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
population growth rate to
resource output to
leader lifespan or even how pops are viewed by each other. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as
Nomadic and
Sedentary, and each species template can only have one such trait from the group at any given time. These groups include traits with opposite effects, as well as stronger variants of a trait. Though traits are initially decided at a species level, individual pops of the same species can end up with different traits with genetic modification, producing new subspecies or variants. This rarely happens without player intervention.
Traits are mostly fixed at the start of the game. Altering traits during the game is generally possible only later in the game through some select events or by using genetic engineering. Certain
Biology (for Biological species) and
Industry (for Robotic species) technologies and Ascension Perks add additional
Trait Points that can be used to alter all or some of a species'
Pops; modifications can range from altering their planet
Habitability to adding an additional positive trait or removing a negative one.
Some traits effect how strongly a pop is
attracted to certain factions.
Traits are purchased from a points pool, with 2 points being available at the start of the game. Some traits are negative and have a negative cost, refunding points into the pool. Each species is limited to a maximum of 5 traits; traits that cost 0 points do not count against this limit but can only be acquired from certain origins, events, or ascension perks.
Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect
Happiness cannot be added to species with the
Hive-Minded trait.
The
Adaptive and
Rapid Breeders traits are not normally available to species with the
Lithoid trait but can be added if the
Genetic Resequencing technology has been researched.
Positive traits
|
Negative traits
|
|
Trait
|
Effects
|
|
Slave Price
|
Trait
|
Effects
|
|
Slave Price
|
Adaptive
|
+10% Habitability
|
2
|
+500
|
Nonadaptive
|
−10% Habitability
|
−2
|
−200
|
|
Extremely Adaptive
|
+20% Habitability
|
4
|
+1000
|
Agrarian
|
+15% Food from Jobs
|
2
|
+500
|
|
|
|
|
|
Charismatic
|
+20% Amenities from Jobs
|
2
|
+500
|
Repugnant
|
−20% Amenities from Jobs
|
−2
|
−200
|
|
Communal
|
−10% Pop Housing Usage
|
1
|
+500
|
Solitary
|
+10% Pop Housing Usage
|
−1
|
−200
|
|
Conformists
|
+30% Governing Ethics Attraction
|
2
|
+500
|
Deviants
|
−15% Governing Ethics Attraction
|
−1
|
−200
|
|
Conservationist
|
−10% Pop consumer goods upkeep
|
1
|
+500
|
Wasteful
|
+10% Pop consumer goods upkeep
|
−1
|
−200
|
|
Docile
|
−10% Empire Size from Pops
|
2
|
+500
|
Unruly
|
+10% Empire Size from Pops
|
−2
|
−200
|
|
Enduring
|
+20 years Leader Lifespan
|
1
|
+500
|
Fleeting
|
−10 years Leader Lifespan if Biological
−25 years Leader Lifespan if Lithoid
|
−1
|
−200
|
|
Venerable
|
+80 years Leader Lifespan
|
4
|
+1000
|
Industrious
|
+15% Minerals from Jobs
|
2
|
+500
|
|
|
|
|
|
Ingenious
|
+15% Energy Credits from Jobs
|
2
|
+500
|
|
|
|
|
|
Intelligent
|
+10% Research from Jobs
|
2
|
+500
|
|
|
|
|
|
Natural Engineers
|
+15% Engineering Research from Jobs
|
1
|
+500
|
|
|
|
|
|
Natural Physicists
|
+15% Physics Research from Jobs
|
1
|
+500
|
|
|
|
|
|
Natural Sociologists
|
+15% Society Research from Jobs
|
1
|
+500
|
|
|
|
|
|
Nomadic
|
+15% Pop growth from immigration
−25% Resettlement Cost
|
1
|
+500
|
Sedentary
|
−15% Pop growth from immigration
+25% Resettlement Cost
|
−1
|
−200
|
|
Quick Learners
|
+25% Leader Experience Gain
|
1
|
+500
|
Slow Learners
|
−25% Leader Experience Gain
|
−1
|
−200
|
|
Rapid Breeders
|
+10% Growth Speed
|
2
|
+1000
|
Slow Breeders
|
−10% Growth Speed
|
−2
|
−1000
|
|
Resilient
|
+50% Defense Army Damage
|
1
|
+500
|
|
|
|
|
|
Strong
|
+20% Army Damage
+2.5% Worker and Menial Drone Pop Resource Output
|
1
|
+1000
|
Weak
|
−20% Army Damage
−2.5% Worker and Menial Drone Pop Resource Output
|
−1
|
−1000
|
|
Very Strong
|
+40% Army Damage
+5% Worker and Menial Drone Pop Resource Output
|
3
|
+2000
|
Talented
|
+1 Leader Level Cap
|
1
|
+500
|
|
|
|
|
|
Thrifty
|
+25% Trade value from Jobs
|
2
|
+500
|
|
|
|
|
|
Traditional
|
+10% Unity from Jobs
|
1
|
+500
|
Quarrelsome
|
−10% Unity from Jobs
|
−1
|
−200
|
|
|
|
|
|
Decadent
|
−10% Worker Happiness
−10% Slave Happiness
|
−1
|
−200
|
|
Botanic traits are only available to species with the Fungoid or Plantoid archetype.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Description
|
Phototrophic
|
Replaces half of the Food upkeep with Energy
|
Radiotrophic
Cave Dweller
|
1
|
+1000
|
This species is sustained by a combination of both food and sunlight.
|
Radiotrophic
|
Replaces half of the Food upkeep with Energy
No Energy upkeep on Tomb Worlds
+10% Tomb World Pop Growth Speed
+10% Tomb World Habitability
|
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.
|
Budding
|
+0.02 Monthly Organic Pop Assembly per Pop
|
Slow Breeders
Rapid Breeders
Clone Soldier
Necrophage
|
2
|
+2000
|
This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.
|
Lithoid traits are only available to species with the Lithoid archetype. The Lithoid trait is always present on such species.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Description
|
Lithoid
|
−25% Pop Growth Speed
−25% Pop assembly speed
+50% Habitability
+50% Army health
+50 years Leader Lifespan
- Consumes
Minerals instead of Food
|
Agrarian
Extremely Adaptive
Fertile
Delicious
Robust
Nonadaptive
Slow Breeders
|
0
|
0
|
This species has a silicon based biology, and consumes minerals rather than food. They are tougher than traditional organics and have slower metabolisms, making them long lived but slow to reproduce.
|
Gaseous Byproducts
|
+0.01 Monthly Exotic Gases per Pop
|
Scintillating Skin
Volatile Excretions
|
2
|
+1000
|
The metabolic processes of this species cause regular venting of gases useful to industry.
|
Scintillating Skin
|
+0.01 Monthly Rare Crystals per Pop
|
Gaseous Byproducts
Volatile Excretions
|
2
|
+1000
|
The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
|
Volatile Excretions
|
+0.01 Monthly Volatile Motes per Pop
|
Gaseous Byproducts
Scintillating Skin
|
2
|
+1000
|
The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.
|
These traits can only be given by certain empire Origins.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Inherit chance
|
Origin
|
Removable
|
Description
|
DLC
|
Serviles
|
+10% Happiness
+10% Resources from Jobs
Cannot be employed in Ruler or Specialist Jobs
Cannot generate governors or scientists
|
Zombie
Intelligent
Erudite
Natural Physicists
Natural Sociologists
Natural Engineers
|
1
|
+500
|
33%
|
Syncretic Evolution
|
|
This species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.
|
|
Clone Soldier
|
+50% Governing Ethics Attraction
+50% Army Damage
−40 years Leader Lifespan
Admirals gain the Clone Army Admiral trait
Cannot be genetically modified
Cannot reproduce naturally
|
Rapid Breeders
Slow Breeders
Budding
|
0
|
0
|
0%
|
Clone Army
|
|
Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.
|
|
Survivor
|
+10 years Leader Lifespan
+70% Tomb World Habitability
|
|
0
|
+500
|
33%
|
Post-Apocalyptic
|
|
This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.
|
|
Void Dweller
|
+15% Pop Output on Habitats
−15% Pop Output on Planets
−10% Pop Growth Speed
−30% Pop Happiness on Planets
|
|
0
|
+500
|
33%
|
Void Dwellers
|
|
This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture. However their weakened immune systems do not respond well to a planetary environment.
|
|
Necrophage
|
+80 years Leader Lifespan
−50% Pop Upkeep
+5% Resources from Ruler and Specialist Jobs
−10% Resources from Worker Jobs
−75% Pop Growth Speed
−50% Pop assembly speed
|
Budding
|
0
|
0
|
0%
|
Necrophage
|
|
This species of near-immortals procreates by consuming pops of other species.
|
|
Cave Dweller
|
+50% Species Minimum Habitability
+15% Minerals from Jobs
−20% Biological Pop Growth Speed
+10% Empire Size from Pops
|
Phototrophic
Aquatic
|
0
|
+500
|
0%
|
Subterranean
|
|
This species thrives under the surface of any planet they can find, at the cost of population growth.
|
|
These traits are required for special cases of species and cannot be removed from the creation menu.
The
Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. Pops with this trait in an non-Hive Mind empire will slowly die while pops without the Hive-Minded trait in a Hive Mind empire can only be displaced, purged or used as livestock.
Special traits that cost trait points can be removed via the biological ascension path. Special traits that do not cost trait points have a fixed chance of being inherited by hybrid species.
Type
|
Effects
|
Excludes
|
|
Slave Price
|
Inherit chance
|
Requirements
|
Description
|
DLC
|
Self-Modified
|
Cannot colonize if not primary species
Cannot be removed
|
|
0
|
0
|
0%
|
A New Species event
|
Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
|
|
Nivlac
|
+50% Habitability
+15% Pop Growth Speed
|
|
2
|
+100
|
random
|
Impossible Organism event species
|
This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
|
|
Bioadaptability
|
+5% Habitability
|
|
0
|
+500
|
33%
|
Orbital Speed Demon event
|
This species has been modified to be slightly more adaptive and can now better endure harsh climates.
|
|
Limited Regeneration
|
+10% Army Damage
+10 years Leader Lifespan
|
|
0
|
+250
|
33%
|
Orbital Speed Demon event
|
This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.
|
|
Social Pheromones
|
−5% Pop Housing Usage
|
|
0
|
+250
|
33%
|
Orbital Speed Demon event
|
This species has been modified to be more social and accepting of crowded conditions.
|
|
Cybernetic
|
+10% Army Damage
+20% Habitability
+40 years Leader Lifespan
|
Latent Psionic
Psionic
|
0
|
+1500
|
0%
|
The Flesh is Weak ascension perk
Driven Assimilator civic
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.
|
|
Psionic
|
+10% Energy from Jobs
+10% Research from Jobs
+5% Happiness
Leaders have the Psychic trait
|
Cybernetic
|
0
|
+1500
|
25%
|
Transcendence ascension perk
Holy Guardians fallen empire
Ketling Star Pack pops
Racket Industrial Enterprise pops
|
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
|
|
Latent Psionic
|
+5% Energy from Jobs
+5% Research from Jobs
Leaders have a chance to gain the Psychic trait
|
Cybernetic
|
0
|
+1500
|
25%
|
Mind over Matter ascension perk
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.
|

|
Hive-Minded
|
Not affected by Happiness
+20 years Leader Lifespan
−10 years Leader Initial Age
|
|
0
|
0
|
|
Hive Mind
|
This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
|
|
Clone Soldier Ascendant
|
+50% Governing Ethics Attraction
+20% Habitability
+40% Resources from Ruler Jobs
+25% Resources from Specialist Jobs
+75% Army Damage
+25% Army Health
Admirals gain the Ascendant Clone Army Admiral trait
Cannot be genetically modified
Cannot reproduce naturally
|
Rapid Breeders
Slow Breeders
Budding
|
0
|
+500
|
|
Genetic Crossroads event
|
Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile.
|
|
Clone Soldier Descendant
|
+20% Governing Ethics Attraction
+20% Army Damage
Admirals gain the Descendant Clone Army Admiral trait
|
|
0
|
+1000
|
random
|
Genetic Crossroads event
|
Once infertile, engineered for compliance and war. Their genetic edge diminished, they are now stable enough for natural reproduction.
|
|
Docile Livestock
|
+30% Pop Growth Speed
+10% Unity from Jobs
−50% Energy from Jobs
−75% Research from Jobs
Cannot generate Leaders
Cannot be employed in Ruler or Specialist Jobs
Not affected by Happiness
|
Intelligent
Erudite
Natural Physicists
Natural Sociologists
Natural Engineers
|
1
|
0
|
random
|
Wild Eukaryotes event species
|
Docile and delicious, this species has had its higher brain functions genetically altered to create a kind of harmless livestock that can care for itself, without the pesky need for social interaction or self-determination.
|
|
Brain Slug Host
|
+10% Research from Jobs
+10% Unity from Jobs
−25% Pop Growth Speed
|
|
0
|
0
|
0%
|
Neural Symbiosis event
|
This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host.
|
|
Unlifted
|
−60% Research from Jobs
|
Intelligent
|
0
|
−150
|
0%
|
Enigmatic Cache event
|
This species has suffered the tragic consequences of an uplifting gone wrong.
|
|
Somewhat Uplifted
|
+10% Research from Jobs
|
Intelligent
|
0
|
+500
|
0%
|
Enigmatic Cache event
|
This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.
|
|
Uplifted
|
+10% Resources from researcher category jobs
+25% Leader Experience Gain
|
Slow Learners
Erudite
Nerve Stapled
|
0
|
+750
|
0%
|
Enigmatic Cache event
|
This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.
|
|
Numistic Administration
|
+33% Trade Value from Jobs
+33% Trade Value from Living Standards
|
|
1
|
0
|
0%
|
Numistic Order pops
|
This species has been trained in the holy art of Numistic Administration.
|
|
Zombie
|
−100% Pop Upkeep
−25% Resources from Jobs
Not affected by Happiness
Cannot generate Leaders
Cannot be employed in Ruler or Specialist Jobs
Cannot colonize
Cannot reproduce naturally
|
Serviles
Nerve Stapled
|
0
|
+500
|
|
Permanent Employment civic
|
The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks.
|
|
Aquatic
|
+20% Ocean Habitability
−10% Housing Usage on Ocean Worlds
+10% Worker Output on Ocean Worlds
−20% Dry and Frozen planet Habitability
+30% Housing Usage on Dry and Frozen planets
Hydrocentric ascension boosts this trait's effects by 50%
|
|
1
|
0
|
random
|
Ocean Preference trait
Anglers civic
Ocean Paradise origin
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.
|
|
Biological ascension traits[edit source]
There are 5 advanced traits which are made available for genetic modification if the
Evolutionary Mastery ascension perk is taken and
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
|
|
Slave Price
|
Description
|
Erudite
|
+20% Resources from researcher category jobs
+1 Leader Level Cap
Erudite Leaders have special traits
|
Intelligent
Nerve Stapled
Uplifted
|
4
|
+2000
|
Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
|
Fertile
|
+30% Pop Growth Speed
−10% Pop Housing Usage
|
Lithoid
Rapid Breeders
Slow Breeders
|
4
|
+2000
|
The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
|
Robust
|
+30% Habitability
+5% Resources from Jobs
+50 years Leader Lifespan
|
Lithoid
Extremely Adaptive
Adaptive
Nonadaptive
|
4
|
+2000
|
Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
|
Delicious
|
+2 Food from Livestock and Processing
|
Lithoid
|
2
|
+1000
|
This species has the curious evolutionary adaptation of being highly nutritious when eaten.
|
Nerve Stapled
|
+5% Resources from Jobs
Cannot be employed in Ruler, Specialist or Complex Drone jobs
Cannot generate Leaders
Not Affected by Happiness
Can't join a faction
|
Zombie
Erudite
Intelligent
  Natural Inclination
Talented
Communal
Solitary
|
3
|
+1500
|
Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
|
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
|
Conservative
|
+5% Happiness
+25% Governing Ethics Attraction
−33% Leader Experience Gain
|
Members of this species often prefer old wisdom over new experiences.
|
Earthbound
|
+10% Energy from Jobs
+50% Defense Army Damage
|
Members of this species are very possessive of the planets they call home.
|
Irradiated
|
+100% Tomb World Habitability
+30 Years Leader Lifespan
|
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
|
Natural Intellectuals
|
+5% Unity from Jobs
+10% Research from Jobs
−10% Minerals from Jobs
|
Members of this species are more philosophically inclined than most.
|
Proles
|
+10% Army Damage
+10% Minerals from Jobs
+10% Food from Jobs
−15% Research from Jobs
|
This species has traditionally shunned intellectual pursuits in favor of physical labor.
|
Starborn
|
+25% Pop Growth from Immigration
−25% Resettlement Cost
+10% Habitability
|
This species has always, consciously or not, longed to traverse the void between the stars.
|
Climate preference traits[edit source]
Each organic species has a climate preference trait that determines their base
Habitability on the various types of planets, usually that corresponding to the type of their homeworld. Habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait. The Habitability of other celestial body types is unaffected by these traits.
Preference
|
Climate
|
80% Habitability
|
60% Habitability
|
20% Habitability
|
Arid |
Dry
|
Arid
|
Desert
Savannah
|
Alpine
Arctic
Tundra
Continental
Ocean
Tropical
|
Desert |
Dry
|
Desert
|
Arid
Savannah
|
Savannah |
Dry
|
Savannah
|
Arid
Desert
|
Alpine |
Frozen
|
Alpine
|
Arctic
Tundra
|
Arid
Desert
Savannah
Continental
Ocean
Tropical
|
Arctic |
Frozen
|
Arctic
|
Alpine
Tundra
|
Tundra |
Frozen
|
Tundra
|
Alpine
Arctic
|
Continental |
Wet
|
Continental
|
Ocean
Tropical
|
Arid
Desert
Savannah
Alpine
Arctic
Tundra
|
Ocean |
Wet
|
Ocean
|
Continental
Tropical
|
Tropical |
Wet
|
Tropical
|
Continental
Ocean
|
Exotic climate preferences[edit source]
Exotic climate preferences can only be obtained through Origins, events, conquest of a unique species, or when the
Omnicodex relic creates a species on a matching celestial body.
Preference Trait
|
Habitability on native climate
|
Habitability on regular planets
|
Sources other than the Omnicodex
|
Tomb World Preference
|
80% Tomb World
|
60%
|
Pre-FTL or pre-sapient species inhabiting a Tomb World Horizon Signal event A New Species event on a Tomb World
|
Gaia World Preference
|
100% Gaia World
|
0%
|
Primitive or pre-sapient species inhabiting a Gaia World Life-Seeded Origin
Baol pops created by the Nu-Baol Life Seeding decision The Unexpected Mutations Terraforming event
|
Habitat Preference
|
100% Habitat
|
0%
|
Void Dwellers Origin Marauder and Enclave pops
|
Ring World Preference
|
100% Ring World
|
0%
|
Shattered Ring Origin Sanctuary pre-FTL civilizations
|
AI World Preference
|
100% AI World
|
1%
|
|
Hive World Preference
|
100% Hive World
|
0%
|
|
Machine World Preference
|
100% Machine World
|
0%
|
|
Relic World Preference
|
80% Relic World
|
0%
|
|
All robot species have either the
Mechanical or the
Machine trait. Both traits grant +200%
Habitability on all planets.
Mechanical Pops can exist within
Machine Intelligence empires via conquest but
Machine Pops cannot exist outside
Machine Intelligence empires. All such species can then be given new traits through Robomodding once the
Machine Template System technology is researched, a few of them being restricted to
Mechanical or
Machine species. Robotic traits can be both positive and negative, which are mutually exclusive with each other, and both of them can be added and removed at will once the technology to enable Robomodding becomes available.
Empires that are not
Machine Intelligence must research higher tiers of robot technologies before they can add some of the more powerful traits to
Mechanical Pops.
Positive Traits
|
Negative Traits
|
Requirements
|
Trait
|
Effect
|
|
Slave Price
|
Trait
|
Effect
|
|
Slave Price
|
Machine
|
Not affected by Happiness
+200% Habitability
Immortal Leaders
|
0
|
0
|
|
|
|
|
Machine Intelligence
|
Mechanical
|
Not affected by Happiness unless the Artificial Intelligence policy is not set to Outlawed
+200% Habitability
Immortal Leaders
Cannot generate Leaders without the Synthetic Personality Matrix technology
|
0
|
0
|
|
|
|
|
Robotic Workers
|
Domestic Protocols
|
Can be employed in Servant jobs if under AI Servitude
+20% Amenities from Jobs
|
2
|
+750
|
|
|
|
|
Droids
Mechanical trait
|
Double Jointed
|
−10% Pop Housing Usage
|
1
|
+750
|
Bulky
|
+10% Pop Housing Usage
|
–1
|
–150
|
|
Durable
|
–10% Robot Upkeep
|
1
|
+750
|
High Maintenance
|
+10% Robot Upkeep
|
–1
|
–150
|
|
Efficient Processors
|
+5% Resources from Jobs
|
3
|
+500
|
|
|
|
|
|
Emotion Emulators
|
+20% Amenities from Jobs
|
1
|
+750
|
Uncanny
|
−20% Amenities from Jobs
|
–1
|
–150
|
Machine trait
|
Enhanced Memory
|
+2 Leader Level Cap
|
2
|
+750
|
|
|
|
|
Synthetic Personality Matrix
|
Harvesters
|
+15% Food from Jobs
|
2
|
+750
|
|
|
|
|
Mechanical trait
|
Learning Algorithms
|
+25% Leader Experience Gain
|
1
|
+750
|
Repurposed Hardware
|
–25% Leader Experience Gain
|
–1
|
–150
|
Synthetic Personality Matrix
|
Logic Engines
|
+10% Research from Jobs
|
2
|
+750
|
|
|
|
|
Synthetics
|
Loyalty Circuits
|
+10% Happiness
|
2
|
+500
|
|
|
|
|
Synthetics
Mechanical trait
|
Mass-Produced
|
+15% Pop Assembly Speed
|
1
|
+1500
|
Custom-Made
|
–15% Pop Assembly Speed
|
–1
|
–200
|
|
|
|
|
Power Drills
|
+15% Minerals from Jobs
|
2
|
+750
|
|
|
|
|
|
Propaganda Machines
|
+15% Unity from Jobs
|
1
|
+750
|
|
|
|
|
Mechanical trait
|
Recycled
|
–20% Pop Assembly Cost
|
2
|
+1500
|
Luxurious
|
+20% Pop Assembly Cost
|
–2
|
–200
|
|
Streamlined Protocols
|
–10% Empire Size from Pops
|
2
|
+750
|
High Bandwidth
|
+10% Empire Size from Pops
|
–2
|
–150
|
|
Superconductive
|
+15% Energy Credits from Jobs
|
2
|
+750
|
|
|
|
|
|