Console:Traits

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Version

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This article has been verified for the current console version (3.4) of the game.

Traits represents a species' innate functions, abilities, and personality. A species's traits are selected at the start of a new game, but a species or certain pops of a species can adapt new traits through genetic engineering or rare events. Traits affect a wide variety of areas, from Mod pop growth speed.png population growth rate to Mod pop resource output.png resource output to Mod leader age.png leader lifespan or even how pops are viewed by each other. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as Nomadic.png Nomadic and Sedentary.png Sedentary, and each species template can only have one such trait from the group at any given time. These groups include traits with opposite effects, as well as stronger variants of a trait. Though traits are initially decided at a species level, individual pops of the same species can end up with different traits with genetic modification, producing new subspecies or variants. This rarely happens without player intervention.

Traits are mostly fixed at the start of the game. Altering traits during the game is generally possible only later in the game through some select events or by using genetic engineering. Certain Biology.png Biology (for Biological species) and Industry.png Industry (for Robotic species) technologies and Ascension Perks add additional Trait Point Trait Points that can be used to alter all or some of a species' Pop.png Pops; modifications can range from altering their planet Mod habitability.png Habitability to adding an additional positive trait or removing a negative one.

Some traits effect how strongly a pop is Mod pop government ethic attraction.png attracted to certain factions.

Biological traits[edit source]

Traits are purchased from a points pool, with 2 points being available at the start of the game. Some traits are negative and have a negative cost, refunding points into the pool. Each species is limited to a maximum of 5 traits; traits that cost 0 points do not count against this limit but can only be acquired from certain origins, events, or ascension perks.

Initial traits[edit source]

Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect Mod pop happiness.png Happiness cannot be added to species with the Hive-minded.png Hive-Minded trait.

The Adaptive.png Adaptive and Rapid Breeders.png Rapid Breeders traits are not normally available to species with the Trait lithoid.png Lithoid trait but can be added if the Tradition genetics genetic resequencing.png Genetic Resequencing technology has been researched.

Positive traits Negative traits Auth hive mind.png
Trait Effects Trait Point Mod country slave market cost mult.png Slave Price Trait Effects Trait Point Mod country slave market cost mult.png Slave Price
Adaptive.png Adaptive Mod habitability.png +10% Habitability 2 +500 Nonadaptive.png Nonadaptive Mod habitability.png −10% Habitability −2 −200
Extremely Adaptive.png Extremely Adaptive Mod habitability.png +20% Habitability 4 +1000
Agrarian.png Agrarian Pop resource food mult.png +15% Food from Jobs 2 +500
Charismatic.png Charismatic Amenities.png +20% Amenities from Jobs 2 +500 Repugnant.png Repugnant Amenities.png −20% Amenities from Jobs −2 −200
Communal.png Communal Pop housing usage −10% Pop Housing Usage 1 +500 Solitary.png Solitary Pop housing usage +10% Pop Housing Usage −1 −200
Conformists.png Conformists Mod pop government ethic attraction.png +30% Governing Ethics Attraction 2 +500 Deviants.png Deviants Mod pop government ethic attraction.png −15% Governing Ethics Attraction −1 −200 No.png
Conservationist.png Conservationist Pop consumer goods upkeep −10% Pop consumer goods upkeep 1 +500 Wasteful.png Wasteful Pop consumer goods upkeep +10% Pop consumer goods upkeep −1 −200 No.png
Trait docile.png Docile Empire sprawl.png −10% Empire Size from Pops 2 +500 Trait unruly.png Unruly Empire sprawl.png +10% Empire Size from Pops −2 −200
Enduring.png Enduring Mod leader age.png +20 years Leader Lifespan 1 +500 Fleeting.png Fleeting
  • Mod leader age.png −10 years Leader Lifespan if Biological
  • Mod leader age.png −25 years Leader Lifespan if Lithoid
−1 −200
Venerable.png Venerable Mod leader age.png +80 years Leader Lifespan 4 +1000
Industrious.png Industrious Mod resource minerals mult.png +15% Minerals from Jobs 2 +500
Ingenious.png Ingenious Mod resource energy mult.png +15% Energy Credits from Jobs 2 +500
Intelligent.png Intelligent Research.png +10% Research from Jobs 2 +500
Natural Engineers.png Natural Engineers Pop resource engineering research mult.png +15% Engineering Research from Jobs 1 +500
Natural Physicists.png Natural Physicists Pop resource physics research mult.png +15% Physics Research from Jobs 1 +500
Natural Sociologists.png Natural Sociologists Pop resource society research mult.png +15% Society Research from Jobs 1 +500
Nomadic.png Nomadic
  • Pop growth from immigration +15% Pop growth from immigration
  • Mod pop resettlement cost mult.png −25% Resettlement Cost
1 +500 Sedentary.png Sedentary
  • Pop growth from immigration −15% Pop growth from immigration
  • Mod pop resettlement cost mult.png +25% Resettlement Cost
−1 −200
Quick Learners.png Quick Learners Mod leader species exp gain.png +25% Leader Experience Gain 1 +500 Slow Learners.png Slow Learners Mod leader species exp gain.png −25% Leader Experience Gain −1 −200
Rapid Breeders.png Rapid Breeders Mod pop growth speed.png +10% Growth Speed 2 +1000 Slow Breeders.png Slow Breeders Mod pop growth speed.png −10% Growth Speed −2 −1000
Resilient.png Resilient
  • Mod army damage mult.png +50% Defense Army Damage
1 +500
Strong.png Strong
  • Mod army damage mult.png +20% Army Damage
  • Mod pop resource output.png +2.5% Worker and Menial Drone Pop Resource Output
1 +1000 Weak.png Weak
  • Mod army damage mult.png −20% Army Damage
  • Mod pop resource output.png −2.5% Worker and Menial Drone Pop Resource Output
−1 −1000
Very Strong.png Very Strong
  • Mod army damage mult.png +40% Army Damage
  • Mod pop resource output.png +5% Worker and Menial Drone Pop Resource Output
3 +2000
Talented.png Talented Leader skill levels.png +1 Leader Level Cap 1 +500
Thrifty.png Thrifty Trade value.png +25% Trade value from Jobs 2 +500 No.png
Trait traditional.png Traditional Unity.png +10% Unity from Jobs 1 +500 Trait quarrelsome.png Quarrelsome Unity.png −10% Unity from Jobs −1 −200
Decadent.png Decadent
  • Mod pop happiness.png −10% Worker Happiness
  • Mod pop happiness.png −10% Slave Happiness
−1 −200 No.png

Botanic traits[edit source]

Botanic traits are only available to species with the Fungoid or Plantoid archetype.

Type Effects Excludes Trait Point Mod country slave market cost mult.png Slave Price Description
Trait plantoid phototrophic.png Phototrophic Energy.png Replaces half of the Food upkeep with Energy
  • Trait plantoid radiotrophic.png Radiotrophic
  • Trait cave dweller.png Cave Dweller
1 +1000 This species is sustained by a combination of both food and sunlight.
Trait plantoid radiotrophic.png Radiotrophic
  • Energy.png Replaces half of the Food upkeep with Energy
  • Energy.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
Trait plantoid phototrophic.png Phototrophic 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.
Trait plantoid budding.png Budding Mod pop growth speed.png +0.02 Monthly Organic Pop Assembly per Pop
  • Slow Breeders.png Slow Breeders
  • Rapid Breeders.png Rapid Breeders
  • Trait clone soldier.png Clone Soldier
  • Trait necrophage.png Necrophage
2 +2000 This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.

Lithoid traits[edit source]

Lithoid traits are only available to species with the Lithoid archetype. The Lithoid trait is always present on such species.

Type Effects Excludes Trait Point Mod country slave market cost mult.png Slave Price Description
Trait lithoid.png Lithoid
  • Mod pop growth speed.png −25% Pop Growth Speed
  • Pop assembly speed −25% Pop assembly speed
  • Mod habitability.png +50% Habitability
  • Mod army health.png +50% Army health
  • Mod leader age.png +50 years Leader Lifespan
  • Consumes Minerals.png Minerals instead of Food.png Food
  • Agrarian.png Agrarian
  • Extremely Adaptive.png Extremely Adaptive
  • Fertile.png Fertile
  • Delicious.png Delicious
  • Robust.png Robust
  • Nonadaptive.png Nonadaptive
  • Slow Breeders.png Slow Breeders
0 0 This species has a silicon based biology, and consumes minerals rather than food. They are tougher than traditional organics and have slower metabolisms, making them long lived but slow to reproduce.
Trait lithoid gaseous byproducts.png Gaseous Byproducts Exotic gases.png +0.01 Monthly Exotic Gases per Pop
  • Trait lithoid scintillating.png Scintillating Skin
  • Trait lithoid volatile excretions.png Volatile Excretions
2 +1000 The metabolic processes of this species cause regular venting of gases useful to industry.
Trait lithoid scintillating.png Scintillating Skin Rare crystals.png +0.01 Monthly Rare Crystals per Pop
  • Trait lithoid gaseous byproducts.png Gaseous Byproducts
  • Trait lithoid volatile excretions.png Volatile Excretions
2 +1000 The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
Trait lithoid volatile excretions.png Volatile Excretions Volatile motes.png +0.01 Monthly Volatile Motes per Pop
  • Trait lithoid gaseous byproducts.png Gaseous Byproducts
  • Trait lithoid scintillating.png Scintillating Skin
2 +1000 The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.

Origin traits[edit source]

These traits can only be given by certain empire Origins.

Type Effects Excludes Trait Point Mod country slave market cost mult.png Slave Price Ap xeno compatibility.png Inherit chance Origin Removable Description DLC
Trait primitive.png Serviles
  • Mod pop happiness.png +10% Happiness
  • Mod pop resource output.png +10% Resources from Jobs
  • Pop cat worker.png Cannot be employed in Ruler or Specialist Jobs
  • No.png Cannot generate governors or scientists
  • Trait zombie.png Zombie
  • Intelligent.png Intelligent
  • Erudite.png Erudite
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
1 +500 33% Origins syncretic evolution.png Syncretic Evolution No.png This species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles. Utopia.png
Trait clone soldier.png Clone Soldier
  • Mod pop government ethic attraction.png +50% Governing Ethics Attraction
  • Mod army damage mult.png +50% Army Damage
  • Mod leader age.png −40 years Leader Lifespan
  • Trait clone soldier.png Admirals gain the Clone Army Admiral trait
  • No.png Cannot be genetically modified
  • Mod pop growth speed.png Cannot reproduce naturally
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
  • Trait plantoid budding.png Budding
0 0 0% Origins clones.png Clone Army No.png Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient. DLC humanoids species pack.png
Trait survivor.png Survivor
  • Mod leader age.png +10 years Leader Lifespan
  • Mod habitability.png +70% Tomb World Habitability
0 +500 33% Origins post apocalyptic.png Post-Apocalyptic Yes.png This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated. Apocalypse.png
Trait void dweller positive.png Void Dweller
  • Mod pop resource output.png +15% Pop Output on Habitats
  • Mod pop resource output.png −15% Pop Output on Planets
  • Mod pop growth speed.png −10% Pop Growth Speed
  • Mod pop happiness.png −30% Pop Happiness on Planets
0 +500 33% Origin void dwellers.png Void Dwellers Evolutionary Mastery This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture. However their weakened immune systems do not respond well to a planetary environment. Federations
Trait necrophage.png Necrophage
  • Mod leader age.png +80 years Leader Lifespan
  • Upkeep −50% Pop Upkeep
  • Mod pop resource output.png +5% Resources from Ruler and Specialist Jobs
  • Mod pop resource output.png −10% Resources from Worker Jobs
  • Mod pop growth speed.png −75% Pop Growth Speed
  • Pop assembly speed −50% Pop assembly speed
Trait plantoid budding.png Budding 0 0 0% Origins necrophage.png Necrophage No.png This species of near-immortals procreates by consuming pops of other species. Necroids.png
Trait cave dweller.png Cave Dweller
  • Mod habitability.png +50% Species Minimum Habitability
  • Mod resource minerals mult.png +15% Minerals from Jobs
  • Mod pop growth speed.png −20% Biological Pop Growth Speed
  • Empire sprawl.png +10% Empire Size from Pops
  • Trait plantoid phototrophic.png Phototrophic
  • Trait aquatic.png Aquatic
0 +500 0% Origins subterranean.png Subterranean No.png This species thrives under the surface of any planet they can find, at the cost of population growth. Overlord

Special traits[edit source]

These traits are required for special cases of species and cannot be removed from the creation menu.

The Hive Mind Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. Pops with this trait in an non-Hive Mind empire will slowly die while pops without the Hive-Minded trait in a Hive Mind empire can only be displaced, purged or used as livestock.

Special traits that cost trait points can be removed via the biological ascension path. Special traits that do not cost trait points have a fixed chance of being inherited by hybrid species.

Type Effects Excludes Trait Point Mod country slave market cost mult.png Slave Price Ap xeno compatibility.png Inherit chance Requirements Description DLC
Trait cybernetic.png Self-Modified
  • No.png Cannot colonize if not primary species
  • No.png Cannot be removed
0 0 0% A New Species event Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
Leader trait resilient.png Nivlac
  • Mod habitability.png +50% Habitability
  • Mod pop growth speed.png +15% Pop Growth Speed
2 +100 random Impossible Organism event species This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
Bioadaptability.png Bioadaptability Mod habitability.png +5% Habitability 0 +500 33% Orbital Speed Demon event This species has been modified to be slightly more adaptive and can now better endure harsh climates.
Limited Regeneration.png Limited Regeneration
  • Mod army damage mult.png +10% Army Damage
  • Mod leader age.png +10 years Leader Lifespan
0 +250 33% Orbital Speed Demon event This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.
Social Pheromones.png Social Pheromones
  • Pop housing usage −5% Pop Housing Usage
0 +250 33% Orbital Speed Demon event This species has been modified to be more social and accepting of crowded conditions.
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
  • Trait psionic species.png Latent Psionic
  • Trait psionic species.png Psionic
0 +1500 0%
  • Ap the flesh is weak.png The Flesh is Weak ascension perk
  • Civic machine assimilator.png Driven Assimilator civic
  • Origins elder race.png Keepers of Knowledge fallen empire
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 psionic species.png Psionic
  • Mod resource energy mult.png +10% Energy from Jobs
  • Research.png +10% Research from Jobs
  • Mod pop happiness.png +5% Happiness
  • Leader trait psionic leader.png Leaders have the Psychic trait
Trait cybernetic.png Cybernetic 0 +1500 25%
  • Ap transcendence.png Transcendence ascension perk
  • Origins elder race.png Holy Guardians fallen empire
  • Flag zoological 12.png Ketling Star Pack pops
  • Flag caravaneer 03.png Racket Industrial Enterprise pops
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
Trait psionic species.png Latent Psionic
  • Mod resource energy mult.png +5% Energy from Jobs
  • Research.png +5% Research from Jobs
  • Leader trait psionic leader.png Leaders have a chance to gain the Psychic trait
Trait cybernetic.png Cybernetic 0 +1500 25%
  • Ap mind over matter.png Mind over Matter ascension perk
  • Origins teachers of the shroud.png Teachers of the Shroud origin
This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders. Utopia.png
Overlord
Hive-minded.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
0 0 No.png Auth hive mind.png Hive Mind This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness. Utopia.png
Trait clone soldier ascendant.png Clone Soldier Ascendant
  • Mod pop government ethic attraction.png +50% Governing Ethics Attraction
  • Mod habitability.png +20% Habitability
  • Mod pop resource output.png +40% Resources from Ruler Jobs
  • Mod pop resource output.png +25% Resources from Specialist Jobs
  • Mod army damage mult.png +75% Army Damage
  • Mod army health.png +25% Army Health
  • Trait clone soldier ascendant.png Admirals gain the Ascendant Clone Army Admiral trait
  • No.png Cannot be genetically modified
  • Mod pop growth speed.png Cannot reproduce naturally
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
  • Trait plantoid budding.png Budding
0 +500 No.png Clone Army Genetic Crossroads event Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile. DLC humanoids species pack.png
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
  • Trait clone soldier descendant.png Admirals gain the Descendant Clone Army Admiral trait
0 +1000 random Clone Army Genetic Crossroads event Once infertile, engineered for compliance and war. Their genetic edge diminished, they are now stable enough for natural reproduction. DLC humanoids species pack.png
Trait primitive.png Docile Livestock
  • Mod pop growth speed.png +30% Pop Growth Speed
  • Unity.png +10% Unity from Jobs
  • Mod resource energy mult.png −50% Energy from Jobs
  • Research.png −75% Research from Jobs
  • No.png Cannot generate Leaders
  • No.png Cannot be employed in Ruler or Specialist Jobs
  • No.png Not affected by Happiness
  • Intelligent.png Intelligent
  • Erudite.png Erudite
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
1 0 random Distant Stars.png Wild Eukaryotes event species Docile and delicious, this species has had its higher brain functions genetically altered to create a kind of harmless livestock that can care for itself, without the pesky need for social interaction or self-determination. Distant Stars.png
Trait brainslugged.png Brain Slug Host
  • Research.png +10% Research from Jobs
  • Unity.png +10% Unity from Jobs
  • Mod pop growth speed.png −25% Pop Growth Speed
0 0 0% Distant Stars.png Neural Symbiosis event This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host. Distant Stars.png
Trait uplifted.png Unlifted
  • Research.png −60% Research from Jobs
  • Intelligent.png Intelligent
0 −150 0% Distant Stars.png Enigmatic Cache event This species has suffered the tragic consequences of an uplifting gone wrong. Distant Stars.png
Trait uplifted.png Somewhat Uplifted
  • Research.png +10% Research from Jobs
  • Intelligent.png Intelligent
0 +500 0% Distant Stars.png Enigmatic Cache event This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind. Distant Stars.png
Trait uplifted.png Uplifted
  • Research.png +10% Resources from researcher category jobs
  • Mod leader species exp gain.png +25% Leader Experience Gain
  • Slow Learners.png Slow Learners
  • Erudite.png Erudite
  • Nerve Stapled.png Nerve Stapled
0 +750 0% Distant Stars.png Enigmatic Cache event This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind. Distant Stars.png
Leader trait nuumismatic administration.png Numistic Administration
  • Trade value.png +33% Trade Value from Jobs
  • Trade value.png +33% Trade Value from Living Standards
1 0 0% Flag caravaneer 02.png Numistic Order pops This species has been trained in the holy art of Numistic Administration. MegaCorp.png
Trait zombie.png Zombie
  • Upkeep −100% Pop Upkeep
  • Mod pop resource output.png −25% Resources from Jobs
  • No.png Not affected by Happiness
  • No.png Cannot generate Leaders
  • No.png Cannot be employed in Ruler or Specialist Jobs
  • No.png Cannot colonize
  • No.png Cannot reproduce naturally
  • Trait primitive.png Serviles
  • Nerve Stapled.png Nerve Stapled
0 +500 No.png
  • Civic permanent employment.png Permanent Employment civic
The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks. Necroids.png
Trait aquatic.png Aquatic
  • Mod habitability.png +20% Ocean Habitability
  • Pop housing usage −10% Housing Usage on Ocean Worlds
  • Mod pop resource output.png +10% Worker Output on Ocean Worlds
  • Mod habitability.png −20% Dry and Frozen planet Habitability
  • Pop housing usage +30% Housing Usage on Dry and Frozen planets
  • Ap hydrocentric.png Hydrocentric ascension boosts this trait's effects by 50%
1 0 random
  • Trait pc ocean preference.png Ocean Preference trait
  • Civic anglers.png Anglers civic
  • Origins ocean paradise.png Ocean Paradise origin
  • Evolutionary Mastery Evolutionary Mastery ascension perk
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

Biological ascension traits[edit source]

There are 5 advanced traits which are made available for genetic modification if the Ap evolutionary mastery.png Evolutionary Mastery ascension perk is taken and Tradition genetics genetic resequencing.png Genetic Resequencing has been researched. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species.

Type Effects Excludes Trait Point Mod country slave market cost mult.png Slave Price Description
Erudite.png Erudite
  • Research.png +20% Resources from researcher category jobs
  • Leader skill levels.png +1 Leader Level Cap
  • Erudite.png Erudite Leaders have special traits
  • Intelligent.png Intelligent
  • Nerve Stapled.png Nerve Stapled
  • Trait uplifted.png Uplifted
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 +30% Pop Growth Speed
  • Pop housing usage −10% Pop Housing Usage
  • Trait lithoid.png Lithoid
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
4 +2000 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 resource output.png +5% Resources from Jobs
  • Mod leader age.png +50 years Leader Lifespan
  • Trait lithoid.png Lithoid
  • Extremely Adaptive.png Extremely Adaptive
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
4 +2000 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Delicious.png Delicious
  • Food.png +2 Food from Livestock and Processing
  • Trait lithoid.png Lithoid
2 +1000 This species has the curious evolutionary adaptation of being highly nutritious when eaten.
Nerve Stapled.png Nerve Stapled
  • Mod pop resource output.png +5% Resources from Jobs
  • No.png Cannot be employed in Ruler, Specialist or Complex Drone jobs
  • No.png Cannot generate Leaders
  • No.png Not Affected by Happiness
  • No.png Can't join a faction
  • Trait zombie.png Zombie
  • Erudite.png Erudite
  • Intelligent.png Intelligent
  • Natural Physicists.pngNatural Sociologists.pngNatural Engineers.png Natural Inclination
  • Talented.png Talented
  • Communal.png Communal
  • Solitary.png Solitary
3 +1500 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.

Pre-Sapient traits[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. All of these traits cost 1 trait point.

Type Effects Description
Trait primitive.png Conservative
  • Mod pop 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 primitive.png Earthbound
  • Energy.png +10% Energy from Jobs
  • Mod army damage mult.png +50% Defense Army Damage
Members of this species are very possessive of the planets they call home.
Trait primitive.png Irradiated
  • Mod habitability.png +100% Tomb World Habitability
  • Mod leader age.png +30 Years Leader Lifespan
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
Trait primitive.png Natural Intellectuals
  • Unity.png +5% Unity from Jobs
  • Research.png +10% Research from Jobs
  • Minerals.png −10% Minerals from Jobs
Members of this species are more philosophically inclined than most.
Trait primitive.png Proles
  • Mod army damage mult.png +10% Army Damage
  • Minerals.png +10% Minerals from Jobs
  • Food.png +10% Food from Jobs
  • Research.png −15% Research from Jobs
This species has traditionally shunned intellectual pursuits in favor of physical labor.
Trait primitive.png Starborn
  • Mod pop migration time.png +25% Pop Growth from Immigration
  • Mod pop resettlement cost mult.png −25% Resettlement Cost
  • Mod habitability.png +10% Habitability
This species has always, consciously or not, longed to traverse the void between the stars.

Climate preference traits[edit source]

Each organic 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. Habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait. The Habitability of other celestial body types is unaffected by these traits.

Preference Climate Mod habitability.png 80% Habitability Mod habitability.png 60% Habitability Mod habitability.png 20% Habitability
Trait pc arid preference.png Arid Dry Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc desert preference.png Desert Dry Planet desert.png Desert
  • Planet arid.png Arid
  • Planet savannah.png Savannah
Trait pc savannah preference.png Savannah Dry Planet savannah.png Savannah
  • Planet arid.png Arid
  • Planet desert.png Desert
Trait pc alpine preference.png Alpine Frozen Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc arctic preference.png Arctic Frozen Planet arctic.png Arctic
  • Planet alpine.png Alpine
  • Planet tundra.png Tundra
Trait pc tundra preference.png Tundra Frozen Planet tundra.png Tundra
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
Trait pc continental preference.png Continental Wet Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc ocean preference.png Ocean Wet Planet ocean.png Ocean
  • Planet continental.png Continental
  • linkTropical Tropical
Trait pc tropical preference.png Tropical Wet Planet tropical.png Tropical
  • Planet continental.png Continental
  • Planet ocean.png Ocean

Exotic climate preferences[edit source]

Exotic climate preferences can only be obtained through Origins, events, conquest of a unique species, or when the R omnicodex.png Omnicodex relic creates a species on a matching celestial body.

Preference Trait Mod habitability.png Habitability
on native climate
Mod habitability.png Habitability
on regular planets
Sources other than the Omnicodex
Trait pc nuked preference.png Tomb World Preference 80% Planet nuked.png Tomb World 60% Pre-FTL or pre-sapient species inhabiting a Tomb World
Horizon Signal event
A New Species event on a Tomb World
Trait pc gaia preference.png Gaia World Preference 100% Planet gaia.png Gaia World 0% Primitive or pre-sapient species inhabiting a Gaia World
Origins life seeded.png Life-Seeded Origin
Decision resort colony.png Baol pops created by the Nu-Baol Life Seeding decision
Terraform planet 2.png The Unexpected Mutations Terraforming event
Trait pc ring preference.png Habitat Preference 100% Planet habitat.png Habitat 0% Origin void dwellers.png Void Dwellers Origin
Marauder and Enclave pops
Trait pc ring preference.png Ring World Preference 100% Planet ringworld.png Ring World 0% Origins shattered ring.png Shattered Ring Origin
Sanctuary pre-FTL civilizations
Trait pc ai preference.png AI World Preference 100% Planet ai.png AI World 1%
Trait pc ring preference.png Hive World Preference 100% Planet infested.png Hive World 0%
Trait pc ai preference.png Machine World Preference 100% Planet ai.png Machine World 0%
Trait pc ai preference.png Relic World Preference 80% Planet nuked.png Relic World 0%

Robot traits[edit source]

All robot species have either the Trait mechanical.png Mechanical or the Machine unit.png Machine trait. Both traits grant +200% Mod habitability.png Habitability on all planets. Trait mechanical.png Mechanical Pops can exist within Auth machine intelligence.png Machine Intelligence empires via conquest but Machine unit.png Machine Pops cannot exist outside Auth machine intelligence.png Machine Intelligence empires. All such species can then be given new traits through Robomodding once the Tech robomodding.png Machine Template System technology is researched, a few of them being restricted to Trait mechanical.png Mechanical or Machine unit.png Machine species. Robotic traits can be both positive and negative, which are mutually exclusive with each other, and both of them can be added and removed at will once the technology to enable Robomodding becomes available.

Empires that are not Auth machine intelligence.png Machine Intelligence must research higher tiers of robot technologies before they can add some of the more powerful traits to Trait mechanical.png Mechanical Pops.

Positive Traits Negative Traits Requirements
Trait Effect Trait Point Mod country slave market cost mult.png Slave Price Trait Effect Trait Point Mod country slave market cost mult.png Slave Price
Machine unit.png Machine
  • No.png Not affected by Happiness
  • Mod habitability.png +200% Habitability
  • Mod leader age.png Immortal Leaders
0 0 Auth machine intelligence.png Machine Intelligence
Trait mechanical.png Mechanical
  • No.png Not affected by Happiness unless the Artificial Intelligence policy is not set to Outlawed
  • Mod habitability.png +200% Habitability
  • Mod leader age.png Immortal Leaders
  • Tech synthetic leaders.png Cannot generate Leaders without the Synthetic Personality Matrix technology
0 0 Tech robotic workers.png Robotic Workers
Domestic protocols.png Domestic Protocols
  • Job servant.png Can be employed in Servant jobs if under AI Servitude
  • Amenities.png +20% Amenities from Jobs
2 +750
  • Droids Droids
  • Trait mechanical.png Mechanical trait
Double jointed.png Double Jointed Pop housing usage −10% Pop Housing Usage 1 +750 Bulky.png Bulky Pop housing usage +10% Pop Housing Usage –1 –150
Durable.png Durable Mod pop robot upkeep mult.png –10% Robot Upkeep 1 +750 High maintenance.png High Maintenance Mod pop robot upkeep mult.png +10% Robot Upkeep –1 –150
Efficient processors.png Efficient Processors Mod pop resource output.png +5% Resources from Jobs 3 +500
Emotion emulators.png Emotion Emulators Amenities.png +20% Amenities from Jobs 1 +750 Uncanny.png Uncanny Amenities.png −20% Amenities from Jobs –1 –150 Machine unit.png Machine trait
Enhanced memory.png Enhanced Memory Leader skill levels.png +2 Leader Level Cap 2 +750 Tech synthetic leaders.png Synthetic Personality Matrix
Harvesters.png Harvesters Pop resource food mult.png +15% Food from Jobs 2 +750 Trait mechanical.png Mechanical trait
Learning algorithms.png Learning Algorithms Mod leader species exp gain.png +25% Leader Experience Gain 1 +750 Repurposed hardware.png Repurposed Hardware Mod leader species exp gain.png –25% Leader Experience Gain –1 –150 Tech synthetic leaders.png Synthetic Personality Matrix
Logic engines.png Logic Engines Research.png +10% Research from Jobs 2 +750 Synthetics Synthetics
Loyalty circuits.png Loyalty Circuits Mod pop happiness.png +10% Happiness 2 +500
  • Synthetics Synthetics
  • Trait mechanical.png Mechanical trait
Mass produced.png Mass-Produced Pop assembly speed +15% Pop Assembly Speed 1 +1500 Custom made.png Custom-Made Pop assembly speed –15% Pop Assembly Speed –1 –200
Power drills.png Power Drills Robot resource output.png +15% Minerals from Jobs 2 +750
Propaganda machines.png Propaganda Machines Unity.png +15% Unity from Jobs 1 +750 Trait mechanical.png Mechanical trait
Recycled.png Recycled Cost –20% Pop Assembly Cost 2 +1500 Luxurious.png Luxurious Cost +20% Pop Assembly Cost –2 –200
Streamlined protocols.png Streamlined Protocols Empire sprawl.png –10% Empire Size from Pops 2 +750 High bandwidth.png High Bandwidth Empire sprawl.png +10% Empire Size from Pops –2 –150
Superconductive.png Superconductive Mod resource energy mult.png +15% Energy Credits from Jobs 2 +750

References[edit source]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthics
Governance EmpireGovernmentCivicsPoliciesEdictsLeaderFactionsTechnologyTraditionsSituations
Economy EconomyPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs