- 1 Can some habitability traits appear in the game?
- 2 Choosing Traits
- 3 Resilient
- 4 Uplifted (previously pre-sentient) species' traits
- 5 Empire bonuses from traits
- 6 Renaming the page
- 7 Robot reproduction and migration
- 8 Speed Demon event special traits
- 9 The habitability listed on tomb world preferance is wrong
Can some habitability traits appear in the game?
There are three special habitability types listed on the page:
- AI World
- Machine World
Can these actually appear in the game?
I've checked the events, but none seem to use them except for the Horizon Signal, which removes the AI and Machine traits if present. If these traits cannot appear without mods, I would suggest removing them from the page.
- Events which create a new species, such as the refugees event from bordering a marauder empire, will give the pops created the preference of the planet the pops are created on, including gaia worlds, habitats and ringworlds.
- As for the others, since they are in the game, I argue they should be listed on the wiki, even if they can't appear in an unmodded playthrough. Bearmarshal (talk) 16:14, 1 October 2018 (CEST)
- I would argue they shouldn't be listed as the AI World and Machine World traits are effectively "dead code". If we would include this kind of information, we would also have to include the "excluded" column for the pre-sapient traits, even though a species can only spawn with a single pre-sapient trait. And I'm sure I can find many more examples in the code that don't actually appear in the game and would only serve to confuse the reader if included. Echo 418 (talk) 15:29, 6 October 2018 (CEST)
- These are NOT command-only traits because of Omnicodex. It will create a brand new species and create three pops of that species on one of your planet and that species will have planet preference trait of that colony. Habitat habitability can be obtained this way. The same is true for Hive World and Machine World, but the brand new species will NOT be allowed to live on that kind of planet even if they had a preference trait of that planet class.
- If that planet was a Hive World, the new pops will be allowed to live in as though they had 100% habitability. Actually, they have. The limitations of Hive World merely makes the GUI to display 0% habitability and prevents you from colonizing a planet of that class with this species. A phrase of "ideal = yes" is enough to make Hive Worlds effectively 100% habitability. The new pops will NOT have increased upkeep. However, they might can't grow on that planet as well.
- If that planet was a Machine World, although it has 0% habitability, a climate preference trait gives Machine World habitability +100%.
- AI world habitability trait is surely dead code. Old-school AI worlds are nearly equivalent of tomb worlds. New implementation made them uninhabitable.
- Dazz (talk) 19:12, 29 March 2020 (UTC)
Trait example includes four negative and two positive traits. Game is capped at four traits, is it not? This example build would be impossible. Perhaps a better idea to tailor it differently to not create an example that the engine would not accept?
- It is indeed the case that you are allowed to pick a max of 4 traits (negative and positive combined), this makes the example incorrect. VNobility (talk) 11:59, 13 May 2016 (CEST)
- Where so? I don't see this trait appearing in the linked video. Perhaps in the complete Twitch version, but it's somewhat difficult to find such detail in the two-hour stream. Could you please extrapolate? -Anonymous
- Thanks. I think it's a bug of a sort, though: it appears before trait selection with the same bonus as "Adaptable" and with a clearly placeholdery description instead of the previous "Members of this species are physiologically resilient" etc. -and it would makes no sense to go back to a placeholder after having written a neat text! -Same Anonymous
Uplifted (previously pre-sentient) species' traits
On the article, it says that pre-sentient species, upon being uplifted, can be given exclusive traits (such as "irradiated", "star-born", "proles" etc...). Do you also get a choice of normal traits as well as the exclusively pre-sentient ones? For example, if I want to make a species that would be great fighters and make up most of my armies, I could get +20% army damage with the trait "Earthbound" (for uplifted species only), but I would much rather give it the normal trait "very strong", which gives it +40% army damage. Could I give an uplifted species normal traits as well? Thanks in advance. — Preceding unsigned comment added by 188.8.131.52 (Talk) 18:32, 5 June 2016 (CEST)
- The exclusive trait a pre-sentient species has is ramdomised upon their creation, but you can add whatever beneficial traits you like depending on the number of gene points available, just like genetic modification. Here's a handy video on Youtube summarizing the process --Bel3338 (talk) 19:35, 5 June 2016 (CEST)
- Ok thanks, so if I find a pre-sentient species with the trait 'Irradiated', I will never be able to give it 'Earthbound', or 'proles' or another of those exlusively pre-sentient traits; I can only give it normal traits? — Preceding unsigned comment added by 184.108.40.206 (Talk) 21:03, 6 June 2016 (CEST)
Empire bonuses from traits
Certain traits seem to have unlisted bonuses which apply to your empire if the primary species start with this trait. For example, Charismatic and Repugnant give a (negative in the latter case) bonus to diplomacy, but are there any other such bonuses? Bearmarshal (talk) 03:41, 26 August 2016 (CEST)
Renaming the page
Robot reproduction and migration
I know robots don't produce new pops, so you can only get new ones by building them. They also don't migrate on their own, so you must manually resettle them. I think droids are the same, but what about synthetics? I haven't quite got that far. Hairy Dude (talk) 03:08, 5 December 2018 (CET)
- I don't know, but I'm guessing they're the same. After all, they're buildable pops. 220.127.116.11
Speed Demon event special traits
- Got it In Vanilla. Changing the wiki text now. — Preceding unsigned comment added by 18.104.22.168 (talk) 23:16, 15 January 2019 (CET)
The habitability listed on tomb world preferance is wrong
The habitability listed on tomb world preferance is wrong. When i tested it, the tomb world preferance only adds 70% havitability to tomb worlds, and it does not replace your normal planet preferance. This means you get 70% havitability on tomb worlds and the rest of your habitabilities are dependent upon your normal planetary preferance. The data for Gaia World preferance is correct, and replaces the normal preferance instead of being in adittion to.