Console:Population modification
Version

This article is for the console version of Stellaris only.
- See also: Traits
Population modification refers to the process of altering a population's traits either to change its habitability, create subspecies suited for different tasks or improving it after unlocking more trait points through research. Both organic and robotic pops can be modified and each has its own set of traits. In addition, a small number of events can modify the population of a colony.
Species types[edit source]
Species types define the trait types a species can have, the type of possible population modification, the way they unlock additional Trait Points and how their rights are determined.
Trait points and Picks[edit source]
The two primary limiters to how many traits in what combination one can have are the Trait Points and Trait Picks. The first contact with both is during on species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5, except for hybrid species which have 6. In Utopia traits given by ascension paths do not count towards either limit.
Species templates[edit source]
Population modification is done via templates. Templates can be applied to pops residing on a planet or to the entire species, previously modified or not. Modified pops are considered part of the same species as the original even if the name and portraits have been changed. However, it is possible to set different rights for templates and its parent species.
Templates with zero current pops can be freely modified or deleted however the ones with at least one pop cannot be changed and the template modification window presents only the option to create a new one.
After a template has been applied a special project to start modifying the selected pops will appear in the situation log. The project will timeout in 30 days if not started. Depending on the kind of modification, how severe the modification (total amount of trait point differences) and how many pops were picked, this special project can be very expensive in science. The system is currently designed towards favoring bulk modification of many traits over specific via a high base cost.
Uplifting[edit source]
For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the Epigenetic Triggers technology and costs 3000
Society research. Upon completion the empire will instantly integrate the uplifted species and gain 500
Influence. In addition the uplifted species will gain +10%
Happiness when living within the borders of the empire that uplifted it. The initial ethics of the uplifted species will be determined by a series of initial events although afterwards the species fully susceptible to Ethics divergence.
Assimilation[edit source]
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Available only with the Utopia DLC or the Synthetic Dawn DLC enabled. |
This special Citizenship with associated Living Standards allows the conversion of pops to better fit the existing empire, without the hassle of regular modification. Each year 3, 6 or 12 pops will be assimilated, chosen from among all assimilating pops. The type of assimilation depends on the empire and the pop in question.
Fanatic Purifiers and
Devouring Swarms can't perform any kind of assimilation.
Hive-Minded pops can't be assimilated into an empire that isn't a
Hive Mind, except with Hive Dissociation.
Assimilating a pop from an invaded primitive species into a Gestalt Consciousness will additionally remove culture shock modifiers.
Ascension paths[edit source]
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Available only with the Utopia DLC enabled. |
Genetic modification can be used in conjunction with some of the ascension perks.
- The biological ascension path focuses entirely on genetic modification. Each of the two ascension perks grants 3 additional trait points and reduces the cost of genetic modification projects by 25% as well as unlocking early the
Gene Seed Purification and
Genetic Resequencing technologies respectively.
- The psionic ascension path adds the
Psionic trait that cannot be acquired or removed through genetic modification. At first, only the founding species will get it, but other species living in the empire can get it through the aforementioned assimilation.
- Choosing the synthetic ascension path will first enhance the empire's every species with the
Cybernetic trait. Cybernetic species are still organic enough to be genetically modified. Finishing the synthetic ascension path will upload all
Cybernetic pops into Robotic bodies, replacing genetic modification with robomodding.
Cybernetic pops are prohibited to be assimilated, as Synthetic empires are always also a Cybernetic empire.
Hybrid species[edit source]
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Available only with the MegaCorp DLC enabled. |
Xenophile and
Fanatic Xenophile empires that research the
Gene Tailoring technology can pick the
Xeno-Compatibility Ascension Perk to allow the reproduction of two species into hybrid species. Hybrid species take a portrait from one of the parent species and a mix of traits from both parent species, with at least one trait being inherited from each. They also get 1 additional trait point and trait pick. Two species are three times more likely to create a hybrid species if they are part of the same species group.
A Caravan event unique to Xenophile and
Fanatic Xenophile empires also has a 33% chance of creating a hybrid species.
Lithoid Pops can only create hybrid species with other Lithoid Pops.
Genetic modification events[edit source]
Aside from scheduled genetic modification species can also be spontaneously modified as a result of some events.
- After researching
Gene Tailoring, if a colony in the empire has less than 40%
Habitability and at least 4 primary species pops with under 50% happiness, the self-modification event chain will fire at some point within the next 200 months. Some of the pops on the planet will convert to a new subspecies with their primary habitat matching the planet they're on, the
Self-Modified trait, and otherwise random traits. Self-Modified subspecies cannot be modified through genetic modification.
- One of the Horizon Signal events will issue a special project to investigate an escape pod. Not ending the event with any of the next two choices will result in the scientist unleashing a retroviral agent on the empire's planets. The option is given to either limit it to the homeworld or allow it to change the entire main species. The appearance of the modified pops will change,
Militarist and
Fanatic Militarist empires pops will gain the
Intelligent trait and become pacifist, and non-militarist empire pops will gain the
Resilient trait and become militarist. Only
Authoritarian and
Fanatic Authoritarian empires can prevent the change by purging all but one pop from the homeworld.
- Finishing the Horizon Signal and accepting the Worm's offer will give all Pops in the home system the
Natural Physicists and
Repugnant traits and the
Tomb World Climate Preference.
- One of the anomaly events (Orbital Speed Demon) will find a high-speed box orbiting the planet. Any choice except ignoring or selling it will end with opening the box and using one of the substances to instantly enhance the main species with the following trait:
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Available only with the Utopia DLC enabled. |
- Forming a Covenant with the Composer of Strands in the Shroud will mutate every
Psionic species in the empire roughly every 25 years, changing traits completely at random.
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Available only with the Distant Stars DLC enabled. |
- One of the anomaly events will give the option to start a Neural Symbiont Special Project if not
Machine Intelligence. Finishing it will give the option to allow a scientist leader to become a host for a neural slug. If allowed a month later the option to bond the population of the capital with the slugs become available. Agreeing will give 3 Pops on the capital the
Brain Slug Host trait.
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Available only with the MegaCorp DLC enabled. |
- If an empire is no more than 3 hyperlane jumps away from Chor's Compass there is a very small yearly chance that pops on a planet will gain the
Resilient trait.
References[edit source]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |