Biological traits

From Stellaris Wiki
Jump to navigation Jump to search

Version

Outliner top.png
This article has been verified for the current PC version (4.4) of the game.

Biological traits are available for species with the Trait organic.png Organic, Lithoid Lithoid and Thermophile Thermophile primary trait. They can be changed through genetic modification, which requires the Gene Tailoring Gene Tailoring technology.

Climate preference traits[edit | edit source]

Each species has a climate preference trait that determines their base Mod habitability.png 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 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 Aquatic or Void Dweller Void Dweller trait.

Preference Planet arid.pngPlanet desert.pngPlanet savannah.png
Dry
Planet continental.pngPlanet ocean.pngPlanet tropical.png
Wet
Planet alpine.pngPlanet arctic.pngPlanet tundra.png
Cold
Other Source
Trait pc arid preference.png Arid 60% 20% 20% Planet arid.png Arid World: +20%
  • Empire creation
  • Genetic modification
  • Volcanic requires the Infernals.png Infernals DLC
Trait pc desert preference.png Desert 60% 20% 20% Planet desert.png Desert World: +20%
Trait pc savannah preference.png Savanna 60% 20% 20% Planet savannah.png Savanna World: +20%
Trait pc continental preference.png Continental 20% 60% 20% Planet continental.png Continental World: +20%
Trait pc ocean preference.png Ocean 20% 60% 20% Planet ocean.png Ocean World: +20%
Trait pc tropical preference.png Tropical 20% 60% 20% Planet tropical.png Tropical World: +20%
Trait pc alpine preference.png Alpine 20% 20% 60% Planet alpine.png Alpine World: +20%
Trait pc arctic preference.png Arctic 20% 20% 60% Planet arctic.png Arctic World: +20%
Trait pc tundra preference.png Tundra 20% 20% 60% Planet tundra.png Tundra World: +20%
Trait pc volcanic preference.png Volcanic 60% 20% 0% Planet molten.png Volcanic World: +60%
Trait pc habitat preference.png Habitat 0% 0% 0% Planet habitat.png Habitat: +80%
Arkship civilian.png Arkship: +20%
  • Origin void dwellers.png Void Dwellers species
  • Can be added through genetic modification by Origin void dwellers.png Void Dwellers empires
Trait pc gaia preference.png Gaia 0% 0% 0% Planet gaia.png Gaia World: +100%
  • Origins life seeded.png Life-Seeded species
Trait pc ring preference.png Ring World 0% 0% 0% Ring World Ring World: +100%
  • Origins shattered ring.png Shattered Ring species
Trait pc machine preference.png Machine 0% 0% 0% Planet ai.png Machine World: +100%
  • Origins resource consolidation.png Resource Consolidation cyborg species if Driven Assimilator Driven Assimilator
Trait pc ark preference.png Arkship 0% 0% 0% Planet habitat.png Habitat: +60%
Arkship civilian.png Arkship: +80%
  • Nomad toggle.png Nomadic species
Trait pc nuked preference.png Tomb 60% 60% 60% Planet nuked.png Tomb World: +80%
  • Species generated by
    Genesis GuidesAstrogenesis TechnologiesGenesis SymbiotesGenesis Architects Genesis
    Genesis Guides Genesis Guides
    Astrogenesis Technologies Astrogenesis Technologies
    Genesis Symbiotes Genesis Symbiotes
    Genesis Architects Genesis Architects
    civics on a matching world
  • Species generated by the R omnicodex.png Omnicodex relic on a matching world
Trait pc relic preference.png Relic 0% 0% 0% Planet nuked.png Relic World: +80%
Trait pc city preference.png Ecumenopolis 0% 0% 0% Planet city.png Ecumenopolis: +80%
Trait pc hive preference.png Hive 0% 0% 0% Planet infested.png Hive World: +100%
Trait pc nuked preference.png Nanite 60% 60% 60% Planet toxic.png Nanite World: +80%
Trait pc machine preference.png Synaptic Lathe 0% 0% 0% Planet synaptic lathe.png Synaptic Lathe: +100%
Trait auto hab preference.png Mutagenic Habitability 50% 50% 50% Planet nuked.png Tomb World: +50%
Planet molten.png Volcanic World: +50%
Feature Auto-mods species towards the other habitability traits
  • Environmental Integration Environmental Integration tradition
Trait pc dry preference.png Dry Climate Mods 70% 0% 0%
  • Mod habitability.png Habitability capped at 125%
  • Mod pop bonus workforce mult.png +2.5% Job Efficiency per 10% Habitability above 100%
  • Pop housing usage −2.5% Pop Housing Usage per 10% Habitability above 100%
  • Mod pop amenities usage mult.png −2.5% Pop Amenities Usage per 10% Habitability above 100%
  • Can be added through genetic modification with Integrated Anatomy Integrated Anatomy tradition
  • Requires the Cybernetic Cybernetic trait
  • Requires the The Machine Age.png The Machine Age DLC
Trait pc wet preference.png Wet Climate Mods 0% 70% 0%
Trait pc cold preference.png Cold Climate Mods 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.png Happiness cannot be added to species with the Hive-Minded 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 Trait points Mod country slave market cost mult.png Notes Description DLC
Trait hive mind.png Hive-Minded
  • No.png Not affected by happiness
  • Mod leader age.png +20 Years leader lifespan
  • Mod leader age.png −10 Years leader initial age
  • Pop cat simple drone.png Can be employed in gestalt jobs
  • Species right citizenship.png Uses a different set of species rights outside Hive Mind empires
ConformistsConservationistFamilialDeviantsWastefulDecadent 0 No.png
  • Forced for Auth hive mind.png Hive Mind starting species
  • Can only be added or removed through assimilation
  • Can assimilate into or out of if either:
    • Engineered Genesis Engineered Genesis tradition
    • Genotype Regeneration Genotype Regeneration tradition
    • Planned Polymorphism Planned Polymorphism tradition
    • Evolutionary Extrapolation Evolutionary Extrapolation tradition
    • Transubstantiation Synthesis Transubstantiation Synthesis (Auth hive mind.png Hive Mind only)
    • Inevitable Assimilation Inevitable Assimilation (Driven Assimilator Driven Assimilator only)
This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
Trait aquatic.png Aquatic
  • Planet ocean.png Ocean Worlds:
    • Mod habitability.png +20% Habitability
    • Pop housing usage −10% Pop housing usage
    • Pop cat worker.png +10% Worker job efficiency
  • Dry and Cold planets:
    • Mod habitability.png −20% Habitability
    • Pop housing usage +30% Pop housing usage
  • Hydrocentric Hydrocentric ascension perk boosts this trait's effects by 50%
2 0
  • Requires Trait pc ocean preference.png Ocean Preference
  • Can be added if either:
    • Yes.png Empire creation
    • Allelic Expression Allelic Expression tradition
    • Exemplary Genetics Exemplary Genetics tradition
    • Unnatural Selection Unnatural Selection tradition
  • Can be removed if No.pngHydrocentric Hydrocentric and either:
    • Genetic Resequencing Genetic Resequencing tradition
    • Genotype Regeneration Genotype Regeneration tradition
    • Unnatural Selection Unnatural Selection tradition
  • No.png Cannot change climate preference without removing the trait
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.
Aquatics.png

Positive traits[edit | edit source]

Positive traits can be selected in empire creation or added to templates after the Gene Tailoring Gene Tailoring technology has been researched. They can only be removed if the empire has the Genetic Resequencing Genetic Resequencing or Genotype Regeneration Genotype Regeneration tradition.

The Adaptive Adaptive and Rapid Breeders 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 Allelic Expression, Exemplary Genetics Exemplary Genetics, or Unnatural Selection Unnatural Selection tradition.

The Recursive Learners Recursive Learners trait is only available for species with the Arkship Preference Arkship Preference or Mutagenic Habitability Mutagenic Habitability trait.

Trait Effects Conflicts Trait points Mod country slave market cost mult.png Can also be removed with Description DLC
Trait adaptive.png Adaptive Mod habitability.png +10% Habitability NonadaptiveExtremely Adaptive 2 +500
This species is highly adaptive when it comes to foreign environments.
Trait extremely adaptive.png Extremely Adaptive Mod habitability.png +20% Habitability NonadaptiveAdaptiveLithoid 4 +1000
This species is remarkably adept at adapting to any foreign environments.
Trait agrarian.png Agrarian Farmer +15% Farming job efficiency Lithoid 2 +500 Tech gene expressions.png Targeted Gene Expressions
This species has a deep connection to the land, and make expert farmers and gardeners.
Trait charismatic.png Charismatic Entertainer +20% Influential job efficiency RepugnantTrait terraphobic.png 2 +500 Tech gene expressions.png Targeted Gene Expressions
Members of this species have a special charisma, and are generally considered pleasant to be around.
Trait communal.png Communal Pop housing usage −10% Pop housing usage SolitaryShelled 1 +500
Members of this species are highly communal, and quite used to living in close proximity to others.
Trait conformists.png Conformists Mod pop government ethic attraction.png +30% Governing ethics attraction DeviantsHive-Minded 2 +500
These people always seek consensus and are more likely to conform to the governing ethics.
Trait conservationist.png Conservationist Mod consumer goods upkeep mult.png −10% Pop consumer goods upkeep WastefulHive-Minded 1 +500
Members of this species believe that resources must be conserved and recycled.
Trait docile.png Docile Empire sprawl.png −10% Empire size from pops Unruly 2 +500
Members of this species are easy to manage and organize. They tend to be cooperative and amicable.
Trait enduring.png Enduring Mod leader age.png +20 Years leader lifespan FleetingVenerable 1 +500
Lifespans in this species are unusually long.
Trait venerable.png Venerable Mod leader age.png +80 Years leader lifespan FleetingEnduring 4 +1000
This species can grow to an age that commands dignity and respect.
Trait existential iteroparity.png Existential Iteroparity Mod pop growth speed.png +20% Pop growth during war and crisis Psychological InfertilityRapid BreedersIncubatorsBuddingCrystallizationEgg LayingPyroclastic Channeling 2 +1000 Somatic Synthesization Somatic Synthesization
This species grew up in hostile conditions where outbreeding your rivals was the key to survival.
Trait industrious.png Industrious Miner +15% Mining job efficiency 2 +500 Tech gene expressions.png Targeted Gene Expressions
Members of this species are known for their diligent and hard-working nature, always going above and beyond.
Trait ingenious.png Ingenious Technician +15% Technician job efficiency 2 +500 Tech gene expressions.png Targeted Gene Expressions
Members of this species are good at 'thinking outside the box' and know how to maximize the efficiency of their infrastructure and power grids.
Trait intelligent.png Intelligent Researcher +10% Researcher job efficiency Trait cranial hypertrophy.pngTrait cranial megatrophy.png 2 +500 Tech gene expressions.png Targeted Gene Expressions
This species is highly intelligent, and enjoys faster technological progress.
Trait natural engineers.png Natural Engineers Engineer +15% Engineer job efficiency Natural PhysicistsNatural SociologistsRecursive Learners 1 +500
Members of this species have a natural inclination towards engineering and material sciences.
Trait natural physicists.png Natural Physicists Physicist +15% Physicist job efficiency Natural EngineersNatural SociologistsRecursive Learners 1 +500
Members of this species have a natural inclination towards theoretical physics and astral phenomena.
Trait natural sociologists.png Natural Sociologists Biologist +15% Biologist job efficiency Natural PhysicistsNatural EngineersRecursive Learners 1 +500
Members of this species have a natural inclination towards sociology and biological studies.
Trait nomadic.png Migratory Mod pop resettlement cost mult.png −35% Resettlement cost Sedentary 1 +500
This species has a nomadic past, and its members often think nothing of relocating to another world.
Trait quick learners.png Quick Learners Mod leader species exp gain.png +10% Leader experience gain Slow Learners 1 +500
Members of this species are quick to learn from their experiences.
Trait rapid breeders.png Rapid Breeders Mod pop growth speed.png +10% Pop growth speed Slow BreedersExistential IteroparityIncubatorsBuddingCrystallizationEgg LayingPyroclastic Channeling 2 +1000 Somatic Synthesization Somatic Synthesization
This species reproduces at a very rapid rate, increasing population growth.
Trait resilient.png Resilient Mod army damage mult.png +50% Defense army damage 1 +500
Members of this species are physiologically resilient, and will fight like enraged brood mothers to defend their worlds.
Trait strong.png Strong
  • Mod army damage mult.png +20% Army damage
  • Soldier +10% Soldier efficiency
  • Pop cat worker.png +2.5% Worker job efficiency
  • Pop cat simple drone.png +2.5% Menial Drone job efficiency
Very StrongWeakHollow Bones 1 +1000
Members of this species possess great physical strength, making them formidable fighters on the ground.
Trait very strong.png Very Strong
  • Mod army damage mult.png +40% Army Damage
  • Soldier +15% Soldier efficiency
  • Pop cat worker.png +5% Worker job efficiency
  • Pop cat simple drone.png +5% Menial Drone job efficiency
StrongWeakHollow Bones 3 +2000
Members of this species possess a strength that almost defies the laws of physics.
Trait talented.png Talented
  • Upkeep −10% Leader upkeep
  • Mod leader negative traits add.png −1 Leader maximum negative traits
1 +500
Member of this species are born with a natural aptitude.
Trait thrifty.png Thrifty Trader +25% Trader job efficiency Hive-Minded 2 +500 Tech gene expressions.png Targeted Gene Expressions
Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.
Trait traditional.png Traditional Bureaucrat +10% Bureaucrat job efficiency Quarrelsome 1 +500 Tech gene expressions.png Targeted Gene Expressions
Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.
Trait incubator.png Incubators
  • Mod pop growth speed.png +30% Pop growth speed
    • Mod pop growth speed.png −1% for every 100 pops above 700, until it reaches the effect of Mod pop growth speed.png −10% at 4700 pops
Slow BreedersRapid BreedersExistential IteroparityBuddingCrystallizationEgg LayingPyroclastic Channeling 2 +2000 Somatic Synthesization Somatic Synthesization
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.
Toxoids.png
Trait noxious.png Noxious
  • Happiness.png +2% Happiness per non-Noxious pop (max +40%)
  • Happiness.png −1% Happiness to non-Noxious pops
  • Mod army damage mult.png +50% Army damage
  • Habitability floor +30% Species minimum habitability
  • Habitability ceiling −30% Species habitability cap
  • Mod pop amenities usage mult.png +10% Pop amenities usage
  • No.png Cannot be set to Livestock slavery
1 −500
Extremely unpleasant to be in the vicinity of, beings with this trait take vindication from being insufferable to everyone else.
Toxoids.png
Trait inorganic breath.png Inorganic Breath
  • Exotic gases.png +0.02 Exotic gases per 100 pops
  • Upkeep +50% Pop upkeep
3 +1000
The slightly toxic digestive methods of this species have resulted in a highly exotic breath composition.
Toxoids.png
Trait unbreakable resolve.png Unbreakable Resolve Mod planet stability.png +0.2 Stability per 100 free pops (max +15) 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.
Infernals.png
Trait photoadaptive.png Photoadaptive
  • Mod leader age.png +10 Years leader lifespan
  • Physicist +15% Physicist jobs in systems with a black hole
  • Engineer +15% Engineer jobs in systems with a class M star
Mod pop bonus workforce mult.png Worker and Menial Drone job efficiency scale with star class
    • +15% around Pulsar.png Pulsars and Neutron Star.png Neutron Stars
    • +10% around B Star.png B, A Star.png A, F Star.png F and Neutron Star.png Astral Star
    • +5% around G Star.png G, K Star.png K and File:X Star.png Viridescent Lightbringer
    • −5% around M Star.png M Stars
    • −15% around T Star.png T Brown Dwarfs, Black Hole.png Black Holes and Protostars
WeakHollow BonesTrait tankbound.png 2 +1000
This species resonates with starlight. Variations in stellar luminosity subtly reshape their biology as they journey between stars.
Nomads.png
Trait reavers.png Reaver
  • Trader +5% Trader job efficiency
  • Leader trait bg basic.pngLeader trait overlay veteran.pngLeader trait plunderer.pngLeader trait tier 1.pngPlunderer Commanders gain the Plunderer trait
CharismaticTrait terraphobic.png 2 +500
Cunning, not camaraderie, shaped this species' evolution. Every interaction is a contest of will, and survival belongs to the most ruthless.
Nomads.png
Trait recursive learners.png Recursive Learners
Mod pop bonus workforce mult.png +1.25% Job efficiency per district depending on arkship
    • Metallurgist Metallurgists, Artisan Artisans and Job ark harvester.png Astro-Harvesters on civilian arkships
    • Engineer Engineers, Biologist Biologists, Physicist Physicists on scientific arkships
    • Engineer Engineers and Soldier Soldiers on military arkships
Natural EngineersNatural PhysicistsNatural SociologistsRecursive Learners 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.
Nomads.png

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 Tech gene expressions.png Targeted Gene Expressions technology. It enables auto-modding, and will automatically adjust to provide bonuses associated with the pop's current job.

Trait Effects Trait points Mod country slave market cost mult.png Description
Trait auto mod biological.png Vocational Genomics Feature Enables Auto-Modding 3 +1000
Advanced genetic strings feature epigenetic triggers that adapt to occupational demands, dynamically optimizing gene expression for the host's work environment.

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 Genetics tradition tree or adopts the Unnatural Selection Unnatural Selection tradition. Empires with the Origin evolutionary predators.png 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 Trait points Mod country slave market cost mult.png Description DLC
Phototrophic Phototrophic Pop resource energy mult.png Replaces half of base pop upkeep with Energy RadiotrophicVoidlingCave Dweller 1 +1000
This species is sustained by a combination of both food and sunlight.
DLC plantoids species pack.png
Radiotrophic Radiotrophic
  • Pop resource energy mult.png Replaces half of base pop upkeep with Energy
  • Energy Credits.png No Energy upkeep on Tomb Worlds
  • Mod pop growth speed.png +10% Tomb World pop growth speed
  • Mod habitability.png +10% Tomb World habitability
PhototrophicVoidling 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.
DLC plantoids species pack.png
Invasive Species Invasive Species
  • Mod habitability.png +5% Habitability per negative trait
  • Mod pop growth speed.png +5% Pop growth speed per negative trait
All positive non-botanical biological traits 2 0
Rapid reproduction. High dispersal ability. Zero useful capabilities.
DLC plantoids species pack.png
Budding Budding Pop assembly organic.png +0.02 Organic pop assembly per 100 pops Slow BreedersRapid BreedersExistential IteroparityIncubatorsCrystallizationEgg LayingPyroclastic ChannelingPolymelic Aquatic 07.pngNecroids 03.png 2 +2000
This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.
DLC plantoids species pack.png
Crystallization Crystallization Pop assembly organic.png +0.02 Organic pop assembly per 100 pops Slow BreedersRapid BreedersExistential IteroparityIncubatorsBuddingEgg LayingPyroclastic ChannelingPolymelic 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.
DLC plantoids species pack.png
Gaseous Byproducts Gaseous Byproducts Exotic gases.png +0.01 Exotic gases per 100 pops Scintillating SkinVolatile ExcretionsDrake-Scaled Lithoid 2 +1000
The metabolic processes of this species cause regular venting of gases useful to industry.
Lithoids.png
Scintillating Skin Scintillating Skin Rare crystals.png +0.01 Rare crystals per 100 pops Gaseous ByproductsVolatile ExcretionsPyroclastic ChannelingDrake-Scaled Lithoid 2 +1000
The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
Lithoids.png
Volatile Excretions Volatile Excretions Volatile motes.png +0.01 Volatile motes per 100 pops Gaseous ByproductsScintillating SkinDrake-Scaled Lithoid 2 +1000
The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.
Lithoids.png
Familial Familial Happiness.png +0.1% Happiness per 100 Familial pops (max +20%) Hive-Minded Fungoid 04.pngFungoid 16.pngPlantoid 17 female.pngLithoid human.pngAquatic 05.png 2 +1000
Bound by deep, enduring relationships with their closest relatives, this species forms highly efficient and cohesive collectives.
BioGenesis.png
Genetic Memory Genetic Memory Mod habitability.png +0.5% Habitability per colony age (max +25%) Nonadaptive Fungoid 04.pngFungoid 16.pngPlantoid 17 female.pngLithoid human.pngAquatic 05.png 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.
BioGenesis.png
Camouflage Camouflage
  • Physicist +10% Physicist job efficiency
  • Mod army health.png +20% Army health
ChromalogsNatural PhysicistsNerve Stapled Toxic 12.png 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.
BioGenesis.png
Chromalogs Chromalogs
  • Mod army health.png +40% Army health
  • Mod pop government ethic attraction.png +15% Governing ethics attraction
  • Physicist +20% Physicist job efficiency
  • Bureaucrat +20% Bureaucrat job efficiency
CamouflageNatural PhysicistsNerve Stapled Toxic 12.pngAvian 18.png 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.
BioGenesis.png
Egg Laying Egg Laying
  • Mod pop growth speed.png +15% Biological growth speed if local surplus of Food
  • Mod pop growth speed.png +15% Lithoid growth speed if local surplus of Minerals
Slow BreedersRapid BreedersExistential IteroparityIncubatorsBuddingCrystallizationPyroclastic ChannelingPolymelic Mammalian massive 16.png 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.
BioGenesis.png
Spare Organs Spare Organs
  • Leader trait bg basic.pngLeader trait second chance.pngSecond Chance Leaders survive their first death
  • Unknown.png 20% Chance to replace lost offensive armies
  • Livestock +50% Livestock Output
2 +1000
This species evolved redundant organs to survive even the most grievous injuries - a successful adaptation, as evidenced by their continued existence.
BioGenesis.png
Seasonal Dormancy Seasonal Dormancy
  • Upkeep −15% Employed pop upkeep
  • Upkeep −75% Unemployed pop upkeep
WastefulConservationistLow Maintenance Fungoid 04.pngFungoid 16.png 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.
BioGenesis.png
Flight Flight
  • Mod army damage mult.png −30% Army damage taken
  • Leader skill levels.png +1 Effective commander skill level
Spatial MasteryCommunalShelled Reptilian 17.pngMammalian slender 01.pngBio species 10.png 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.
BioGenesis.png
Spatial Mastery Spatial Mastery
  • Mod army damage mult.png −50% Army damage taken
  • Pop housing usage −10% Pop housing usage
  • Leader skill levels.png +1 Effective leader skill level
FlightCommunalShelled Reptilian 17.pngMammalian slender 01.pngBio species 10.png 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.
BioGenesis.png
Shelled Shelled
  • Mod habitability.png +10% Habitability
  • Pop housing usage −30% Pop housing usage
Spatial MasteryCommunal Reptilian massive 14.pngBio species 03.png 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.
BioGenesis.png
Acidic Vascularity Acidic Vascularity
  • Mod army damage mult.png +250 Army damage dealt when armies die
  • Purging −75% Purged pop resource output
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.
BioGenesis.png
Uncanny Intuition Uncanny Intuition Leader skill levels.png +2 Effective councilor skill level Psionic 3 +2000
This species exhibits an inexplicable ability to navigate through complex problems on its first attempt.
Shadows of the Shroud.png
Cranial Hypertrophy Cranial Hypertrophy
  • Researcher +15% Researcher job efficiency
  • Pop cat worker.png −10% Worker job efficiency
  • Pop cat simple drone.png −10% Menial Drone job efficiency
IntelligentTrait cranial megatrophy.png Psionic Mammalian ratling.pngFungoid 08.pngToxic 13.png 2 +1500
The frame of this species' neural encasement has inflated to the point where its physical capabilities have become somewhat limited.
Shadows of the Shroud.png
Cranial Megatrophy Cranial Megatrophy
  • Researcher +25% Researcher job efficiency
  • Pop cat worker.png −20% Worker job efficiency
  • Pop cat simple drone.png −20% Menial Drone job efficiency
IntelligentTrait cranial hypertrophy.png Psionic Mammalian ratling.pngFungoid 08.pngToxic 13.png 4 +2000
The frame of this species' neural encasement has inflated to its ultimate biological limit.
Shadows of the Shroud.png
Crucible Community Crucible Community Edict capacity.png +0.25 Edict fund per 100 pops 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.
Infernals.png
Pyroclastic Channeling Pyroclastic Channeling Mod pop growth speed.png +10% Pop growth speed on Volcanic worlds Slow BreedersRapid BreedersExistential IteroparityIncubatorsBuddingCrystallizationEgg LayingPolymelic 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.
Infernals.png
Shell Slag Shell Slag Living Metal.png +0.005 Living metal per 100 pops Drake-Scaled 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.
Infernals.png

Negative traits[edit | edit source]

Negative traits can be selected in empire creation, and later removed from templates after the Gene Tailoring Gene Tailoring technology has been researched. They can be added to templates if the empire has one of the following traditions:

  • Genetic Resequencing Genetic Resequencing
  • Genotype Regeneration Genotype Regeneration
  • Unnatural Selection Unnatural Selection

The Trait terraphobic.png Terraphobic trait is only available to species with the Trait pc ark preference.png Arkship Preference, Habitat Preference Habitat Preference or Mutagenic Habitability Mutagenic Habitability traits.

Trait Effects Conflicts Trait points Mod country slave market cost mult.png Description DLC
Trait decadent.png Decadent
  • Happiness.png −10% Worker happiness
  • Happiness.png −10% Slave happiness
Hive-Minded −1 −200
This species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.
Trait deviants.png Deviants Mod pop government ethic attraction.png −15% Governing ethics attraction ConformistsHive-Minded −1 −200
These people are rebellious in nature and constantly try to challenge the status-quo.
Trait fleeting.png Fleeting
  • Mod leader age.png −10 Years leader lifespan if biological
  • Mod leader age.png −25 Years leader lifespan if lithoid
EnduringVenerable −1 −200
Time is fleeting for this species. What they lack in longevity, they have to make up in other ways.
Trait jinxed.png Jinxed Mod leader negative traits add.png +1 Leader maximum negative traits −1 −500
Leaders from this species seem clumsier and more prone to accidents or vices than average, as if cursed from birth.
Trait nonadaptive.png Nonadaptive Mod habitability.png −10% Habitability AdaptiveExtremely AdaptiveLithoid −2 −200
This species does not adapt well to foreign environments.
Trait psychological infertility.png Psychological Infertility Mod pop growth speed.png −30% Pop growth during war and crisis Existential IteroparityNascent Stage −2 −1000
Members of this species are extremely sensitive to the rigors of conflict with the resulting stress taking over the more primal urges.
Trait quarrelsome.png Quarrelsome Bureaucrat −10% Bureaucrat job efficiency TraditionalPropaganda Machines −1 −200
While not inherently distrustful, members of this species are often socially combative.
Trait repugnant.png Repugnant Entertainer −20% Influential job efficiency Charismatic −2 −200
The physical appearance and customs of this species are considered offensive to most others, and few appreciate them as neighbors.
Trait sedentary.png Sedentary Mod pop resettlement cost mult.png +35% Resettlement cost Migratory −1 −200
This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
Trait slow breeders.png Slow Breeders Mod pop growth speed.png −10% Pop growth speed Nascent StageRapid BreedersExistential IteroparityIncubatorsBuddingCrystallizationEgg LayingPyroclastic ChannelingLithoid −2 −1000
This species reproduces at a slow rate, lowering population growth.
Trait slow learners.png Slow Learners Mod leader species exp gain.png −10% Leader experience gain Quick Learners −1 −200
Members of this species are slow to learn from their experiences.
Trait solitary.png Solitary Pop housing usage +10% Pop housing usage Communal −1 −200
Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
Trait unruly.png Unruly Empire sprawl.png +10% Empire size from pops Docile −2 −200
Unruly species are difficult to manage and organize. They do not like being told what to do, and are often quarrelsome or questioning.
Trait wasteful.png Wasteful Mod consumer goods upkeep mult.png +10% Pop consumer goods upkeep ConservationistHive-Minded −1 −200
Members of this species seemingly have no concept of frugality and are prone to useless consumption.
Trait weak.png Weak
  • Mod army damage mult.png −20% Army Damage
  • Soldier −10% Soldier job efficiency
  • Pop cat worker.png −2.5% Worker job efficiency
  • Pop cat simple drone.png −2.5% Menial Drone job efficiency
PhotoadaptiveStrongVery StrongHollow BonesTrait tankbound.png −1 −1000
Members of this species are physically weaker than average, making them poor fighters on the ground.
Trait terraphobic.png Terraphobic
  • Mod army damage mult.png −35% Army damage
  • Mod pop bonus workforce mult.png −15% Job efficiency on planets
  • Amenities.png +15% Pop amenities usage on planets
AdaptiveExtremely AdaptiveTrait reavers.png −1 −250
Having adapted to life aboard artificial environments, this species finds planetary environments oppressive. Gravity, atmosphere, and terrain pose constant challenges to their frail physiology.
Nomads.png

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 Genetics tradition tree or adopts the Unnatural Selection Unnatural Selection tradition.

Trait Effects Conflicts Species class Additional portraits Trait points Mod country slave market cost mult.png Description DLC
Nascent Stage Nascent Stage Pre-sapient New pops are pre-sapient for the first 5 years Slow BreedersPsychological InfertilityPathogenic Genes Fungoid 04.pngFungoid 16.pngPlantoid 17 female.pngLithoid human.pngAquatic 05.png −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.
BioGenesis.png
Permeable Skin Permeable Skin Mod habitability.png −20% Habitability on worlds with a different climate category
  • AdaptiveExtremely Adaptive
  • All non-standard climate preference traits
−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.
BioGenesis.png
Brittle Hollow Bones
  • Pop cat worker.png −0.67% Worker job efficiency per planet size
  • Pop cat simple drone.png −0.67% Menial Drone job efficiency per planet size
  • Soldier −0.67% Soldier job efficiency per planet size
PhotoadaptiveStrongVery StrongWeakTrait tankbound.png −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.
BioGenesis.png
Brittle Rooted
  • Mod pop resettlement cost mult.png +200% Resettlement cost
  • No.png Pops will not resettle automatically
MigratorySedentary Aquatic 07.pngLithoid 06.pngNecroids 03.png −3 −400
This species literally takes root in whichever environment they find themselves, making removal a highly traumatic experience.
BioGenesis.png
Brittle Brittle Mod pop amenities usage mult.png +0.5 Pop amenities usage −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.
BioGenesis.png
Haunting Visions Haunting Visions
  • Pop cat ruler.png −10% Elite job efficiency
  • Pop cat specialist.png −10% Specialist job efficiency
  • Pop cat complex drone.png −10% Complex Drone job efficiency
Psionic −2 −2000
Entities from other dimensions send maddening visions into the minds of this species, affecting their ability to perform complex tasks.
Shadows of the Shroud.png

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.

Trait Effects Conflicts Mod country slave market cost mult.png Civic Description DLC
Trait stargazer.png Stargazer
  • Mod habitability.png +10% Habitability
  • Mod pop resettlement cost mult.png −50% Resettlement cost
SedentaryStarbornEarthbound +500 Stargazers Stargazers
This species has always, consciously or not, longed to traverse the void between the stars.
First Contact
Trait storm touched.png Storm Touched
  • Mod pop bonus workforce mult.png +10% Job efficiency in a cosmic storm
  • Mod pop amenities usage mult.png −10% Pop amenities usage in a cosmic storm
0
Storm DevotionStorm Influencers Storm Devotion
Storm Devotion Storm Devotion
Storm Influencers Storm Influencers
Being inside a cosmic storm fills the Storm Touched with devotional aspiration.
Cosmic Storms.png
Trait tankbound.png Tankbound
  • Upkeep −50% Food (or equivalent) Pop upkeep
  • Mod pop amenities usage mult.png +50% Pop amenities usage
  • Mod pop growth speed.png −25% Pop growth speed
  • No.png Cannot be employed in Worker jobs
  • No.png Cannot be recruited in armies
WeakHollow Bones 0
TankboundCorporate Thinktank Tankbound
Tankbound Tankbound
Corporate Thinktank Corporate Thinktank
This species lives out its existence suspended in a vat of specialized bio-fluids. As such, they are heavily reliant on assistive equipment and incapable of engaging directly in physical work.
Shadows of the Shroud.png

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 Driven Assimilator or Rogue Servitor Rogue Servitor secondary species will use these origin traits as well.

Trait Effects Conflicts Trait points Mod country slave market cost mult.png Origin Notes Description DLC
Trait presapient.png Serviles
  • Happiness.png +10% Happiness
  • Pop cat worker.png +10% Worker job efficiency
  • Pop cat worker.png Cannot be employed in elite or specialist jobs
  • No.png Cannot generate leaders
IntelligentEruditeNatural EngineersNatural PhysicistsNatural SociologistsTalentedQuick LearnersSlow LearnersEnduringVenerableFleetingJinxedDecadentElevated SynapsesGene MentorshipAugmented Intelligence 1 +500 Origins syncretic evolution.png Syncretic Evolution
(secondary species)
No.png Cannot be removed
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.
Trait survivor.png Survivor
  • Mod leader age.png +10 Years leader lifespan
  • Mod habitability.png +70% Tomb World habitability
  • Pop housing usage −10% Pop housing usage
  • Mod pop amenities usage mult.png −15% Pop amenities usage
0 +500 Origins post apocalyptic.png Post-Apocalyptic Yes.png Can be removed
This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable of circumstances should not be underestimated.
Apocalypse.png
Trait void dweller positive.png Void Dweller
  • Mod pop bonus workforce mult.png +15% Job efficiency on habitats
  • Mod pop bonus workforce mult.png −15% Job efficiency on planets
  • Happiness.png −30% Pop happiness on planets
0 +500 Origin void dwellers.png Void Dwellers
  • Can be added if:
    • Origin void dwellers.png Void Dwellers origin
    • Habitat Preference Habitat Preference
  • Can be removed if either:
    • Genetic Resequencing Genetic Resequencing tradition
    • Genotype Regeneration Genotype Regeneration tradition
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.
Federations
Trait necrophage.png Necrophage
  • Mod leader age.png +80 Years leader lifespan
  • Upkeep −50% Pop upkeep
  • Pop cat ruler.png +5% Elite job efficiency
  • Pop cat specialist.png +5% Specialist job efficiency
  • Pop cat worker.png −10% Worker job efficiency
  • Mod pop growth speed.png −50% Pop growth speed
  • Mod pop growth speed.png −50% Organic pop growth multiplier
BuddingCrystallizationPsychological InfertilityVat-GrownPolymelic 0 0 Necrophage Necrophage No.png Cannot be removed
This species of near-immortals procreates by consuming pops of other species.
Necroids.png
Trait cave dweller.png Cave Dweller
  • Habitability floor +50% Species minimum habitability
  • Miner +15% Mining job efficiency
  • Empire sprawl.png +10% Empire size from pops
  • Mod pop growth speed.png −10% Biological pop growth speed
PhototrophicAquatic 0 +500 Origins subterranean.png Subterranean No.png Cannot be removed
This species thrives under the surface of any planet they can inhabit.
Overlord
Trait perfected genes.png Perfected Genes
  • Mod leader age.png +25 Years leader lifespan
  • Mod leader species exp gain.png −20% Leader experience gain
FleetingWeak 0 0 Origins under one rule.png Under One Rule No.png Cannot be removed
Millennia of genetic experimentation and war have led to the creation of a highly resilient species.
Galactic Paragons.png
Trait pathogenic genes.png Pathogenic Genes
  • Mod pop decline speed.png Pops decline naturally
  • Mod pop growth speed.png Cannot reproduce naturally
  • No.png Cannot colonize or be resettled
Rapid BreedersExistential IteroparityIncubatorsBuddingCrystallizationEgg LayingMigratoryAdaptiveExtremely AdaptiveSlow BreedersPsychological InfertilitySedentaryNonadaptiveNascent Stage −1 0 Origin synthetic fertility.png Synthetic Fertility No.png Cannot be removed
A novel genetic disease prevents this species from producing offspring. It has resisted all known gene therapy methods.
The Machine Age.png
Trait malleable genes.png Malleable Genes Adaptive Mutations 6 +500 Origin evolutionary predators.png Evolutionary Predators No.png Cannot be removed
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.
BioGenesis.png
Trait wilderness.png Wilderness
  • No.png Cannot colonize megastructures
  • No.png Cannot colonize artificial worlds
  • Mod pop decline speed.png Will slowly die in non-Wilderness empires
Vocational GenomicsMigratoryVat-GrownSedentaryNascent StageVocational Genomics 0 0 Origins wilderness.png Wilderness
  • Can only be added or removed through assimilation if either:
    • Engineered Genesis Engineered Genesis tradition
    • Genotype Regeneration Genotype Regeneration tradition
    • Planned Polymorphism Planned Polymorphism tradition
    • Evolutionary Extrapolation Evolutionary Extrapolation tradition
    • Transubstantiation Synthesis Transubstantiation Synthesis (Auth hive mind.png Hive Mind only)
    • Inevitable Assimilation Inevitable Assimilation (Driven Assimilator Driven Assimilator only)
This species exists as part of a mutualistic entity, made indistiguishable from its environment in its thoughts and productive output.
BioGenesis.png
Trait blindness.png Blind
  • Happiness.png +10% Happiness
  • Bureaucrat +25% Bureaucrat job efficiency
  • Mod pop bonus workforce mult.png −50% Job efficiency
0 0 Origins endbringers.png Endbringers
(situation approach)
No.png Cannot be removed
Where we are going, we won't need eyes to see.
Shadows of the Shroud.png

Hard Reset traits[edit | edit source]

Empires with the Origins unplugged.png 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.

Positive trait Negative trait
Trait Effects Description Trait Effects Description
Trait unplugged positive 3.png Cyber Commandos
  • Trait unplugged positive 3.png Commanders have the Cyber Commando III trait
  • Mod army damage mult.png +75% Army damage
  • Soldier +15% Soldier job efficiency
  • Happiness.png +30% Happiness when at war or crisis
  • Mod pop growth speed.png −20% Pop growth speed
Total limb replacements and bonded nanomesh body armor ensure these cyborgs can wage war with brutal efficiency. As a consequence, several non-military bodily functions have been sacrificed.
Trait unplugged negative 3.png Unplugged
  • Mod pop amenities usage mult.png +1 Pop amenities usage
  • Happiness.png −10 Happiness when not at war or crisis
  • Mod leader age.png −20 Years leader lifespan
Several of these cyborgs' augments were designed to utilize a battlefield network which no longer exists, causing intense stress and discomfort.
Trait unplugged positive 2.png Cyber Shock Troops
  • Trait unplugged positive 2.png Commanders have the Cyber Commando II trait
  • Mod army damage mult.png +50% Army damage
  • Soldier +10% Soldier job efficiency
  • Mod pop growth speed.png −10% Pop growth speed
These cyborgs benefit from a holistic approach to embodied loadouts. Rather than fully-integrated body armor, swappable augments allow for a modicum of non-military function.
Trait unplugged negative 2.png Disconnected
  • Mod pop amenities usage mult.png +1 Pop amenities usage
  • Happiness.png −10 Happiness when not at war or crisis
The ill-fitting nature of these cyborgs' imposed, military augments greatly reduces their quality of life and increases their bodies' demands during periods of rehabilitation.
Trait unplugged positive 1.png Cyber Soldiers
  • Trait unplugged positive 1.png Commanders have the Cyber Commando trait
  • Mod army damage mult.png +25% Army damage
  • Soldier +5% Soldier job efficiency
Elegant augmentations to these cyborgs' senses, glands, and motor nerves ensure they remain fierce and capable warriors while only marginally impacting their reproductive capabilities.
Trait unplugged negative 1.png Haunted Mod pop amenities usage mult.png +1 Pop amenities usage
Auditory hallucinations and other sensory echoes from their former machine consciousness still haunt these cyborgs, causing them to suffer severe bouts of depression and anxiety.
Trait unplugged decyberized.png De-Cyberized
  • Happiness.png +5% Happiness
  • Mod pop government ethic attraction.png +20% Governing ethics attraction
  • Biologist +10% Biologist job efficiency
  • Bureaucrat +10% Bureaucrat job efficiency
These ex-cyborgs have disabled or cast off the augments which had once been forced upon them, reclaiming many of their species' organic, inherited attributes.

Roughly a year after the Embodied Identity situation has been concluded, if the founder species does not have the Trait unplugged decyberized.png De-Cyberized trait the empire will be offered the option to gain one of three traits for the founder species:

Trait Effects Description
Trait unplugged neurocalmed.png Neuro-Calmed
  • Empire sprawl.png −5% Empire size from pops
  • Mod pop government ethic attraction.png +15% Governing ethics attraction
These cyborgs have their Neuroxene levels downregulated, reducing impulsivity and aggression, driving individuals to de-prioritize personal gain in favor of societal norms.
Trait unplugged neurocalmed.png Neuro-Savant
  • Mod leader species exp gain.png +10% Leader experience gain
  • Mod leader negative traits add.png −1 Leader maximum negative traits
These cyborgs have their Cognivex levels upregulated, enhancing synaptic plasticity, information retention, and problem-solving abilities.
Trait unplugged neurocalmed.png Regen-Optimized
  • Mod habitability.png +10% Habitability
  • Mod pop growth speed.png +10% Pop growth speed
These cyborgs have their Regenol-X levels upregulated, harmonizing biological and synthetic systems, allowing cybernetic implants to self-repair at the molecular level.

Clone Army traits[edit | edit source]

Empires with the Clone Army Clone Army origin start the game with the Clone Soldier Clone Soldier trait. After completing the Homeworld Excavation Homeworld Excavation archaeology site, the empire gets the Genetic Crossroads event chain, allowing it to choose between replacing the trait with Clone Soldier Descendant Clone Soldier Descendant or Clone Soldier Ascendant Clone Soldier Ascendant. Each of the Clone Solder traits adds a corresponding Commander Commander trait. None of the Clone Soldier traits can be removed and they do not cost any trait points.

Pops with the Clone Soldier Clone Soldier or Clone Soldier Ascendant Clone Soldier Ascendant traits cannot reproduce naturally, must be assembled and sustained by the Ancient Clone Vat 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 Clone Synthetization tradition after choosing the Clone Potential path.

Ascended Clone Army empires that adopted Cloning Cloning traditions can support additional pops through Clone Vats, Gene Clinics, and Genomic Research Facilities. The Clone Synthetization Clone Synthetization tradition will also allow them to genetically modify Clone Soldier pops and add the Clone Soldier Clone Soldier trait to other species. The sustained pop limit is shared by all Clone Soldier pops regardless of species.

Trait Effects Commander Commander trait Conflicts Mod country slave market cost mult.png Description
Trait clone soldier.png Clone Soldier
  • Mod pop government ethic attraction.png +50% Governing ethics attraction
  • Mod army damage mult.png +50% Army damage
  • Upkeep +25% Pop upkeep
  • Mod leader age.png −40 Years leader lifespan
  • Mod pop growth speed.png Cannot reproduce naturally
  • Mod pop decline speed.png Decline without sufficient Clone Vat buildings
Leader trait bg basic.pngLeader trait clone soldier.pngClone Army Commander Clone Army Commander Rapid BreedersExistential IteroparityBuddingCrystallizationEgg LayingSlow BreedersPsychological InfertilityPolymelic No.png
Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.
Trait clone soldier ascendant.png Clone Soldier Ascendant
  • Mod pop government ethic attraction.png +50% Governing ethics attraction
  • Mod habitability.png +20% Habitability
  • Pop cat ruler.png +40% Elite job efficiency
  • Pop cat specialist.png +25% Specialist job efficiency
  • Mod army damage mult.png +75% Army damage
  • Mod army health.png +25% Army health
  • Upkeep +30% Pop upkeep
  • Mod pop growth speed.png Cannot reproduce naturally
  • Mod pop decline speed.png Decline without sufficient Clone Vat buildings
Leader trait bg basic.pngLeader trait clone soldier ascendant.pngAscendant Clone Army Commander Ascendant Clone Army Commander Rapid BreedersExistential IteroparityBuddingCrystallizationEgg LayingSlow BreedersPsychological InfertilityPolymelic No.png
Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile.
Trait clone soldier descendant.png Clone Soldier Descendant
  • Mod pop government ethic attraction.png +20% Governing ethics attraction
  • Mod army damage mult.png +20% Army damage
  • Upkeep +10% Pop upkeep
Leader trait bg basic.pngLeader trait clone soldier descendant.pngDescendant Clone Army Commander Descendant Clone Army Commander Vat-GrownPolymelic +1000
Once infertile, engineered for compliance and war. Their genetic edge diminished, they are now stable enough for natural reproduction.

Overtuned traits[edit | edit source]

Empires with the Origins overtuned.png 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 Genetic Resequencing or Genotype Regeneration 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 Damn the Consequences edict.

Trait Effects Mod leader age.png Lifespan Mod pop growth speed.png Growth Speed Trait points Mod country slave market cost mult.png Description
Augmented Intelligence Augmented Intelligence Researcher +10% Researcher job efficiency −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.
Commercial Genius Commercial Genius Trader +25% Trader job efficiency −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.
Crafted Smiles Crafted Smiles Entertainer +15% Influential job efficiency −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.
Dedicated Miner Dedicated Miner Miner +15% Mining job efficiency −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.
Expressed Tradition Expressed Tradition Bureaucrat +10% Bureaucrat job efficiency −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.
Farm Appendages Farm Appendages Farmer +15% Farming job efficiency −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.
Gene Mentorship Gene Mentorship Mod leader species exp gain.png +30% Leader experience gain −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.
Juiced Power Juiced Power
  • Mod army damage mult.png +40% Army damage
  • Pop cat worker.png +5% Worker job efficiency
  • Pop cat simple drone.png +5% Menial Drone job efficiency
  • Soldier +5% Soldier job efficiency
−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.
Low Maintenance Low Maintenance Mod consumer goods upkeep mult.png −10% Pop consumer goods upkeep −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.
Spliced Adaptability Spliced Adaptability Mod habitability.png +20% Habitability −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.
Technical Talent Technical Talent Technician +15% Technician job efficiency −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.
Fleeting Excellence Fleeting Excellence Feature Enables Auto-Modding −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.
Elevated Synapses Elevated Synapses
  • Researcher +20% Researcher job efficiency
  • Upkeep −25% Leader upkeep
  • Mod leader negative traits add.png −1 Leader maximum negative traits
−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.
Pre-Planned Growth Pre-Planned Growth
  • Pop housing usage −10% Pop housing usage
  • Upkeep +15% Pop upkeep
−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.
Excessive Endurance Excessive Endurance
  • Mod pop bonus workforce mult.png +5% Job efficiency
  • Mod habitability.png +30% Habitability
−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.

Cybernetic Creed traits[edit | edit source]

Empires with the Origins cybernetic creed.png Cybernetic Creed origin will begin with the Ritualistic Implants 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 Leader trait bg basic.pngLeader trait limited cyborg.pngRitualistic Implants Ritualistic Implants trait, increases the pops' price on the slave market by Mod country slave market cost mult.png +500 and prevents the species from being modified until the The Conclave of Fusion situation ends.

Trait Effects Creed Description
Trait cyborg ritualistic implants.png Ritualistic Implants
  • Bureaucrat +5% Bureaucrat job efficiency
  • Metallurgist +5% Metallurgist job efficiency
  • Artisan +5% Artisan job efficiency
  • Soldier +5% Soldier job efficiency
  • Engineer +5% Engineer job efficiency
  • Pop cat worker.png +5% Worker job efficiency
  • Mod army damage mult.png +5% Army damage
  • Unknown.png None selected
  • Mod cyber creed creedless.png The United Creeds
These implants are proudly adorned by the faithful. Their dedication to the divine is an inspiration to all.
Trait cyborg creed of research.png Augmentations of the Choir
  • Bureaucrat +10% Bureaucrat job efficiency
  • Researcher +10% Researcher job efficiency
Mod cyber creed research.png The Choir of the Mind
The Choir of the Mind's semi-interlinked consciousness allows instant communication between researchers.
Trait cyborg creed of labor.png Augmentations of the Commune
  • Bureaucrat +10% Bureaucrat job efficiency
  • Pop cat worker.png +10% Worker job efficiency
Mod cyber creed labor.png The Commune of Toil
The Commune of Toil's divine augmentations surpass traditional tools in every respect.
Trait cyborg creed of construction.png Augmentations of the Fellowship
  • Bureaucrat +10% Bureaucrat job efficiency
  • Metallurgist +10% Metallurgist job efficiency
  • Artisan +10% Artisan job efficiency
Mod cyber creed construction.png The Fellowship of the Hammer
The Fellowship of the Hammer uses divine augmentation to create everything the faithful need.
Trait cyborg creed of war.png Augmentations of the Templars
  • Bureaucrat +10% Bureaucrat job efficiency
  • Soldier +10% Soldier job efficiency
  • Mod army health.png +10% Army health
  • Mod army damage mult.png +10% Army damage
Mod cyber creed war.png The Templars of Steel
The divine augmentations of the Templars of Steel make our holy warriors unstoppable in battle.

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:

  • Epigenetic Triggers Epigenetic Triggers technology
  • Genetic Resequencing Genetic Resequencing tradition
  • Genotype Regeneration Genotype Regeneration tradition
Trait Effects Conflicts Notes Description
Trait presapient conservative.png Conservative
  • Happiness.png +5% Happiness
  • Mod pop government ethic attraction.png +25% Governing ethics attraction
  • Mod leader species exp gain.png −33% Leader experience gain
Members of this species often prefer old wisdom over new experiences.
Trait presapient earthbound.png Earthbound
  • Technician +10% Technician job efficiency
  • Mod army damage mult.png +50% Defense army damage
StarbornMigratoryStargazer
Members of this species are very possessive of the planets they call home.
Trait presapient natural intellectuals.png Natural Intellectuals
  • Bureaucrat +5% Bureaucrat job efficiency
  • Researcher +10% Research job efficiency
  • Miner −10% Mining job efficiency
Proles
Members of this species are more philosophically inclined than most.
Trait presapient proles.png Proles
  • Mod army damage mult.png +10% Army damage
  • Miner +10% Mining job efficiency
  • Farmer +10% Farming job efficiency
  • Researcher −15% Research job efficiency
Natural Intellectuals
This species has traditionally shunned intellectual pursuits in favor of physical labor.
Trait presapient starborn.png Starborn
  • Mod pop resettlement cost mult.png −50% Resettlement cost
  • Mod habitability.png +10% Habitability
EarthboundSedentaryStargazer
This species has always, consciously or not, longed to traverse the void between the stars.
Trait presapient irradiated.png Irradiated
  • Mod habitability.png +100% Tomb World habitability
  • Mod leader age.png +30 Years leader lifespan
Species generated by
Genesis GuidesAstrogenesis TechnologiesGenesis SymbiotesGenesis Architects Genesis Guides
Genesis Guides Genesis Guides
Astrogenesis Technologies Astrogenesis Technologies
Genesis Symbiotes Genesis Symbiotes
Genesis Architects Genesis Architects
civics can only have this trait if generated on a Planet nuked.png Tomb World or their homeworld
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
Trait presapient.png Forcefully Devolved
  • Mod army damage mult.png −10% Army damage
  • Mod pop bonus workforce mult.png −10% Job efficiency
  • Mod pop growth speed.png −10% Pop growth speed
  • Mod leader species exp gain.png −25% Leader experience gain
  • Added by the Ship part devolution beam.png Devolving Beam colossus weapon
  • Pre-FTL civilization species have a 1% chance to have the trait
The brutal devolution process endured by this species had a strong negative impact upon their abilities.
Trait presapient.png Docile Livestock
  • Mod pop growth speed.png +30% Pop growth speed
  • Bureaucrat +10% Bureaucrat job efficiency
  • Technician −50% Technician job efficiency
  • Researcher −75% Researcher job efficiency
IntelligentNatural EngineersNatural PhysicistsNatural SociologistsErudite 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.
Trait presapient.png Unintelligent
  • Mod pop growth speed.png +20% Pop growth speed
  • Technician −100% Technician job efficiency
  • Researcher −100% Researcher job efficiency
IntelligentNatural EngineersNatural PhysicistsNatural SociologistsErudite 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.
Trait presapient.png Pre-Sapient
  • Time Becomes sapient after 5 years
  • No.png Cannot be uplifted
  • No.png Cannot be purged regardless of Pre-Sapients policy
Added to new pops with the Nascent Stage Nascent Stage trait
Spending a brief time bereft of conscious thought, this species will soon grow up to be a fully sapient being.

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 Mod country slave market cost mult.png Source Can be removed Description DLC
Trait notofthisworld.png Not of this World
  • Mod leader age.png −10 Years leader lifespan
  • Upkeep +10% Pop upkeep
  • Physics research.png +0.5 Physics research per 100 pops
0 Plight of the Beta-Universe Plight of the Beta-Universe situation mirror species No.png
This species is not from this universe and is degrading slowly.
Trait brainslugged.png Brain Slug Host
  • Researcher +10% Researcher job efficiency
  • Bureaucrat +10% Bureaucrat job efficiency
  • Mod pop growth speed.png −25% Pop growth speed
0 Abandoned Settlements anomaly No.png
This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host.
Distant Stars.png
Trait uplifted.png Unlifted Researcher −60% Researcher job efficiency Intelligent −150 Enigmatic Cache
  • Epigenetic Triggers Epigenetic Triggers technology
  • Genetic Resequencing Genetic Resequencing tradition
  • Genotype Regeneration Genotype Regeneration tradition
This species has suffered the tragic consequences of an uplifting gone wrong.
Distant Stars.png
Trait uplifted.png Somewhat Uplifted Researcher +10% Researcher job efficiency Intelligent +500 Enigmatic Cache
This species was partially uplifted by a benevolent extragalactic intellect and has left some of its pre-sapient origins behind.
Distant Stars.png
Trait uplifted.png Uplifted
  • Researcher +10% Researcher job efficiency
  • Mod leader species exp gain.png +10% Leader experience gain
Slow LearnersEruditeNerve Stapled +750 Enigmatic Cache
This species was uplifted by a benevolent extragalactic intellect and has left its pre-sapient origins behind.
Distant Stars.png
Trait plantoid bloomed.png Bloomed
  • Mod pop bonus workforce mult.png +10% Job efficiency on Gaia Worlds
  • Mod pop growth speed.png +10% Pop growth speed on Gaia Worlds
  • Mod pop amenities usage mult.png −10% Pop amenities usage on Gaia Worlds
  • Pop housing usage −10% Pop housing usage on Gaia Worlds
+2000
  • Gaia Seeders - Final Phase Gaia Seeders final phase building
  • Plantoid or Fungoid species or empire has Unnatural Selection Unnatural Selection tradition
  • Genetic Resequencing Genetic Resequencing tradition
  • Genotype Regeneration Genotype Regeneration tradition
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.
DLC plantoids species pack.png
Trait zombie.png Zombie
  • Upkeep −100% Pop upkeep
  • Mod pop bonus workforce mult.png −25% Job efficiency
No.png Not sapient
    • No.png Cannot generate leaders
    • No.png Cannot be employed in elite or specialist jobs
    • No.png Cannot be employed in complex drone jobs
    • No.png Not affected by happiness
    • No.png Cannot be used in colony ships
    • No.png Cannot join factions
    • No.png Cannot be the founder species in a released sector
  • No.png Cannot colonize
  • No.png Cannot reproduce naturally
ServilesNerve Stapled +500
  • Pop was either:
  • Reassigner Assembled with a Reassigner employed on planet
  • Mechromancy Purged with Mechromancy ascension perk (33% chance)
  • No.png
The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks.
Necroids.png
Trait plasmic.png Plasmic
  • Mod habitability.png +15% Habitability
  • Mod pop growth speed.png +15% Pop growth speed
  • Pop housing usage −10% Pop housing usage
+2500 R plasmic core.png Plasmic Core relic activation Yes.png
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.
Astral Planes.png
Trait storm fused.png Storm Fused
  • Mod pop bonus workforce mult.png +10% Job efficiency in a cosmic storm
  • Happiness.png +5% Happiness in a cosmic storm
0 Patriotic Institute of Celebration Patriotic Institute of Celebration building Yes.png
The Storm Fused learned to cultivate their Inner Storm as they strain for enlightenment.
Cosmic Storms.png
Trait geleboric mutations.png Geleboric Mutations
  • Biologist +25% Biologist job efficiency
  • Happiness.png −10% Happiness
  • Mod leader age.png −20% Leader lifespan
  • Mod pop growth speed.png −20% Pop growth speed
0 Fatal Mutations event No.png
Unfortunate reactions to experimentation drastically altered this species' physiology.
BioGenesis.png
Trait inner darkness.png Inner Darkness Dark Matter.png +0.02 Dark Matter per 100 pops 0 Dark Matter Contamination event No.png
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.
BioGenesis.png
Trait psionic ephapse.png Psionic Ephapse
  • Happiness.png +5% Happiness
  • Mod pop bonus workforce mult.png +5% Job efficiency
  • Bureaucrat +5% Bureaucrat efficiency if Psionic or Latent Psionic
  • Researcher +5% Researcher efficiency if Psionic or Latent Psionic
0 Emergent Abilities event No.png
After long-term exposure to mind-altering bacteria, this species' digestive system produces psionic probiotics that promote telepathic communication between affected individuals.
BioGenesis.png
Trait marked.png Marked
  • Unity.png +0.06 Unity per 100 pops
  • Mod army morale.png +6% Army morale damage
  • Mod army health.png −6% Army health
0
  • Psionic Ascension situation event
  • Origins endbringers.png Endbringers origin
No.png
In a gruesome display of devotion, this species has branded its flesh with the mark of 'The End'.
Shadows of the Shroud.png

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.

Trait Effects Mod country slave market cost mult.png Primary sources Secondary sources Description
Trait limited cybernetic.png Limited Cybernetic
  • Mod pop bonus workforce mult.png +5% Job efficiency
  • Pop resource energy mult.png Replaces half of base pop upkeep with Energy
  • Leader trait bg basic.pngLeader trait limited cyborg.pngLimited Cyborg Leaders have the Limited Cyborg trait
0 Limited Cyberization Limited Cyberization policy
This species has the least amount of implants necessary to function in a cybernetic society.
Trait cybernetic.png Cybernetic
  • Mod army damage mult.png +10% Army damage
  • Mod habitability.png +20% Habitability
  • Mod leader age.png +40 Years leader lifespan
  • Pop resource energy mult.png Replaces half of base pop upkeep with Energy
  • Leader trait bg basic.pngLeader trait cyborg.pngCyborg Leaders have the Cyborg trait
+1500
  • Cybernetics Cybernetics tradition tree
  • Transubstantiation Synthesis Transubstantiation Synthesis tradition
  • Driven Assimilator Driven Assimilator civic
  • Keepers of Knowledge fallen empire pops
  • MegaCorp.png Racket Industrial Enterprise pops
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.
Trait latent psionic species.png Latent Psionic
  • Researcher +10% Researcher job efficiency
  • Bureaucrat +5% Bureaucrat job efficiency
  • Enforcer +5% Enforcer job efficiency
  • Leader trait bg psionics.pngLeader trait psionic leader.pngPsychic Leaders may start with the Psychic trait
+1500
  • Psionics Psionics tradition tree
  • Origins teachers of the shroud.png Teachers of the Shroud origin
Leader trait bg basic.pngLeader trait overlay destiny.pngLeader trait shroud preacher.pngShroud Preacher Shroud Preacher governor trait
This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.
Trait psionic species.png Psionic
  • Researcher +10% Researcher job efficiency
  • Bureaucrat +10% Bureaucrat job efficiency
  • Enforcer +10% Enforcer job efficiency
  • Happiness.png +5% Happiness
  • Leader trait bg psionics.pngLeader trait psionic leader.pngPsychic Leaders have the Psychic trait
+1500
  • Great Awakening Great Awakening tradition
  • Holy Guardians fallen empire pops
  • Distant Stars.png Ketling Star Pack pops
  • Astral Planes.png Extradimensional species
  • Psi-Inoculate Pops Psi-Inoculate Pops decision
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.

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 Allelic Expression or Exemplary Genetics Exemplary Genetics or Unnatural Selection Unnatural Selection traditions. They can only be removed by empires that have the Genetic Resequencing Genetic Resequencing or Genotype Regeneration Genotype Regeneration or Unnatural Selection Unnatural Selection traditions.

If the empire has the Exemplary Genetics Exemplary Genetics tradition, all of these traits except Exotic Metabolism 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 Somatic Synthesization tradition, the Vat-Grown Vat-Grown trait can be added or removed regardless of other requirements and has its cost reduced to 0.

Trait Effects Conflicts Trait points Mod country slave market cost mult.png Notes Description
Trait delicious.png Delicious Livestock +100% Livestock job efficiency 2 +1000 Trait organic.png Organic species only
This species has the curious evolutionary adaptation of being highly nutritious when eaten.
Trait felsic.png Felsic 2 +1000 Lithoid Lithoid species only
This species has been engineered to be especially mineral-rich.
Trait ductile.png Ductile 2 +1500 Thermophile Thermophile species only
This species has been engineered to grow reusable alloy compounds.
Trait natural machinist.png Natural Machinist
  • Metallurgist +25% Metallurgist job efficiency
  • Artisan +25% Artisan job efficiency
3 +2000
This species has been engineered to have an incredible knack at working with machinery.
Trait nerve stapled.png Nerve Stapled
  • Empire sprawl.png −15% Empire size from pops
  • Mod pop bonus workforce mult.png +15% Job efficiency
  • Civilian −90% Civilian job efficiency
No.png Not sapient
    • No.png Cannot generate leaders
    • No.png Cannot be employed in elite or specialist jobs
    • No.png Cannot be employed in complex drone jobs
    • No.png Not affected by happiness
    • No.png Cannot be used in colony ships
    • No.png Cannot join factions
    • No.png Cannot be the founder species in a released sector
IntelligentNatural PhysicistsNatural SociologistsNatural EngineersTalentedCamouflageChromalogsEruditeZombie 4 +1500
Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
Trait vat grown.png Vat-Grown
  • Mod pop assembly speed.png +25% Organic pop growth multiplier
  • Pop housing usage −5% Pop housing usage
  • Mod pop amenities usage mult.png −10% Pop amenities usage
  • Mod pop growth speed.png Cannot reproduce naturally
Rapid BreedersExistential IteroparityEgg LayingSlow BreedersPsychological InfertilityFertileClone Soldier DescendantNecrophage 2 +1500
  • Can also be added or removed with:
    • Somatic Synthesization Somatic Synthesization tradition
      (Cost reduced to 0)
Artificially grown in cloning vats, the natural reproductive abilities of this species have been negatively impacted.
Erudite.png Erudite
  • Researcher +20% Researcher job efficiency
  • Upkeep −10% Leader upkeep
  • Mod leader negative traits add.png −1 Leader maximum negative traits
  • Leader trait bg basic.pngLeader trait erudite.pngErudite Leaders have the Erudite trait
IntelligentNerve StapledUpliftedServilesUnintelligentDocile Livestock 4 +2000
Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile.png Fertile
  • Mod pop growth speed.png +20% Pop growth speed
  • Pop housing usage −5% Pop housing usage
  • Happiness.png +10% Happiness
Rapid BreedersExistential IteroparityIncubatorsEgg LayingSlow BreedersPolymelicVat-Grown 4 +2000
  • Can also be removed with:
    • Somatic Synthesization Somatic Synthesization tradition
The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Robust.png Robust
  • Mod habitability.png +30% Habitability
  • Mod pop bonus workforce mult.png +5% Job efficiency
  • Mod leader age.png +50 Years leader lifespan
AdaptiveExtremely AdaptiveShelledNonadaptive 4 +2000
Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Trait exotic metabolism.png Exotic Metabolism
  • Mod leader age.png +50 Years leader lifespan
  • Exotic gases.png +0.125 Exotic gas upkeep per 100 pops
  • Mod pop growth speed.png +25% Pop growth speed
  • Mod habitability.png +25% Habitability
1 +750 Toxoids.png Toxoids DLC
  • Can also be removed with:
    • Somatic Synthesization Somatic Synthesization tradition
A metabolism based on exotic - and expensive - gases has vastly enhanced this species' abilities.

Adaptive Mutations[edit | edit source]

Empires without the Origin evolutionary predators.png Evolutionary Predators origin obtain the Adaptive Mutations trait upon adopting Mutation Mutation tradition tree, or later by launching the Divergence Directive Divergence Directive agenda.

Trait Effects Conflicts Mod country slave market cost mult.png Description
Trait adaptive mutations.png Adaptive Mutations Feature Enables Auto-Modding Malleable Genes +500
By introducing hyper-adaptive nucleotides into the genetic structure of this species, they are capable of evolutionary changes in real time.

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 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.
Trait Effects Trait points Mod country slave market cost mult.png Alien Box solution Description
Bioadaptability.png Bioadaptability
  • Mod pop amenities usage mult.png −5% Pop amenities usage
  • Mod pop growth speed.png +5% Pop growth speed
  • Habitability floor +30% Species minimum habitability
1 +500 Green
This species has been modified to be slightly more adaptive and can now better endure harsh climates.
Limited Regeneration.png Limited Regeneration
  • Mod pop amenities usage mult.png −5% Pop amenities usage
  • Mod pop growth speed.png +5% Pop growth speed
  • Mod army damage mult.png +15% Army damage
  • Mod leader age.png +10% Years leader lifespan
1 +250 Blue
This species has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.
Social Pheromones.png Social Pheromones
  • Mod pop amenities usage mult.png −5% Pop amenities usage
  • Mod pop growth speed.png +5% Pop growth speed
  • Pop housing usage −5% Pop housing usage
1 +250 Red
This species has been modified to be more social and accepting of crowded conditions.

Biological leviathan traits[edit | edit source]

Biological leviathan traits can only be added by empires that defeated certain guardians and either completed the Genetics Genetics tradition tree or adopted the Nucleotide Isolation Nucleotide Isolation tradition.

Trait Effects Conflicts Trait points Mod country slave market cost mult.png Guardians Description
Trait drake scaled.png Drake-Scaled
  • Mod army health.png +100% Army health
  • Alloys.png +0.5 Alloys per 100 pops
Gaseous ByproductsScintillating SkinVolatile ExcretionsTrait shell slag.png 3 +1000
  • Leviathans.png Ether Drake
  • Ancient Relics.png Shard
  • Aquatics.png 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.
Trait tiyanki.png Polymelic Pop assembly organic.png +0.1 Organic pop assembly per 100 pops Rapid BreedersBuddingCrystallizationEgg LayingSlow BreedersFertileClone SoldierClone Soldier AscendantClone Soldier DescendantNecrophage 3 +1500 Distant Stars.png 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.
Trait voidling.png Voidling
  • Habitability floor +80% Species minimum habitability
  • Energy Credits.png Uses Energy upkeep instead of Food or Minerals
PhototrophicRadiotrophic 3 +1500 Distant Stars.png 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.

Cyborg traits[edit | edit source]

Cyborg traits can be added to or removed from a Cybernetic Cybernetic species if the empire has the Integrated Anatomy Integrated Anatomy tradition. They are removed if the species is assimilated to remove cybernetic traits.

Empires with the Origins unplugged.png Hard Reset origin or the Augmentation Bazaars 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 Trait points Mod country slave market cost mult.png Can also be added or removed with Description DLC
Universal Augmentations Universal Augmentations Feature Enables Auto-Modding 2 +1000
Universal plug-and-play connection ports allow augmentations to be replaced as needed, aligning their capabilities with current operational demands.
Efficient Processors Efficient Processors Mod pop bonus workforce mult.png +5% Job efficiency 2 +500
These highly efficient processors increase the both workload and endurance.
Harvesters Harvesters Farmer +10% Farming job efficiency 1 +750 Augmentation Bazaars Augmentation Bazaars civic
A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables cybernetic workers to increase produce yields.
Power Drills Power Drills Miner +10% Mining job efficiency 1 +750 Augmentation Bazaars Augmentation Bazaars civic
Outfit a cyborg with a battery of power drills, and suddenly everything looks like a mineral deposit.
Superconductive Superconductive Technician +10% Technician job efficiency 1 +750 Augmentation Bazaars Augmentation Bazaars civic
The use of superconductive materials in units have cut energy transmission losses to zero percent.
Double Jointed Double Jointed
  • Pop housing usage −10% Pop housing Usage
  • Mod pop resettlement cost mult.png −35% Resettlement cost
Bulky 1 +1500
Collapsible labor units with flexible joints enable them to fold neatly into stacks during transportation, then self-assemble on site.
Durable Durable Mod pop amenities usage mult.png −0.5 Pop amenities usage High Maintenance 1 +750 Origins unplugged.png Hard Reset origin
Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.
Enhanced Memory Enhanced Memory
  • Upkeep −25% Leader upkeep
  • Mod leader negative traits add.png −1 Leader maximum negative traits
Limited Memory 1 +750 Origins unplugged.png Hard Reset origin
A revolutionary technique fits autonomous units with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.
Learning Algorithms Learning Algorithms
  • Mod leader species exp gain.png +25% Leader experience gain
  • Leader skill levels.png +1 Effective leader skill level
Neural Limiters 1 +1500 Origins unplugged.png Hard Reset origin
Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.
Logic Engines Logic Engines Researcher +10% Researcher job efficiency 1 +750 Augmentation Bazaars Augmentation Bazaars civic
Efficiently navigating the increasingly complex frontiers of science requires parallel processors to augment organic brains.
Loyalty Circuits Loyalty Circuits Happiness.png +10% Happiness Abrasive ImplantsHive-Minded 1 +500
  • Origins unplugged.png Hard Reset origin
  • Augmentation Bazaars Augmentation Bazaars civic
Loyalty as an ideal is a distinctly organic concept. It is much more efficient to simply program compliance.
Streamlined Protocols Streamlined Protocols Empire sprawl.png −10% Empire size from pops High Bandwidth 1 +750 Origins unplugged.png Hard Reset origin
Extensively batched AI processes allow these units to scale greatly with minimal loss of efficiency.
Trading Algorithms Trading Algorithms Trader +25% Trader job efficiency Scarcity AlgorithmsHive-Minded 1 +500 Augmentation Bazaars Augmentation Bazaars civic
Predictive algorithms allow for maximum optimization. Infinitesimal market fluctuations in currency rates, stock availability, and the emotional response of organic partners are accounted for.
Embellished Augments Embellished Augments Entertainer +20% Influential job efficiency Utilitarian Augments 1 +750 Augmentation Bazaars Augmentation Bazaars civic
This species favors custom engravings, aftermarket components and paint schemes to maximize visual impact. Sometimes the only choice is to flash that chrome.
The Machine Age.png
Compliance Filters Compliance Filters Bureaucrat +10% Bureaucrat job efficiency Quarrelsome 1 +750 Augmentation Bazaars Augmentation Bazaars civic
Cortical analysis units can jolt down users at the inception of seditious thiking, or dispense hormonal rewards to exemplar citizens.
The Machine Age.png
Integrated Weaponry Integrated Weaponry
  • Mod army damage mult.png +100% Army damage
  • Enforcer +15% Enforcer job efficiency
  • Soldier +15% Soldier job efficiency
Delicate Frames 1 +1000 Origins unplugged.png Hard Reset origin
Fusing armaments with cybernetic limbs offers instant firepower for the army and law enforcement officials alike.
The Machine Age.png
Refurbished Implants Refurbished Implants Mod pop growth speed.png +10% Pop growth speed 1 +1500 Origins unplugged.png Hard Reset origin
The enforced backwards compatibility of mandatory implants greatly reduces the cost of outfitting newborn citizens.
The Machine Age.png
Bionic Engineers Bionic Engineers Engineer +15% Engineer job efficiency Bionic PhysicistsBionic Sociologists 1 +750 Origins unplugged.png Hard Reset origin
Precision-crafted tools and implant modifications have been created specifically to assist in demanding engineering tasks.
The Machine Age.png
Bionic Physicists Bionic Physicists Physicist +15% Physicist job efficiency Bionic EngineersBionic Sociologists 1 +750
Integrated multi-modal processing produces physics calculations on the fly without requiring a connection to an external computing unit.
The Machine Age.png
Bionic Sociologists Bionic Sociologists Biologist +15% Biologist job efficiency Bionic EngineersBionic Physicists 1 +750
Empathy drivers and behavioral heuristics open a fast track to sociological research, handling complex analytics like a second brain.
The Machine Age.png

Negative cyborg traits[edit | edit source]

Trait Effects Conflicts Trait points Mod country slave market cost mult.png Can also be added or removed with Description DLC
Power Intensive Power Intensive Pop resource energy mult.png +1 Energy upkeep −1 −250
These cybernetic components require frequent recharging from an external power source.
Bulky Bulky
  • Pop housing usage +10% Pop housing usage
  • Mod pop resettlement cost mult.png +35% Resettlement cost
Double-Jointed −2 −500
These highly advanced mega-machines were not designed to traverse the universe in a box.
High Bandwidth High Bandwidth Empire sprawl.png +10% Empire size from pops Streamlined Protocols −2 −150 Origins unplugged.png Hard Reset origin
Individual units send and receive a vast amount of largely duplicate data, causing exponential lag as the number of units attached to each central processing hub increases.
High Maintenance High Maintenance Mod pop amenities usage mult.png +0.5 Pop amenities usage Durable −2 −150 Origins unplugged.png Hard Reset origin
These machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.
Neural Limiters Neural Limiters
  • Mod leader species exp gain.png −20% Leader experience gain
  • Leader skill levels.png −1 Effective councilor skill level
Learning Algorithms −2 −250 Origins unplugged.png Hard Reset origin
By limiting the cognitive abilities of our workers we can encourage them to focus on more menial tasks.
Abrasive Implants Abrasive Implants Happiness.png −10% Happiness Loyalty CircuitsHive-Minded −1 −150
The implants on these cyborgs are rough and ill-fitting, resulting in subdermal irritation and regular malfunctions. Not bad on the body, but terrible on the mind.
The Machine Age.png
Delicate Frames Delicate Frames
  • Mod army damage mult.png −50% Army damage
  • Pop cat worker.png −5% Worker job efficiency
  • Pop cat simple drone.png −5% Menial Drone job efficiency
  • Soldier −15% Soldier job efficiency
Integrated Weaponry −1 −250
Subpar components and installation have resulted in a fragile cyborg chassis. Basic operations are not compromised, but the users are advised to avoid situations with high likelihood of physical trauma.
The Machine Age.png
Scarcity Algorithms Scarcity Algorithms Trader −25% Trader job efficiency Trading AlgorithmsThriftyHive-Minded −1 −150
Aggressively cost-aware coding hampers risk-taking and therefore denies opportunities for greater profits.
The Machine Age.png
Limited Memory Limited Memory Mod leader species exp gain.png −40% Leader experience gain Enhanced Memory −2 −150 Origins unplugged.png Hard Reset origin
Insufficient operational memory has bottle-necked the capacity for learning, leaving the user unable to process the entirety of their experiences.
The Machine Age.png
Utilitarian Augments Utilitarian Augments Entertainer −20% Influential job efficiency Embellished Augments −2 −500
These cyborgs employ crude but functional parts with minimal consideration for aesthetics. Sometimes the job just has to get done.
The Machine Age.png

Mechanical leviathan traits[edit | edit source]

Mechanical leviathan traits can only be added by empires that have the Tech leviathan techgenesis.png Leviathan Tech Genesis technology and defeated the guardian with the same name.

Trait Effects Trait points Mod country slave market cost mult.png Description
Ancient Dreadnought Ancient Dreadnought
  • Mod army damage mult.png +500% Army damage
  • Metallurgist +15% Metallurgist job efficiency
2 +1500
Equipped with miniaturized energy modules, there is a marked enhancement in industrial productivity and an increase in frame-integrated weaponry damage.
Enigmatic Fortress Enigmatic Fortress Mod pop amenities usage mult.png −50% Pop amenities usage 2 +1500
Enigmatic self-repair routines can source materials directly from subspace, dramatically lowering the material expenses associated with repairs.
Infinity Sphere Infinity Sphere Researcher +25% Researcher job efficiency 2 +1500
Hyperefficient, gravity-resistant processing circuits that minimize energy waste and substantially cut processing costs.
Scavenger Bot Scavenger Bot Mod pop growth speed.png +100% Pop growth speed 2 +1500
Advanced molecular scavenging can transform any substance into the required materials for constructing robotic frames.

Auto-modding only traits[edit | edit source]

These traits are auto-modding targets of Adaptive Mutations Adaptive Mutations and Malleable Genes 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 Planned Polymorphism tradition.

Adaptive Mutations Adaptive Mutations trait Malleable Genes Malleable Genes trait Effects Description
Trait adaptive minerals.png Adaptive Claws Trait malleable minerals.png Malleable Claws Miner +5% / +10% Mining job efficiency
With diamond-hard digits, this adaptation allows for easier extraction of minerals.
Trait adaptive energy.png Adaptive Insulators Trait malleable energy.png Malleable Insulators Technician +5% / +10% Technician job efficiency
A thick insulating layer safeguards against accidents, especially in high-energy environments.
Trait adaptive food.png Adaptive Plows Trait malleable food.png Malleable Plows Farmer +5% / +10% Farming job efficiency
An extra appendage with a hardened shovel-like digit speeds up tilling and planting. Adapting to various terrain types, these malleable plows are always the right tool for the job.
Trait adaptive research.png Adaptive Cortex Trait malleable research.png Malleable Cortex Researcher +5% / +10% Research job efficiency
While an engorged central cortex is slightly uncomfortable, it dramatically accelerates problem-solving and innovation.
Trait adaptive unity.png Adaptive Sense Organs Trait malleable unity.png Malleable Sense Organs Bureaucrat +5% / +10% Bureaucrat job efficiency
Enhanced sensory organs facilitate a deeper understanding and appreciation of diverse perspectives. Before you can thrive, you must first observe.
Trait adaptive forge.png Adaptive Calluses Trait malleable forge.png Malleable Calluses
  • Metallurgist +5% / +10% Metallurgist job efficiency
  • Artisan +5% / +10% Artisan job efficiency
When handling scalding or corrosive materials, extra-thick calluses can be invaluable.
Trait adaptive trade.png Adaptive Pheromones Trait malleable trade.png Malleable Pheromones Trader +5% / +10% Trader job efficiency
Highly adaptive pheromones can be incredibly persuasive during negotiations.
Trait adaptive ameneties.png Adaptive Harmonics Trait malleable ameneties.png Malleable Harmonics Entertainer +5% / +10% Influential job efficiency
A series of highly-calibrated holes allows this species to produce soothing, and harmonious sounds simply by moving about.

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 Trait points Mod country slave market cost mult.png Species source Description
Trait extremely adaptive.png Nivlac
  • Mod habitability.png +50% Habitability
  • Mod pop growth speed.png +15% Pop growth speed
2 +100 Impossible Organism event chain
This species possesses perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
Trait nuumismatic administration.png Numistic Administration
  • Trader +25% Trader job efficiency
  • Trade value.png +33% Trade from living standards
1 0 MegaCorp.png Numistic Order caravan deal
This species has been trained in the holy art of Numistic administration.
Trait slimeborn.png Slimespawn
  • Mod pop growth speed.png +10% Pop growth speed
  • Upkeep −10% Pop upkeep
0 0 Shadows of the Shroud.png Toxic Pools archaeological site
This species spawns rapidly from a thick and mucilaginous slime with the aid of a gestational catalyst.

References[edit | edit source]


Game concepts
Exploration ExplorationFTLUnique systemsL-ClusterPre-FTL speciesFallen empireSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationPlanetary featuresPlanet modifiers
Discovery DiscoveryAnomalyArchaeological siteAstral riftRelicsCollection
Species SpeciesPop modificationBiological traitsMachine traitsPopulationSpecies rightsEthics
Leaders LeaderCommon leader traitsCommander traitsOfficial traitsScientist traitsParagons
Governance EmpireOriginGovernmentCivicsCouncilPoliciesEdictsFactionsTraditionsAscension perksSituationsPlayer crisis
Economy ResourcesPlanetary managementDistrictsJobsDesignationTradeMegastructures
Buildings Planet capitalCommon buildingsPlanet uniqueEmpire uniqueHoldings
Ships ShipShip designerCore componentsWeapon componentsUtility componentsMutationsOffensive mutations
Technology TechnologyPhysics researchSociety researchEngineering research
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseCrisis
Others EventsThe ShroudPreset empiresAI playersStat modifiersConsole commandsEaster eggs