Difference between revisions of "Traits"

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== Standard Traits ==
 
== Standard Traits ==
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Like [[Ethics]], standard traits are purchased from a points pool. 2 points are available at the start of the game. Some traits are negative and have negative cost, refunding points into the pool. Each species is limited to a maximum of 5 standard traits; non-standard traits do not count against this limit.
 
Like [[Ethics]], standard traits are purchased from a points pool. 2 points are available at the start of the game. Some traits are negative and have negative cost, refunding points into the pool. Each species is limited to a maximum of 5 standard traits; non-standard traits do not count against this limit.
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=== Positive ===
 
=== Positive ===
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{| class="mildtable sortable plainlist" width="100%"
 
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! style="width:150px" | Type
 
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=== Negative ===
 
=== Negative ===
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The trait {{iconify|Decadent}} can't be picked unless you are {{iconify|Fanatic Authoritarian}}, {{iconify|Authoritarian}}, {{iconify|Fanatic Xenophobe}} or {{iconify|Xenophobe}}.
 
The trait {{iconify|Decadent}} can't be picked unless you are {{iconify|Fanatic Authoritarian}}, {{iconify|Authoritarian}}, {{iconify|Fanatic Xenophobe}} or {{iconify|Xenophobe}}.
  
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=== Uplifted ===
 
=== Uplifted ===
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Non-sentient species have exclusive traits that cannot otherwise be chosen at race creation or when gene-modding a pop. They retain these traits after being uplifted into sentient species.
 
Non-sentient species have exclusive traits that cannot otherwise be chosen at race creation or when gene-modding a pop. They retain these traits after being uplifted into sentient species.
  
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== Habitability Traits ==
 
== Habitability Traits ==
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{{see also|Planets}}
 
{{see also|Planets}}
  
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== Robot Traits ==
 
== Robot Traits ==
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{{see also|Population#Robots}}
 
{{see also|Population#Robots}}
  
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=== Biological path ===
 
=== Biological path ===
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There are 5 advanced traits which are made available for [[genetic modification]] if the [[File:Ap_evolutionary_mastery.png|link=Ascension perk#Evolutionary Mastery|21px]] Evolutionary Mastery ascension perk is taken and {{iconify|Genetic Resequencing|21px}} has been researched.
 
There are 5 advanced traits which are made available for [[genetic modification]] if the [[File:Ap_evolutionary_mastery.png|link=Ascension perk#Evolutionary Mastery|21px]] Evolutionary Mastery ascension perk is taken and {{iconify|Genetic Resequencing|21px}} has been researched.
  
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=== Psionic and Synthetic paths ===
 
=== Psionic and Synthetic paths ===
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'''Note:''' In addition, both [[File:trait_robotic_3.png|24px]] Synthetic and [[File:Leader_trait_psionic_chosen_one.png|24px]] Chosen one grant leaders {{icon|Leader Lifespan}} Immortality.
 
'''Note:''' In addition, both [[File:trait_robotic_3.png|24px]] Synthetic and [[File:Leader_trait_psionic_chosen_one.png|24px]] Chosen one grant leaders {{icon|Leader Lifespan}} Immortality.
  
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== Special Traits ==
 
== Special Traits ==
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These traits are required in for special cases of species and cannot be removed from the creation menu. None of them take any trait point
 
These traits are required in for special cases of species and cannot be removed from the creation menu. None of them take any trait point

Revision as of 08:23, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.

Traits represents a species' innate biological 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 anomalies and 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.png Nomadic and Sedentary.png 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. Players start the game with 2 trait points and are limited to 5 traits with varying costs; positive traits decrease trait points and negative traits increase trait points.

Traits can affect the a population's production capabilities, leader longevity, happiness, scientific cognitive skills, migration tendencies, physical prowess combat, and many other important factors. 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. This creates a special project that will cost a certain amount of Society Research Society Research points to complete; the cost/time required for the project to complete scales according to the number of alterations made and pops affected. The resulting pops are listed as a new species with the same name as the old one, but are still considered the same species for the purposes of xenophobia or citizen rights. Traits are the primary focus of the Biological Ascension path, which increases the number of trait points available, unlocks several exclusive powerful traits, and makes genetic modification much more versatile and fast to allow for the maximum customization and specialization of the traits of your empire's pops.

Standard Traits

Like Ethics, standard traits are purchased from a points pool. 2 points are available at the start of the game. Some traits are negative and have negative cost, refunding points into the pool. Each species is limited to a maximum of 5 standard traits; non-standard traits do not count against this limit.

Modifying species

The Gene Tailoring technology allows species to be modified, subject to the points limit. The points limit can be increased as follows, with a maximum of 11 Trait Point trait point:

Trait Point Trait point Technology Tradition Ascension Perk
+1 Tech gene tailoring.png Gene Tailoring, Tech gene expressions.png Targeted Gene Expressions Tradition adaptability survival fittest.png Survival of the Fittest
+3 Ap engineered evolution.png Engineered Evolution, Ap evolutionary mastery.png Evolutionary Mastery

Once the desired modifications are selected, the genetic modification can be effected by completing a special project with Society Research Society cost equal to:


The cost can be reduced as follows:

Trait Point Species modification cost Tradition Ascension Perk
-15% Tradition adaptability survival fittest.png Survival of the Fittest
-25% Ap engineered evolution.png Engineered Evolution, Ap evolutionary mastery.png Evolutionary Mastery

Positive

Type Effects Excludes Cost Description
Adaptive.png Adaptive +10% Mod habitability.png Habitability
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
2 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive +20% Mod habitability.png Habitability
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
4 This species is remarkably adept at adopting to any foreign environments.
Agrarian.png Agrarian +15% Pop resource food mult.png Food 2 This species has a deep connection to the land and make expert farmers and gardeners.
Charismatic.png Charismatic
  • +25 Diplomacy opinion.png Opinion if your ruler is Charismatic
  • +5% Mod pop happiness.png Other species owner happiness
Repugnant.png Repugnant 1 Members of this species have a special charisma and are generally considered pleasant to be around.
Communal.png Communal +5% Mod pop happiness.png Happiness Solitary.png Solitary
  • Hive-minded.png Hive-Minded
1 Members of this species are highly communal and quite used to living in close proximity to others.
Conformists.png Conformists +30% Mod pop government ethic attraction.png Governing Ethics Attraction Deviants.png Deviants
  • Hive-minded.png Hive-Minded
2 These people always seek consensus and are more likely to conform to the governing ethics.
Enduring.png Enduring +20 Mod leader age.png Years Leader Lifespan
  • Venerable.png Venerable
  • Fleeting.png Fleeting
1 Lifespans in this species are unusually long.
Venerable.png Venerable +80 Mod leader age.png Years Leader Lifespan
  • Enduring.png Enduring
  • Fleeting.png Fleeting
4 This species can grow to an age that commands dignity and respect.
Conservationist.png Conservationist -15% Mod pop consumer goods mult.png Consumer Goods Cost Wasteful.png Wasteful 1 Members of this species believes that resources must be conserved and recycled.
Industrious.png Industrious +15% Pop resource minerals mult.png Minerals 2 Members of this species are known for their diligence and hard-working nature, always going above and beyond.
Intelligent.png Intelligent +10% Research.png Research output
  • Erudite.png Erudite
  • Nerve Stapled.png Nerve Stapled
2 This species is highly intelligent and enjoys faster technological progress.
Natural Engineers.png Natural Engineers +15% Pop resource engineering research mult.png Engineering Output
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards engineering and the material sciences.
Natural Physicists.png Natural Physicists +15% Pop resource physics research mult.png Physics Output
  • Natural Engineers.png Natural Engineers
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards theoretical physics and astral phenomena.
Natural Sociologists.png Natural Sociologists +15% Pop resource society research mult.png Society Output
  • Natural Engineers.png Natural Engineers
  • Natural Physicists.png Natural Physicists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards sociology and biological studies.
Nomadic.png Nomadic
  • +50% Mod pop migration time.png Migration Speed
  • -25% Cost Resettlement Cost
Sedentary.png Sedentary
  • Hive-minded.png Hive-Minded
1 This species has a nomadic past, and its members often think nothing when relocation to another world.
Quick Learners.png Quick Learners +25% Leader skill levels.png Leader Experience Gain Slow Learners.png Slow Learners 1 Members of this species are quick to learn from experiences.
Rapid Breeders.png Rapid Breeders +20% Mod pop growth req.png Growth Speed
  • Fertile.png Fertile
  • Slow Breeders.png Slow Breeders
1 This species reproduces at a very rapid rate, increasing population growth.
Resilient.png Resilient
  • +100% Mod army health.png Garrison Health
  • +50% Fortification Defensive Bonus
1 Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.
Strong.png Strong
  • +20% Mod army damage mult.png Army Damage
  • +5% Pop resource minerals mult.png Minerals
  • Very Strong.png Very Strong
  • Weak.png Weak
1 Members of this species possess great physical strength, making them formidable fighters on the ground.
Very Strong.png Very Strong
  • +40% Mod army damage mult.png Army Damage
  • +10% Pop resource minerals mult.png Minerals
  • Strong.png Strong
  • Weak.png Weak
3 Members of this species possess a strength that almost defies the laws of physics.
Talented.png Talented +1 Leader skill levels.png Leader Level Cap 1 Members of this species are born with a natural aptitude.
Thrifty.png Thrifty +15% Pop resource energy mult.png Energy Credits 2 Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.

Negative

The trait Decadent.png Decadent can't be picked unless you are Fanatic Authoritarian.png Fanatic Authoritarian, Authoritarian.png Authoritarian, Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe.png Xenophobe.

The trait Solitary.png Solitary and the trait Deviants.png Deviants can't be picked if you are Auth hive mind.png Hive Mind.

Type Effects Excludes Cost Description
Decadent.png Decadent
  • -10% Mod pop happiness.png Happiness without Slaves
-1 This species requires slaves or servants to feel content.
Nonadaptive.png Nonadaptive
  • -10% Mod habitability.png Habitability
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Robust.png Robust
-2 This species does not adapt well to foreign environments.
Repugnant.png Repugnant
  • -25 Diplomacy opinion.png Opinion if your Ruler is Repugnant and theirs is not
  • -10 Diplomacy opinion.png Opinion if both Rulers are Repugnant
  • -5% Mod pop happiness.png Other species owner happiness
  • Charismatic.png Charismatic
-1 The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.
Deviants.png Deviants
  • -15% Mod pop government ethic attraction.png Governing Ethics Attraction
  • Conformists.png Conformists
-1 These people are rebellious in nature and constantly try to challenge the status-quo.
Fleeting.png Fleeting
  • -10 Mod leader age.png Years Leader Lifespan
  • Venerable.png Venerable
  • Enduring.png Enduring
-1 Time is fleeting for this species. What they lack in longevity, they make up in other ways.
Sedentary.png Sedentary
  • -50% Mod pop migration time.png Migration Speed
  • +25% Cost Resettlement Cost
  • Nomadic.png Nomadic
-1 This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
Slow Breeders.png Slow Breeders
  • -20% Mod pop growth req.png Growth Speed
  • Rapid Breeders.png Rapid Breeders
  • Fertile.png Fertile
-1 This species reproduces at a slow rate, lowering population growth.
Slow Learners.png Slow Learners
  • -25% Leader skill levels.png Leader Experience Gain
  • Quick Learners.png Quick Learners
-1 Members of this species are slow to learn from their experiences.
Solitary.png Solitary
  • -5% Mod pop happiness.png Happiness
  • Communal.png Communal
-1 Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
Wasteful.png Wasteful
  • +15% Mod pop consumer goods mult.png Consumer Goods Cost
  • Conservationist.png Conservationist
-1 Members of this species seemingly have no concept of frugality and are prone to useless consumption.
Weak.png Weak
  • -20% Mod army damage mult.png Army Damage
  • -5% Pop resource minerals mult.png Minerals
  • Strong.png Strong
  • Very Strong.png Very Strong
-1 Members of this species are physically weaker than average, making them poor fighters on the ground.

Uplifted

Non-sentient species have exclusive traits that cannot otherwise be chosen at race creation or when gene-modding a pop. They retain these traits after being uplifted into sentient species.

Except for Uplifted, all of these traits cost 1 trait point.

Type Effects Excludes Description
Trait uplifted.png Uplifted
  • +10% Mod pop happiness.png Happiness when living under the rule of the nation that uplifted them
This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.

This trait is applied automatically when a non-sentient species is first gene-modded to uplift it to sentience. It does not cost any trait points.

Trait primitive.png Conservative
  • +5% Mod pop happiness.png Happiness
  • +25% Mod pop government ethic attraction.png Governing Ethics Attraction
  • -33% Leader skill levels.pngLeader Experience Gain:
Members of this species often prefer old wisdom over new experiences.
Trait primitive.png Earthbound
  • +10% Pop resource energy mult.png Energy Credits:
  • +100% Mod army health.png Garrison Health
  • +50% Fortification Defensive Bonus
Members of this species are very possessive of the planets they call home.
Trait primitive.png Irradiated
  • +100% Mod habitability.png Tomb World Habitability
  • +30 Mod leader age.png Leader Lifespan
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
Trait primitive.png Natural Intellectuals
  • +5% Unity.png Unity Output
  • +10% Pop resource physics research mult.png Physics Output
  • +10% Pop resource engineering research mult.png Engineering Output
  • +10% Pop resource society research mult.png Society Output
  • -10% Pop resource minerals mult.png Minerals
Members of this species are more philosophically inclined than most.
Trait primitive.png Proles
  • +10% Mod army damage mult.png Army Damage
  • +10% Pop resource minerals mult.png Minerals
  • +10% Pop resource food mult.png Food
  • -15% Pop resource physics research mult.png Physics Output
  • -15% Pop resource engineering research mult.png Engineering Output
  • -15% Pop resource society research mult.png Society Output
This species has traditionally shunned intellectual pursuits in favor of physical labor.
Trait primitive.png Starborn
  • +50% Mod pop migration time.png Migration Speed
  • -25% Cost Resettlement Cost
  • +10% Mod habitability.png Habitability
This species has always, consciously or not, longed to traverse the void between the stars.

Habitability Traits

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
Trait pc arid preference.png Arid Dry Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc desert preference.png Desert Dry Planet desert.png Desert
  • Planet arid.png Arid
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc savannah preference.png Savannah Dry Planet savannah.png Savannah
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc alpine preference.png Alpine Frozen Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc arctic preference.png Arctic Frozen Planet arctic.png Arctic
  • Planet alpine.png Alpine
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc tundra preference.png Tundra Frozen Planet tundra.png Tundra
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc continental preference.png Continental Wet Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc ocean preference.png Ocean Wet Planet ocean.png Ocean
  • Planet continental.png Continental
  • linkTropical Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc tropical preference.png Tropical Wet Planet tropical.png Tropical
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra

The following habitability traits are not available for starting races:

Preference Main world habitability Other worlds habitability
Trait pc ai preference.png AI 100% Planet ai.png AI 1% for:
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc gaia preference.png Gaia 100% Planet gaia.png Gaia
Trait pc ring preference.png Ring World 100% Ring World Habitable.png Ring World
Trait pc ring preference.png Habitat 100% Habitat
Trait pc ring preference.png Machine World 100% Planet ai.png Machine World
Trait pc nuked preference.png Tomb
  • 80% Planet nuked.png Tomb
60% for:
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical

Tomb World preference can be found on pre-sapient species inhabiting a Tomb World or obtained through the Horizon Signal. Ring World preference can be found on the primitive civilizations housed within the Sanctuary and must be changed to allow them to colonize new worlds if uplifted.

Robot Traits

See also: Population#Robots

Basic traits

Robot traits are unique to robot pops. Each robot pop has 2 basic traits: the Trait mechanical.png Mechanical trait and the corresponding robot type trait.

The Trait mechanical.png Mechanical trait gives robot pops Mod habitability.png +200% habitability on all habitable planets.

Trait Output Consumer goods.png Consumer goods
consumption
Affected by
Happiness
Affected by
Radiation
Minerals.png Minerals Energy Credits.png Energy Research.png Research Unity.png Unity
Trait robotic 1.png Robot +10% –40% –80% –40% +0.5 No.png No.png
Trait robotic 2.png Droid +15% –20% –40% –20% +0.5 No.png No.png
Trait robotic 3.png Synthetic +20% +20% +20% +20% +0.5 Yes.png No.png

Advanced traits

The following traits require require researching the Tech robomodding.png Machine Template System before the robomodding feature is enabled (the synthetic version of genetic modification).

Note: Auth machine intelligence.png Machine Intelligence and any traits specific to it require enabling the Synthetic Dawn.png Synthetic Dawn DLC.

Possible trait points are as follows:

  • 1 base for Machine species
  • 2 from Synthetic Age ascension perk
  • 1 from Adaptive Programming tradition
  • 1 from Robomodding technology
  • 1 from Binary Motivators technology
  • 1 from Nanite Assemblers technology

Note that Machine species are still subject to the 5 trait limit, of which the Machine trait will occupy 1.

Type Trait Point Trait robotic 1.png Auth machine intelligence.png Effects Excludes Description
Domestic protocols.png Domestic Protocols 1 No.png Mod pop happiness.png +5% Happiness Trait robotic 1.png Robot Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.
(Has no effect on Synthetics with Citizenship Rights.)
Double jointed.png Double Jointed 1 No.png Cost –50% Resettlement cost Bulky.png Bulky Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.
Durable.png Durable 1 Consumer goods.png –25% Consumer goods consumption High maintenance.png 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.png Efficient Processors 1 Upkeep –10% Robot upkeep Though not given much attention at the time, early "battery saver" hardware/software implementations were a breakthrough of immeasurable lasting impact.
Emotion emulators.png Emotion Emulators 1 No.png Diplomacy opinion.png +25 Ruler opinion impact Uncanny.png 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.png Enhanced Memory 2 No.png Leader skill levels.png +2 Leader level cap All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.
Harvesters.png Harvesters 1 No.png Food.png +10% Food 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.png Learning Algorithms 1 No.png Leader skill levels.png +25% Leader experience gain Repurposed hardware.png Repurposed Hardware Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.
Logic engines.png Logic Engines 2 Research.png +10% Research output Trait robotic 1.png Robot Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.
Loyalty circuits.png Loyalty Circuits 2 No.png
  • Mod pop government ethic attraction.png +50% Governing ethics attraction
  • Mod pop happiness.png +5% Happiness
  • Trait robotic 1.png Robot
  • Trait robotic 2.png 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.png Mass-Produced 1 Speed +25% Robot build speed Custom made.png Custom-Made Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.
Power drills.png Power Drills 1 Minerals.png +10% Minerals Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.
Propaganda machines.png Propaganda Machines 1 No.png Unity.png +15% Unity 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.png Recycled 2 Cost –20% Robot build cost Luxurious.png Luxurious Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.
Superconductive.png Superconductive 1 Energy Credits.png +10% Energy The use of superconductive materials in units have cut energy transmission losses to zero percent.
Bulky.png Bulky –1 No.png Cost +50% Resettlement cost Double jointed.png Double Jointed These highly advanced mega-machines were not designed to traverse the universe in a box.
Custom made.png Custom-Made –1 Speed –25% Robot build speed Mass produced.png Mass-Produced Each new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.
High maintenance.png High Maintenance –1 Consumer goods.png +25% Consumer goods consumption Durable.png Durable These machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.
Luxurious.png Luxurious –2 Cost +20% Robot build cost Recycled.png Recycled Designed after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.
Repurposed hardware.png Repurposed Hardware –1 No.png Leader skill levels.png –25% Leader experience gain Learning algorithms.png Learning Algorithms 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.png Uncanny –1 No.png Diplomacy opinion.png –25 Ruler opinion impact Emotion emulators.png 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.

Ascendancy traits

Ascendancy traits are only accessible after picking the appropriate Ap slot available.png ascension perk as indicated in the table below (as well as completion of any potential issued special project/event chain).

Biological path

There are 5 advanced traits which are made available for genetic modification if the Ap evolutionary mastery.png Evolutionary Mastery ascension perk is taken and Tech genetic resequencing.png Genetic Resequencing has been researched.

Type Effects Excludes Cost Description
Robust.png Robust
  • +30% Mod habitability.png Habitability
  • +50 Mod leader age.png Years Leader Lifespan
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
6 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Erudite.png Erudite
  • +20% Research.png Research output
  • +1 Leader skill levels.png Leader Level Cap
  • Intelligent.png Intelligent
  • Nerve Stapled.png Nerve Stapled
4 Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile.png Fertile
  • +30% Mod pop growth req.png Growth Speed
  • +5% Mod pop happiness.png Happiness
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
3 The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Nerve Stapled.png Nerve Stapled
  • +10% Pop resource minerals mult.png Minerals
  • +10% Pop resource food mult.png Food
  • –50% Unity.png Unity
  • –50% Pop resource energy mult.png Energy Credits
  • –75% Research.png Research output
  • Not Affected by Happiness
  • Can't join a faction
  • Erudite.png Erudite
  • Intelligent.png Intelligent
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
3 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
Delicious.png Delicious
  • +50% Food.png Processing Food Production
2 This species has the curious evolutionary adaptation of being highly nutritious when eaten.

Psionic and Synthetic paths

Note: In addition, both Trait robotic 3.png Synthetic and Leader trait psionic chosen one.png Chosen one grant leaders Mod leader age.png Immortality.

Perk / Trait Pops Rulers Governors Scientists Admirals Generals
  • Ap the flesh is weak.png The Flesh is Weak
  • Trait cybernetic.png Cybernetic (Pops)
  • Leader trait cyborg.png Cyborg
  • Damage +10% Army damage
  • Mod habitability.png +20% Habitability
Minerals.png +5% Minerals Mod country all tech research speed.png +5% Research speed Attack Speed +5% Fire rate Damage +5% Army damage
  • Ap synthetic evolution.png Synthetic Evolution
  • Trait robotic 3.png Synthetic
  • Energy Credits.png +20% Energy
  • Minerals.png +20% Minerals
  • Research.png +20% Research output
  • Unity.png +20% Unity
  • Consumer goods.png +0.5 Consumer goods consumed
  • Mod habitability.png +200% Habitability (due to Trait mechanical.png Mechanical)
+5% Robot resource production
  • Energy Credits.png +5% Energy
  • Minerals.png +5% Minerals
  • Anomaly fail risk.png –10% Anomaly fail risk
  • Mod country all tech research speed.png +5% Research speed
  • Attack Speed +5% Fire rate
  • Damage +10% Weapon range
Damage +10% Army damage
  • Ap mind over matter.png Mind over Matter
  • Trait psionic species.png Latent psionic (Pops)
  • Leader trait psionic leader.png Psychic
  • Energy Credits.png +5% Energy
  • Research.png +5% Research output
  • Mod pop government ethic attraction.png +10% Governing ethics attraction
  • Influence.png +0.5 Influence
  • Unity.png +10% Unity
  • Unrest.png –15% Unrest
  • Mod country all tech research speed.png +10% Research speed
  • Mod ship science survey speed.png +25% Survey speed
  • Damage +10% Damage
  • Evasion +15% Evasion
  • Mod army morale.png +15% Army morale
  • Mod army morale.png +15% Army morale (on attack)
  • Ap transcendence.png Transcendence
  • Trait psionic species.png Psionic (Pops)
  • Leader trait psionic chosen one.png Chosen one
  • Energy Credits.png +10% Energy
  • Mod pop happiness.png +5% Happiness
  • Research.png +10% Research output
  • Mod pop government ethic attraction.png +20% Governing ethics attraction
  • Influence.png +1 Influence
  • Unity.png +20% Unity
  • Unrest.png –30% Unrest
  • Mod country all tech research speed.png +20% Research speed
  • Mod ship science survey speed.png +50% Survey speed
  • Damage +20% Damage
  • Evasion +30% Evasion
  • Damage +20% Army damage
  • Mod army morale.png +30% Army morale
  • Mod army morale.png +30% Army morale (on attack)

Special Traits

These traits are required in for special cases of species and cannot be removed from the creation menu. None of them take any trait point

The Leader trait ruler hive mind.png Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. The Auth machine intelligence.png Machine trait can only be added by machine intelligence empires and can only be removed by empires that are not machine intelligences. Pops without the required trait in a hive mind or machine intelligence empire can only serve to be displaced, purged or used as lifestock. Pops with the trait will die inside an empire of a different authority due to losing their connection to the collective consciousness.

Leader trait ruler hive mind.pngHive-Minded pops are blocked from happiness and ethics attraction modifying traits (Communal.png Communal, Solitary.png Solitary, Conformists.png Conformists, and Deviants.png Deviants), as hive minds do not use those mechanics.

Type Effects Requirement Description
Trait primitive.png Serviles
  • +10% Mod pop happiness.png Happiness
  • +50% Mod pop government ethic attraction.png Governing Ethics Attraction
  • +10% Pop resource minerals mult.png Minerals
  • +10% Pop resource food mult.png Food
  • -10% Pop resource energy mult.png Energy Credits
  • -25% Pop resource physics research mult.png Physics Output
  • -25% Pop resource engineering research mult.png Engineering Output
  • -25% Pop resource society research mult.png Society Output
  • -33% Leader skill levels.png Leader Experience Gain
  • -1 Leader skill levels.png Leader Skill Levels
Civic syncretic evolution.png 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
Leader trait ruler hive mind.png Hive-Minded
  • Not Affected by Happiness
  • Cannot survive outside Auth hive mind.png Hive Mind empires
Auth hive mind.png Hive Mind Species This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
Auth machine intelligence.png Machine
  • Mod habitability.png +200% Habitability
  • Mod leader influence cost.png +100% Leader Recruitment Cost
  • Not Affected by Happiness
  • Cannot survive outside Auth machine intelligence.png Machine Intelligence empires
Auth machine intelligence.png Machine Species This species is made up by the executive terminals of a single Machine Intelligence, originally built by organics.
Game concepts