Population modification
Version

This article is for the PC 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 with the Clone Soldier or
Clone Soldier Ascendant trait cannot be genetically modified.
Trait points and Picks
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Please help with verifying or updating this section. It was last verified for version 3.5. |
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 on the 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
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Please help with verifying or updating this section. It was last verified for version 3.5. |
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
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Please help with verifying or updating this section. It was last verified for version 3.5. |
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. Afterwards, the species fully susceptible to Ethics divergence.
Ascension paths
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Please help with verifying or updating this section. It was last verified for version 3.5. |
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Available only with the Utopia DLC enabled. |
Genetic modification can be used in conjunction with some of the ascension paths.
- 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.
- The psionic ascension path adds the
Psionic trait, which 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 assimilation.
- Choosing the synthetic ascension path will first enhance all empire species with the
Cybernetic trait. Cybernetic species are still organic enough to be genetically modified. Completing the synthetic ascension path will upload all
Cybernetic pops into Robotic bodies, replacing genetic modification with cybernetic.
Hybrid species
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Available only with the MegaCorp DLC enabled. |
Xenophile empires can pick the
Xeno-Compatibility Ascension Perk to allow the reproduction of two organic 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 trait point and +1 trait pick. Two species are 3× more likely to create a hybrid species if they are part of the same species group.
A Caravan event unique to Xenophile empires also has a 33% chance of creating a hybrid species.
References
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 |