 1 | +500 | Lifespans in this species are unusually long.
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| 4 | +1000 | This species can grow to an age that commands dignity and respect.
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| 2 | +1000 | This species grew up in hostile conditions where outbreeding your rivals was the key to survival.
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| 2 | +500 | Members of this species are known for their diligent and hard-working nature, always going above and beyond.
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| 2 | +500 | Members of this species are good at 'thinking outside the box' and know how to maximize the efficiency of their infrastructure and power grids.
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| 2 | +500 | This species is highly intelligent, and enjoys faster technological progress.
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| 1 | +500 | Members of this species have a natural inclination towards engineering and material sciences.
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| 1 | +500 | Members of this species have a natural inclination towards theoretical physics and astral phenomena.
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| 1 | +500 | Members of this species have a natural inclination towards sociology and biological studies.
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| 1 | +500 | This species has a nomadic past, and its members often think nothing of relocating to another world.
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| 1 | +500 | Members of this species are quick to learn from their experiences.
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| 2 | +1000 | This species reproduces at a very rapid rate, increasing population growth.
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| 1 | +500 | Members of this species are physiologically resilient, and will fight like enraged brood mothers to defend their worlds.
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| 1 | +1000 | Members of this species possess great physical strength, making them formidable fighters on the ground.
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| 3 | +2000 | Members of this species possess a strength that almost defies the laws of physics.
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| 1 | +500 | Member of this species are born with a natural aptitude.
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| 2 | +500 | Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.
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| 1 | +500 | Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.
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| 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.
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| 1 | −500 | Extremely unpleasant to be in the vicinity of, beings with this trait take vindication from being insufferable to everyone else.
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| 3 | +1000 | The slightly toxic digestive methods of this species have resulted in a highly exotic breath composition.
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| 2 | +1000 | Bound by an intricate web of mirror neurons, these individuals possess an innate ability to synchronize their will. Duty is not a burden, but a shared purpose, and hardship is met with unwavering unity.
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2 | +1000 | This species resonates with starlight. Variations in stellar luminosity subtly reshape their biology as they journey between stars.
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| 2 | +500 | Cunning, not camaraderie, shaped this species' evolution. Every interaction is a contest of will, and survival belongs to the most ruthless.
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| 1 | +500 | Born to the Arkship, this species refines its knowledge in generational cycles, each cohort improving upon the last to meet their vessel's unique demands.
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Vocational Genomics[edit | edit source]
The Vocational Genomics trait cannot be selected at game start, but can be added through genetic modification after researching the
Targeted Gene Expressions technology. It enables auto-modding, and will automatically adjust to provide bonuses associated with the pop's current job.
| Trait | Effects | Description | ||
|---|---|---|---|---|
| 3 | +1000 | Advanced genetic strings feature epigenetic triggers that adapt to occupational demands, dynamically optimizing gene expression for the host's work environment.
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Positive phenotype traits[edit | edit source]
Phenotype traits can only be added to certain species classes or certain portraits from other classes that visibly have the trait. These restrictions are removed if the empires finishes the
Genetics tradition tree or adopts the
Unnatural Selection tradition. Empires with the
Evolutionary Predators origin can obtain these traits via the Adaptive Evolution situation even if they lack the required DLC by gaining the phenotype DNA from events.
| Trait | Effects | Conflicts | Species class | Additional portraits | DLC | |||
|---|---|---|---|---|---|---|---|---|
| 1 | +1000 | This species is sustained by a combination of both food and sunlight.
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| 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.
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| All positive non-botanical biological traits | 2 | 0 | Rapid reproduction. High dispersal ability. Zero useful capabilities.
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| 2 | +2000 | This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.
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| Lithoid | 2 | +2000 | With crystalline growths, this species is capable of generating self replicating lattices of themselves, in addition to the more usual reproductive methods.
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| Lithoid | 2 | +1000 | The metabolic processes of this species cause regular venting of gases useful to industry.
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| Lithoid | 2 | +1000 | The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
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| Lithoid | 2 | +1000 | The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.
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| 2 | +1000 | Bound by deep, enduring relationships with their closest relatives, this species forms highly efficient and cohesive collectives.
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| 3 | +1000 | Passing down knowledge and learnings from one generation to the next has been the start of many civilizations. This species has taken it a step further by encoding survival insights directly into their genetic code, ensuring that each generation is born with the accumulated wisdom of their ancestors.
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| 1 | +500 | Masters of disguise, this species seamlessly merges with their surroundings, rendering themselves nearly invisible to predators and prey alike. Their innate understanding of optics gives them an edge in guerilla warfare.
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| 4 | +1500 | Harnessing the artistry of color, this species has transcended mere camouflage, evolving to communicate through the vibrant and intricate patterns displayed on their bodies.
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| 2 | +500 | The young of this species do not develop inside a parent, but inside the protective shell of an egg. This allows for rapid growth during times of plenty.
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| 2 | +1000 | This species evolved redundant organs to survive even the most grievous injuries - a successful adaptation, as evidenced by their continued existence.
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2 | +500 | This species has evolved on a planet with cyclical seasons that support hibernation. In the modern age, these seasonal triggers can be artificially simulated to efficiently store less productive members of society.
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| 2 | +500 | This species soars above the constraints of the earth, freely navigating the skies. Their cities feature unique, dense layouts, optimized for aerial inhabitants. In conflict, they prove to be elusive and difficult targets.
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| 4 | +1000 | Not only capable of flight, this species possesses unique cerebral adaptations, enabling them to instinctively process and navigate three-dimensional spaces. These abilities make them unparalleled in planning battles, surveying planets, and managing cities.
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| 3 | +1500 | Whether naturally grown or found by chance (or design), this species carries their homes with them. These shells provide a protective sanctuary, ensuring there is always a place to rest for the night.
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| 1 | +500 | The internal fluids of this species serve as their most potent defense. Highly corrosive and lethal, these liquids ensure that any enemies regret poking holes.
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| Psionic | 3 | +2000 | This species exhibits an inexplicable ability to navigate through complex problems on its first attempt.
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| Psionic | 2 | +1500 | The frame of this species' neural encasement has inflated to the point where its physical capabilities have become somewhat limited.
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| Psionic | 4 | +2000 | The frame of this species' neural encasement has inflated to its ultimate biological limit.
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| Thermophile | 1 | +500 | Tempered by adversity and bound by shared struggle, this species has been forged into an unbreakable whole. Their collective will fuels governance, each member a vital link in the chain of unity.
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| Thermophile | 1 | +500 | Shaped by the relentless fury of volcanic worlds, this species does not fear pyroclastic forces - they channel and manipulate them, transforming devastation into a vital source of sustenance and power.
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| Thermophile | 2 | +500 | An intricate symbiosis with Living Metal allows this species to grow not in the traditional sense, but through the accretion and self-assembly of bio-ferrous structures.
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Negative traits[edit | edit source]
Negative traits can be selected in empire creation, and later removed from templates after the
Gene Tailoring technology has been researched. They can be added to templates if the empire has one of the following traditions:
The
Terraphobic trait is only available to species with the
Arkship Preference,
Habitat Preference or
Mutagenic Habitability traits.
Negative phenotype traits[edit | edit source]
Phenotype traits can only be added to certain species classes or certain portraits from other classes that visibly have the trait. These restrictions are removed if the empires finishes the
Genetics tradition tree or adopts the
Unnatural Selection tradition.
| Trait | Effects | Conflicts | Species class | Additional portraits | Description | DLC | ||
|---|---|---|---|---|---|---|---|---|
| −2 | −1000 | This species gives birth at an early stage of development, resulting in a prolonged period where the young are incapable of contributing to society. During this time, they remain blissfully unaware of the responsibilities and burdens that come with sapience.
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| −1 | −1000 | Specially developed skin that requires ideal conditions coats this species. As long as this species does not stray far from their home climate that shouldn't be a problem.
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| −3 | −400 | Plagued by inherent fragility, this species must exercise extreme caution in daily activities to avoid cracking up during even the most mundane tasks.
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| −3 | −400 | This species literally takes root in whichever environment they find themselves, making removal a highly traumatic experience.
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| −3 | −1000 | Plagued by inherent fragility, this species must exercise extreme caution in daily activities to avoid cracking up during even the most mundane tasks.
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| Psionic | −2 | −2000 | Entities from other dimensions send maddening visions into the minds of this species, affecting their ability to perform complex tasks.
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Civic traits[edit | edit source]
The following traits are added to the founder species when starting the game with a certain civic and can never be removed. None of them costs any trait point.
Origin traits[edit | edit source]
The following traits are added to the founder species when starting the game with a certain civic. If a biological species completes synthetic ascension its origin trait will be replaced with the machine species version of the trait.
Driven Assimilator or
Rogue Servitor secondary species will use these origin traits as well.
| Trait | Effects | Conflicts | Origin | Notes | DLC | |||
|---|---|---|---|---|---|---|---|---|
| 1 | +500 | (secondary species) |
This species evolved alongside a second, more advanced civilization. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.
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| 0 | +500 | This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable of circumstances should not be underestimated.
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| 0 | +500 | This species thrives in orbital habitats, with an inherent ability to efficiently navigate their maze-like corridors and complicated architecture. They are at ease in zero gravity but do not respond well to a planetary environment.
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| 0 | 0 | This species of near-immortals procreates by consuming pops of other species.
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| 0 | +500 | This species thrives under the surface of any planet they can inhabit.
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| 0 | 0 | Millennia of genetic experimentation and war have led to the creation of a highly resilient species.
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| −1 | 0 | A novel genetic disease prevents this species from producing offspring. It has resisted all known gene therapy methods.
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6 | +500 | This species does not stick as rigidly to identifiable features and organs as most other species do. Instead they grow the best appendage for the job. However this instability has some drawbacks.
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| 0 | 0 |
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This species exists as part of a mutualistic entity, made indistiguishable from its environment in its thoughts and productive output.
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| 0 | 0 | (situation approach) |
Where we are going, we won't need eyes to see.
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Hard Reset traits[edit | edit source]
Empires with the
Hard Reset origin start the game with a positive and a negative trait. They cannot be removed through species modification, but may be downgraded based on choices made during the Embodied Identity situation. None of the traits cost any trait points.
Roughly a year after the Embodied Identity situation has been concluded, if the founder species does not have the
De-Cyberized trait the empire will be offered the option to gain one of three traits for the founder species:
Clone Army traits[edit | edit source]
Empires with the
Clone Army origin start the game with the
Clone Soldier trait. After completing the
Homeworld Excavation archaeology site, the empire gets the Genetic Crossroads event chain, allowing it to choose between replacing the trait with
Clone Soldier Descendant or
Clone Soldier Ascendant. Each of the Clone Solder traits adds a corresponding
Commander trait. None of the Clone Soldier traits can be removed and they do not cost any trait points.
Pops with the
Clone Soldier or
Clone Soldier Ascendant traits cannot reproduce naturally, must be assembled and sustained by the
Ancient Clone Vat buildings, and will decline with insufficient buildings. They cannot be sold on the slave market or used as a founder species in a released sector, and cannot be genetically modified without adopting the
Clone Synthetization tradition after choosing the Clone Potential path.
Ascended Clone Army empires that adopted
Cloning traditions can support additional pops through Clone Vats, Gene Clinics, and Genomic Research Facilities. The
Clone Synthetization tradition will also allow them to genetically modify Clone Soldier pops and add the
Clone Soldier trait to other species. The sustained pop limit is shared by all Clone Soldier pops regardless of species.
Overtuned traits[edit | edit source]
|
|
Available only with the Toxoids DLC enabled. |
Empires with the
Overtuned origin can select these traits in empire creation and change them through genetic modification. They can also be removed by empires with the
Genetic Resequencing or
Genotype Regeneration tradition. Overtuned traits provide bonuses similar to basic traits for less points but also reduce leader lifespan and pop growth speed. Overtuned traits have their effects doubled by the
Damn the Consequences edict.
| Trait | Effects | |||||
|---|---|---|---|---|---|---|
| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 1 | +1000 | By tweaking agreeability and dialing down empathy, anyone can be turned into a trading genius. The pursuit of unmatched commercial dominance outweighs any potential side effects.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −10 years | −1.5% | 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.
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| −20 years | 2 | +1000 | Advanced epigenetic triggers boost physical and cognitive performance in the workplace, dramatically shortening life expectancy. After all, fading away is never as much fun as burning out.
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| −30 years | −5% | 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.
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| −30 years | +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.
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| −30 years | −5% | 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.
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Cybernetic Creed traits[edit | edit source]
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Available only with the The Machine Age DLC enabled. |
Empires with the
Cybernetic Creed origin will begin with the
Ritualistic Implants and can replace it with a faction-specific trait during the The Conclave of Fusion situation. Each of these traits gives leaders the ![]()
![]()
Ritualistic Implants trait, increases the pops' price on the slave market by
+500 and prevents the species from being modified until the The Conclave of Fusion situation ends.
Pre-sapient traits[edit | edit source]
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 the traits do not cost any trait points. A few pre-sapient traits are found only in certain species but can also be added if a sapient species is turned pre-sapient by a covenant with the Composer of Strands. They can be removed from templates if the empire has one of the following:
| Trait | Effects | Conflicts | Notes | Description |
|---|---|---|---|---|
Members of this species often prefer old wisdom over new experiences.
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Members of this species are very possessive of the planets they call home.
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Members of this species are more philosophically inclined than most.
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This species has traditionally shunned intellectual pursuits in favor of physical labor.
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This species has always, consciously or not, longed to traverse the void between the stars.
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| Species generated by civics can only have this trait if generated on a |
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
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The brutal devolution process endured by this species had a strong negative impact upon their abilities.
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| Only found through the Overgrown Ruins anomaly, or added by the Composer of Strands | 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.
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| Only found through the Rapid Desertification anomaly | This species is unable to complete even the simplest tasks. Their only skill is the incredible speed at which they reproduce.
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Added to new pops with the |
Spending a brief time bereft of conscious thought, this species will soon grow up to be a fully sapient being.
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Acquired traits[edit | edit source]
These traits are not available at game start, but can be gained over the course of the game. They do not cost any trait points, but cannot be added through genetic modification, even by applying an existing template.
| Trait | Effects | Conflicts | Source | Can be removed | Description | DLC | |
|---|---|---|---|---|---|---|---|
| 0 | This species is not from this universe and is degrading slowly.
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| 0 | Abandoned Settlements anomaly | This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host.
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| −150 | Enigmatic Cache | This species has suffered the tragic consequences of an uplifting gone wrong.
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| +500 | Enigmatic Cache | This species was partially uplifted by a benevolent extragalactic intellect and has left some of its pre-sapient origins behind.
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| +750 | Enigmatic Cache | This species was uplifted by a benevolent extragalactic intellect and has left its pre-sapient origins behind.
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| +2000 | This species has been exposed to the transformational effects of a Gaia Seeder, causing it to sprout mutualistic blooms of lichen when living on Gaia Worlds.
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+500 |
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The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks.
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| +2500 | The external membrane and amorphous body of this species allows them to adapt to any environment and renders them immune to a wide variety of diseases.
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| 0 | The Storm Fused learned to cultivate their Inner Storm as they strain for enlightenment.
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| 0 | Fatal Mutations event | Unfortunate reactions to experimentation drastically altered this species' physiology.
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| 0 | Dark Matter Contamination event | Their bodies enhanced following saturation in Dark Matter, they now vent trace amounts of non-baryonic particles at regular intervals but will burn through their expected lifespan more quickly.
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| 0 | Emergent Abilities event | After long-term exposure to mind-altering bacteria, this species' digestive system produces psionic probiotics that promote telepathic communication between affected individuals.
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| 0 | In a gruesome display of devotion, this species has branded its flesh with the mark of 'The End'.
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Ascension traits[edit | edit source]
Ascension traits can only be added by completing certain ascensions.
Assimilation traits[edit | edit source]
These traits are added by assimilation or events, and cannot be added or removed through genetic modification. None of them costs any trait points. When a species is assimilated to add a trait, all traits that conflict with it will be removed.
Biological ascension traits[edit | edit source]
Biological ascension traits are unlocked for genetic modification through biological ascension traditions.
Advanced genetic traits[edit | edit source]
Advanced genetic traits are unlocked for genetic modification by the
Allelic Expression or
Exemplary Genetics or
Unnatural Selection traditions. They can only be removed by empires that have the
Genetic Resequencing or
Genotype Regeneration or
Unnatural Selection traditions.
If the empire has the
Exemplary Genetics tradition, all of these traits except
Exotic Metabolism have their cost reduced by −1, while their cost for Species Genetic Perfection calculation of purity authorities are not changed.
If the empire has the
Somatic Synthesization tradition, the
Vat-Grown trait can be added or removed regardless of other requirements and has its cost reduced to 0.
Adaptive Mutations[edit | edit source]
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Available only with the BioGenesis DLC enabled. |
Empires without the
Evolutionary Predators origin obtain the Adaptive Mutations trait upon adopting
Mutation tradition tree, or later by launching the
Divergence Directive agenda.
| Trait | Effects | Conflicts | Description | |
|---|---|---|---|---|
| +500 | By introducing hyper-adaptive nucleotides into the genetic structure of this species, they are capable of evolutionary changes in real time.
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Nucleotide Isolation traits[edit | edit source]
Nucleotide Isolation traits can be obtained in two ways:
- They can be added through genetic modification via the
Nucleotide Isolation tradition. - They can be obtained from the Orbital Speed Demon event chain, in which case they will also come with their trait point cost reduced by −1, while their cost for Species Genetic Perfection calculation of purity authorities are not changed.
Biological leviathan traits[edit | edit source]
Biological leviathan traits can only be added by empires that defeated certain guardians and either completed the
Genetics tradition tree or adopted the
Nucleotide Isolation tradition.
Cyborg traits[edit | edit source]
Cyborg traits can be added to or removed from a
Cybernetic species if the empire has the
Integrated Anatomy tradition. They are removed if the species is assimilated to remove cybernetic traits.
Empires with the
Hard Reset origin or the
Augmentation Bazaars civic can select some of these traits at empire creation and add or remove them through species modification.
Positive cyborg traits[edit | edit source]
| Trait | Effects | Conflicts | Can also be added or removed with | DLC | |||
|---|---|---|---|---|---|---|---|
| 2 | +1000 | Universal plug-and-play connection ports allow augmentations to be replaced as needed, aligning their capabilities with current operational demands.
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| 2 | +500 | These highly efficient processors increase the both workload and endurance.
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| 1 | +750 | A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables cybernetic workers to increase produce yields.
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| 1 | +750 | Outfit a cyborg with a battery of power drills, and suddenly everything looks like a mineral deposit.
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| 1 | +750 | The use of superconductive materials in units have cut energy transmission losses to zero percent.
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| 1 | +1500 | Collapsible labor units with flexible joints enable them to fold neatly into stacks during transportation, then self-assemble on site.
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| 1 | +750 | Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.
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| 1 | +750 | A revolutionary technique fits autonomous units with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.
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| 1 | +1500 | Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.
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| 1 | +750 | Efficiently navigating the increasingly complex frontiers of science requires parallel processors to augment organic brains.
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| 1 | +500 | Loyalty as an ideal is a distinctly organic concept. It is much more efficient to simply program compliance.
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| 1 | +750 | Extensively batched AI processes allow these units to scale greatly with minimal loss of efficiency.
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| 1 | +500 | Predictive algorithms allow for maximum optimization. Infinitesimal market fluctuations in currency rates, stock availability, and the emotional response of organic partners are accounted for.
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| 1 | +750 | This species favors custom engravings, aftermarket components and paint schemes to maximize visual impact. Sometimes the only choice is to flash that chrome.
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| 1 | +750 | Cortical analysis units can jolt down users at the inception of seditious thiking, or dispense hormonal rewards to exemplar citizens.
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| 1 | +1000 | Fusing armaments with cybernetic limbs offers instant firepower for the army and law enforcement officials alike.
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| 1 | +1500 | The enforced backwards compatibility of mandatory implants greatly reduces the cost of outfitting newborn citizens.
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| 1 | +750 | Precision-crafted tools and implant modifications have been created specifically to assist in demanding engineering tasks.
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| 1 | +750 | Integrated multi-modal processing produces physics calculations on the fly without requiring a connection to an external computing unit.
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| 1 | +750 | Empathy drivers and behavioral heuristics open a fast track to sociological research, handling complex analytics like a second brain.
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Negative cyborg traits[edit | edit source]
Mechanical leviathan traits[edit | edit source]
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Available only with the The Machine Age DLC enabled. |
Mechanical leviathan traits can only be added by empires that have the
Leviathan Tech Genesis technology and defeated the guardian with the same name.
Auto-modding only traits[edit | edit source]
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Available only with the BioGenesis DLC enabled. |
These traits are auto-modding targets of
Adaptive Mutations and
Malleable Genes. They cannot be directly added to species.
All of these traits increase corresponding job efficiency by +5%, or +10% with the
Planned Polymorphism tradition.
Unique species traits[edit | edit source]
These traits are present on unique species that can be encountered in the galaxy, and cannot be added to regular species.
| Trait | Effects | Conflicts | Species source | Description | ||
|---|---|---|---|---|---|---|
| 2 | +100 | Impossible Organism event chain | This species possesses perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
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| 1 | 0 | This species has been trained in the holy art of Numistic administration.
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| 0 | 0 | This species spawns rapidly from a thick and mucilaginous slime with the aid of a gestational catalyst.
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References[edit | edit source]
| Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
| Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
| Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
| Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
| Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
| Governance | Empire • Origin • Government • Civics • Council • Policies • Edicts • Factions • Traditions • Ascension perks • Situations • Player crisis |
| Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
| Buildings | Planet capital • Common buildings • Planet unique • Empire unique • Holdings |
| Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
| Technology | Technology • Physics research • Society research • Engineering research |
| Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
| Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
| Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |