This article is considered
accurate for the current version (2.2) 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 occasionally events. Traits affect a wide variety of areas, from population growth rate to resource output to lifespan or even how pops are viewed by other aliens. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as
Nomadic and
Sedentary, and each pop 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 technologies and Ascension Perks add additional trait points that can be used to alter a part of your species' pops; modifications can range from altering their planet habitability to adding an additional positive trait or removing a negative one.
Biological traits[edit]
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; non-standard traits do not count against this limit.
Initial traits[edit]
Initial traits are available when first creating a species. They can all be changed later via genetic modification.
- Positive traits
Trait (ID)
|
Effects
|
Excludes
|
Cost
|
Slave Price
|
Description
|
Adaptive (trait_adaptive)
|
Habitability +10%
|
-
Extremely Adaptive
-
Nonadaptive
-
Robust
|
2
|
+50
|
This species is highly adaptive when it comes to foreign environments.
|
Extremely Adaptive (trait_extremely_adaptive)
|
Habitability +20%
|
-
Adaptive
-
Nonadaptive
-
Robust
|
4
|
+100
|
This species is remarkably adept at adapting to any foreign environments.
|
Agrarian (trait_agrarian)
|
Food from Jobs +15%
|
|
2
|
+50
|
This species has a deep connection to the land and make expert farmers and gardeners.
|
Charismatic (trait_charismatic)
|
-
Amenities from Jobs +20%
|
Repugnant
|
2
|
0
|
Members of this species have a special charisma and are generally considered pleasant to be around.
|
Communal (trait_communal)
|
Pop Housing Usage −10%
|
Solitary
-
Nerve Stapled
|
1
|
0
|
Members of this species are highly communal and quite used to living in close proximity to others.
|
Conformists (trait_conformists)
|
Governing Ethics Attraction +30%
|
Deviants
-
Hive-Minded
|
2
|
0
|
These people always seek consensus and are more likely to conform to the governing ethics.
|
Conservationist (trait_conservational)
|
Pop Consumer Goods Upkeep −10%
|
Wasteful
-
Hive-Minded
|
1
|
0
|
Members of this species believes that resources must be conserved and recycled.
|
Enduring (trait_enduring)
|
Leader Lifespan +20 Years
|
-
Venerable
-
Fleeting
|
1
|
0
|
Lifespans in this species are unusually long.
|
Venerable (trait_venerable)
|
Leader Lifespan +80 Years
|
-
Enduring
-
Fleeting
|
4
|
0
|
This species can grow to an age that commands dignity and respect.
|
Industrious (trait_industrious)
|
Minerals from Jobs +15%
|
|
2
|
+50
|
Members of this species are known for their diligence and hard-working nature, always going above and beyond.
|
Ingenious (trait_ingenious)
|
Energy Credits from Jobs +15%
|
|
2
|
+50
|
Members of this species are good at 'thinking outside the box' and know how to maximize the efficiency of their infrastructure and power grids.
|
Intelligent (trait_intelligent)
|
-
Engineering Research from Jobs +10%
-
Physics Research from Jobs +10%
-
Society Research from Jobs +10%
|
-
Erudite
-
Nerve Stapled
-
Uplifted (Enigmatic Cache)
-
Somewhat Uplifted (Enigmatic Cache)
|
2
|
0
|
This species is highly intelligent and enjoys faster technological progress.
|
Natural Engineers (trait_natural_engineers)
|
Engineering Research from Jobs +15%
|
-
Natural Physicists
-
Natural Sociologists
-
Nerve Stapled
|
1
|
0
|
Members of this species have a natural inclination towards engineering and the material sciences.
|
Natural Physicists (trait_natural_physicists)
|
Physics Research from Jobs +15%
|
-
Natural Engineers
-
Natural Sociologists
-
Nerve Stapled
|
1
|
0
|
Members of this species have a natural inclination towards theoretical physics and astral phenomena.
|
Natural Sociologists (trait_natural_sociologists)
|
Society Research from Jobs +15%
|
-
Natural Engineers
-
Natural Physicists
-
Nerve Stapled
|
1
|
0
|
Members of this species have a natural inclination towards sociology and biological studies.
|
Nomadic (trait_nomadic)
|
-
Pop Growth from Immigration +15%
-
Resettlement Cost −25%
|
Sedentary
|
1
|
0
|
This species has a nomadic past, and its members often think nothing when relocation to another world.
|
Quick Learners (trait_quick_learners)
|
Leader Experience Gain +25%
|
Slow Learners
|
1
|
0
|
Members of this species are quick to learn from experiences.
|
Rapid Breeders (trait_rapid_breeders)
|
Growth Speed +10%
|
-
Fertile
-
Slow Breeders
|
2
|
+100
|
This species reproduces at a very rapid rate, increasing population growth.
|
Resilient (trait_resilient)
|
-
Defense Army Damage +50%
|
|
1
|
0
|
Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.
|
Strong (trait_strong)
|
-
Army Damage +20%
-
Worker Output +2%
|
-
Very Strong
-
Weak
|
1
|
+50
|
Members of this species possess great physical strength, making them formidable fighters on the ground.
|
Very Strong (trait_very_strong)
|
-
Army Damage +40%
-
Worker Output +5%
|
-
Strong
-
Weak
|
3
|
+150
|
Members of this species possess a strength that almost defies the laws of physics.
|
Talented (trait_talented)
|
Leader Level Cap +1
|
|
1
|
0
|
Members of this species are born with a natural aptitude.
|
Thrifty (trait_thrifty)
|
Trade value from Jobs +25%
|
|
2
|
0
|
Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.
|
Traditional (trait_traditional)
|
Unity from Jobs +10%
|
Quarrelsome
|
1
|
0
|
Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.
|
- Negative traits
Trait (ID)
|
Effects
|
Excludes
|
Cost
|
Slave Price
|
Description
|
Decadent
|
-
Worker Happiness −10%
-
Slave Happiness −10%
|
|
−1
|
0
|
This species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.
|
Deviants
|
-
Governing Ethics Attraction −15%
|
-
Conformists
-
Hive-Minded
|
−1
|
0
|
These people are rebellious in nature and constantly try to challenge the status-quo.
|
Fleeting
|
-
Leader Lifespan −10 Years
|
-
Venerable
-
Enduring
|
−1
|
0
|
Time is fleeting for this species. What they lack in longevity, they make up in other ways.
|
Nonadaptive
|
-
Habitability −10%
|
-
Adaptive
-
Extremely Adaptive
-
Robust
|
−2
|
−50
|
This species does not adapt well to foreign environments.
|
Quarrelsome
|
Unity from Jobs −10%
|
Traditional
|
−1
|
0
|
While not inherently distrustful, members of this species are often socially combative.
|
Repugnant
|
-
Amenities from Jobs −20%
|
-
Charismatic
|
−2
|
0
|
The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.
|
Sedentary
|
-
Pop Growth from Immigration −15%
-
Resettlement Cost +25%
|
-
Nomadic
|
−1
|
0
|
This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
|
Slow Breeders
|
-
Growth Speed −10%
|
-
Rapid Breeders
-
Fertile
|
−2
|
−100
|
This species reproduces at a slow rate, lowering population growth.
|
Slow Learners
|
-
Leader Experience Gain −25%
|
-
Quick Learners
|
−1
|
0
|
Members of this species are slow to learn from their experiences.
|
Solitary
|
-
Pop Housing Usage +10%
|
-
Communal
-
Nerve Stapled
|
−1
|
0
|
Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
|
Wasteful
|
-
Pop Consumer Goods Upkeep +10%
|
-
Conservationist
-
Hive-Minded
|
−1
|
0
|
Members of this species seemingly have no concept of frugality and are prone to useless consumption.
|
Weak
|
-
Army Damage −20%
-
Worker Output −2%
|
-
Strong
-
Very Strong
|
−1
|
−50
|
Members of this species are physically weaker than average, making them poor fighters on the ground.
|
Special traits[edit]
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.
The
Cybernetic and
Psionic traits are also used by
Keepers of Knowledge and
Holy Guardians Fallen Empires respectively.
Special traits that cost trait points can be removed via the biological ascension path.
Type
|
Effects
|
Excludes
|
Cost
|
Requirement
|
Description
|
DLC
|
Uplifted
|
|
|
0
|
Epigenetic Triggers
|
This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.
|
|
Self-Modified
|
|
|
0
|
A New Species event
|
Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
|
|
Bioadaptability
|
-
Habitability +5%
|
|
0
|
Speed Demon event (Green solution)
|
This species has been modified to be slightly more adaptive and can now better endure harsh climates.
|
|
Limited Regeneration
|
-
Army Damage +10%
-
Leader Lifespan +10 Years
|
|
0
|
Speed Demon event (Blue solution)
|
This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.
|
|
Social Pheromones
|
-
Pop Housing Usage −5%
|
|
0
|
Speed Demon event (Red solution)
|
This species has been modified to be more social and accepting of crowded conditions.
|
|
Cybernetic
|
-
Army Damage +10%
-
Habitability +20%
-
Leader Lifespan +40 Years
|
|
0
|
The Flesh is Weak
Driven Assimilator
|
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.
|
|
Latent Psionic
|
-
Energy Credits from Jobs +5%
-
Research Output +5%
|
|
0
|
Mind over Matter
|
This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.
|
|
Psionic
|
-
Energy Credits from Jobs +10%
-
Research Output +10%
-
Happiness +5%
|
|
0
|
Transcendence
|
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
|
|
Serviles
|
-
Happiness +10%
-
Resources from Jobs +10%
-
Cannot be employed in Ruler or Specialist Jobs
-
Cannot generate Leaders
|
-
Intelligent
-
Erudite
-
Natural Physicists
-
Natural Sociologists
-
Natural Engineers
|
1
|
Syncretic species
|
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.
|
|
Hive-Minded
|
-
Not Affected by Happiness
|
|
0
|
Hive Mind
|
This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
|
|
Survivor
|
-
Leader Lifespan +10 Years
-
Tomb World Habitability +70%
|
|
0
|
Post-Apocalyptic species
|
This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.
|
|
Docile Livestock
|
-
Pop Growth Speed +30%
-
Unity from Jobs +10%
-
Energy from Jobs −50%
-
Engineering Research from Jobs −75%
-
Physics Research from Jobs −75%
-
Society Research from Jobs −75%
-
Cannot be employed in Ruler or Specialist Jobs
-
Cannot generate Leaders
-
Not Affected by Happiness
|
-
Intelligent
-
Erudite
-
Natural Physicists
-
Natural Sociologists
-
Natural Engineers
|
1
|
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.
|
|
Nivlac
|
-
Habitability +50%
-
Pop Growth Speed +15%
|
|
2
|
Impossible Organism event species
|
This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
|
|
Brain Slug Host
|
-
Engineering Research from Jobs +10%
-
Physics Research from Jobs +10%
-
Society Research from Jobs +10%
-
Unity from Jobs +10%
-
Pop Growth Speed −25%
|
|
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
|
-
Engineering Research from Jobs −60%
-
Physics Research from Jobs −60%
-
Society Research from Jobs −60%
|
|
0
|
Enigmatic Cache event
|
This species has suffered the tragic consequences of an uplifting gone wrong.
|
|
Somewhat Uplifted
|
-
Engineering Research from Jobs +10%
-
Physics Research from Jobs +10%
-
Society Research from Jobs +10%
|
-
Intelligent
|
0
|
Enigmatic Cache event
|
This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.
|
|
Uplifted
|
-
Researcher Output +10%
-
Leader Experience Gain +25%
|
-
Intelligent
-
Erudite
|
0
|
Enigmatic Cache event
|
This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.
|
|
Numistic Administration
|
-
Energy Credits from Jobs +15%
|
|
1
|
Numistic Order pops
|
This species has been trained in the holy art of Numistic Administration.
|
|
Biological ascension path[edit]
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.
Type
|
Effects
|
Excludes
|
Cost
|
Slave Cost
|
Description
|
Robust
|
-
Habitability +30%
-
Resources from Jobs +5%
-
Leader Lifespan +50 Years
|
-
Adaptive
-
Extremely Adaptive
-
Nonadaptive
|
4
|
+200
|
Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
|
Erudite
|
-
Researcher Output +20%
-
Leader Level Cap +1
|
-
Intelligent
-
Nerve Stapled
-
Uplifted (Enigmatic Cache)
-
Somewhat Uplifted (Enigmatic Cache)
|
4
|
0
|
Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
|
Fertile
|
-
Pop Growth Speed +30%
-
Pop Housing Usage −10%
|
-
Rapid Breeders
-
Slow Breeders
|
4
|
+200
|
The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
|
Nerve Stapled
|
-
Resources from Jobs +5%
-
Cannot be employed in Ruler or Specialist Jobs
-
Cannot generate Leaders
-
Not Affected by Happiness
-
Can't join a faction
|
-
Talented
-
Intelligent
-
Natural Physicists
-
Natural Sociologists
-
Natural Engineers
-
Erudite
-
Communal
-
Solitary
|
3
|
+150
|
Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
|
Delicious
|
-
Food from Livestock and Processing +2
|
|
2
|
+100
|
This species has the curious evolutionary adaptation of being highly nutritious when eaten.
|
Pre-Sapient traits[edit]
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
|
-
Happiness +5%
-
Governing Ethics Attraction +25%
-
Leader Experience Gain −33%
|
Members of this species often prefer old wisdom over new experiences.
|
Earthbound
|
-
Energy from Jobs +10%
-
Defense Army Damage +50%
|
Members of this species are very possessive of the planets they call home.
|
|
Irradiated
|
-
Tomb World Habitability +100%
-
Leader Lifespan +30
|
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
|
Natural Intellectuals
|
-
Unity from Jobs +5%
-
Engineering Research from Jobs +10%
-
Physics Research from Jobs +10%
-
Society Research from Jobs +10%
-
Minerals from Jobs −10%
|
Members of this species are more philosophically inclined than most.
|
|
Proles
|
-
Army Damage +10%
-
Minerals from Jobs +10%
-
Food from Jobs +10%
-
Engineering Research from Jobs −15%
-
Physics Research from Jobs −15%
-
Society Research from Jobs −15%
|
This species has traditionally shunned intellectual pursuits in favor of physical labor.
|
|
Starborn
|
-
Pop Growth from Immmigration +25%
-
Resettlement Cost −25%
-
Habitability +10%
|
This species has always, consciously or not, longed to traverse the void between the stars.
|
Habitability traits[edit]
- See also: Planets
Each species also has a Habitability trait that determines their base habitability on the various types of worlds, 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.
Preference
|
Climate
|
80% Habitability
|
60% Habitability
|
20% Habitability
|
Arid |
Dry
|
Arid
|
-
Desert
-
Savannah
|
-
Alpine
-
Arctic
-
Tundra
-
Continental
-
Ocean
-
Tropical
|
Desert |
Dry
|
Desert
|
-
Arid
-
Savannah
|
-
Alpine
-
Arctic
-
Tundra
-
Continental
-
Ocean
-
Tropical
|
Savannah |
Dry
|
Savannah
|
-
Arid
-
Desert
|
-
Alpine
-
Arctic
-
Tundra
-
Continental
-
Ocean
-
Tropical
|
Alpine |
Frozen
|
Alpine
|
-
Arctic
-
Tundra
|
-
Arid
-
Desert
-
Savannah
-
Continental
-
Ocean
-
Tropical
|
Arctic |
Frozen
|
Arctic
|
-
Alpine
-
Tundra
|
-
Arid
-
Desert
-
Savannah
-
Continental
-
Ocean
-
Tropical
|
Tundra |
Frozen
|
Tundra
|
-
Alpine
-
Arctic
|
-
Arid
-
Desert
-
Savannah
-
Continental
-
Ocean
-
Tropical
|
Continental |
Wet
|
Continental
|
-
Ocean
-
Tropical
|
-
Arid
-
Desert
-
Savannah
-
Alpine
-
Arctic
-
Tundra
|
Ocean |
Wet
|
Ocean
|
-
Continental
-
Tropical
|
-
Arid
-
Desert
-
Savannah
-
Alpine
-
Arctic
-
Tundra
|
Tropical |
Wet
|
Tropical
|
-
Continental
-
Ocean
|
-
Arid
-
Desert
-
Savannah
-
Alpine
-
Arctic
-
Tundra
|
The following habitability traits are not available for starting races:
Robotic traits[edit]
Outside
Machine Intelligence empires Robots always start only with the
Mechanical trait, with gives them +200%
Habitability on all habitable planets. They can then be given new traits through Robomodding. A few of them are restricted to
Mechanical or
Machine pops.
Positive traits
|
Type
|
|
|
|
Effects
|
Excludes
|
Description
|
Domestic Protocols
|
2 |
|
|
- Can be employed in Servant Jobs if under AI Servitude
-
Amenities from Jobs +20%
|
Robot
|
Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed. (Has no effect on Synthetics with Citizenship Rights.)
|
Double Jointed
|
1 |
|
|
Pop Housing Usage −10% |
Bulky
|
Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.
|
Durable
|
1 |
|
|
Robot Upkeep –10% |
High Maintenance
|
Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.
|
Efficient Processors
|
3 |
|
|
Resources from Jobs +5% |
|
Though not given much attention at the time, early "battery saver" hardware/software implementations were a breakthrough of immeasurable lasting impact.
|
Emotion Emulators
|
1 |
|
|
Amenities from Jobs +20% |
Uncanny
|
Complex social predictive models help autonomous units not only to emulate appropriate emotions but to elicit favorable responses from organics and synthetics alike.
|
Enhanced Memory
|
2 |
|
|
Leader Level Cap +2 |
-
Robot
-
Droid
|
All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.
|
Harvesters
|
1 |
|
|
Food from Jobs +15% |
|
A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.
|
Learning Algorithms
|
1 |
|
|
Leader Experience Gain +25% |
-
Repurposed Hardware
-
Robot
-
Droid
|
Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.
|
Logic Engines
|
2 |
|
|
Research Output +10% |
Robot
|
Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.
|
Loyalty Circuits
|
2 |
|
|
-
Happiness +10%
|
-
Robot
-
Droid
|
Loyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.
|
Mass-Produced
|
1 |
|
|
Pop Assembly Speed +15% |
Custom-Made
|
Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.
|
Power Drills
|
2 |
|
|
Minerals from Jobs +15% |
|
Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.
|
Propaganda Machines
|
1 |
|
|
Unity from Jobs +15% |
|
Units are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.
|
Recycled
|
2 |
|
|
Pop Assembly Cost –20% |
Luxurious
|
Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.
|
Superconductive
|
2 |
|
|
Energy Credits from Jobs +15% |
|
The use of superconductive materials in units have cut energy transmission losses to zero percent.
|
Negative traits
|
Type
|
|
|
|
Effects
|
Excludes
|
Description
|
Bulky
|
–1 |
|
|
Pop Housing Usage +10% |
Double Jointed
|
These highly advanced mega-machines were not designed to traverse the universe in a box.
|
Custom-Made
|
–1 |
|
|
Pop Assembly Speed –15% |
Mass-Produced
|
Each new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.
|
High Maintenance
|
–1 |
|
|
Robot Upkeep +10% |
Durable
|
These machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.
|
Luxurious
|
–2 |
|
|
Pop Assembly Cost +20% |
Recycled
|
Designed after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.
|
Repurposed Hardware
|
–1 |
|
|
Leader Experience Gain –25% |
-
Learning Algorithms
-
Robot
-
Droid
|
Designed to meet the very specific needs of their creators, this line of machines were never intended to have the capacity for higher reasoning, and retrofitting will only get them so far.
|
Uncanny
|
–1 |
|
|
Amenities from Jobs −20% |
Emotion Emulators
|
These monstrous machines were created in the image of one of the most horrific species in the universe, and the resemblance is uncanny.
|
Special traits[edit]
The
Machine trait can only be added by machine intelligence empires to robot pops and cannot be removed. Pops with this trait in an non-Machine Intelligence empire will slowly die while pops without the Machine trait in a Machine Intelligence empire can only be displaced, purged or used as batteries.
Type
|
Effects
|
Cost
|
Requirement
|
Description
|
Awoken
|
-
Research Output +30%
-
Resettlement Cost +50%
-
Consumer Goods Cost +25%
|
0
|
Limbo event species
|
Even in mechanical form the Awoken have kept some of their original traits. Could wasteful habits and a sedentary lifestyle have been the downfall of this ancient race of scientifically advanced fungi?
|
Machine
|
-
Habitability +200%
-
Immortal
-
Not Affected by Happiness
|
0
|
Machine Intelligence
|
This species is made up by the executive terminals of a single Machine Intelligence, originally built by organics.
|