Difference between revisions of "Traits"

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{{version|2.5}}
+
{{version|2.6}}
 
'''Traits''' represents a [[species|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 {{iconify|Nomadic}} and {{iconify|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''' represents a [[species|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 {{iconify|Nomadic}} and {{iconify|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.
  
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== Biological traits ==
 
== Biological traits ==
{{SVersion|2.5}}
 
 
 
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.
 
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 ===
 
=== Initial traits ===
Initial traits are available when first creating a species. They can all be changed later via genetic modification.
+
{{SVersion|2.6}}
 +
Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect {{iconify|Happiness}} cannot be added to species with the {{iconify|Hive-Minded}} trait.
  
{| class="mildtable plainlist sortable" width="100%"
+
{| class="mildtable plainlist" width="100%"
 +
! colspan=4 | Positive Traits
 +
! colspan=4 | Negative Traits
 +
! rowspan=2 | {{icon|lithoid}}
 
|-
 
|-
 
! Trait
 
! Trait
 
! Effects
 
! Effects
! class="unsortable" | Excludes
 
! {{icon|lithoid}}
 
 
! {{icon|trait point}} Cost
 
! {{icon|trait point}} Cost
 
! {{icon|energy}} Slave Price
 
! {{icon|energy}} Slave Price
! style="width:45%" class="unsortable" | Description
+
! Trait
 +
! Effects
 +
! {{icon|trait point}} Cost
 +
! {{icon|energy}} Slave Price
 
|- id="Adaptive"
 
|- id="Adaptive"
 
| [[File:Adaptive.png]] Adaptive
 
| [[File:Adaptive.png]] Adaptive
| {{icon|Habitability}} Habitability {{green|+10%}}
+
| {{icon|Habitability}} Habitability {{green|+10%}}
|
 
* {{iconify|Extremely Adaptive}}
 
* {{iconify|Nonadaptive}}
 
* {{iconify|Robust}}
 
| {{icon|no}}
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | {{red|+50}}
 
| align=center | {{red|+50}}
| ''This species is highly adaptive when it comes to foreign environments.''
+
| rowspan=2 | [[file:Nonadaptive.png]] Nonadaptive
 +
| rowspan=2 | {{icon|habitability}} Habitability {{red|−10%}}
 +
| rowspan=2 align=center | {{green|−2}}
 +
| rowspan=2 align=center | {{green|−50}}
 +
| rowspan=2 | {{icon|no}}
 
|- id="Extremely Adaptive"
 
|- id="Extremely Adaptive"
 
| [[File:Extremely Adaptive.png]] Extremely Adaptive
 
| [[File:Extremely Adaptive.png]] Extremely Adaptive
 
| {{icon|Habitability}} Habitability {{green|+20%}}
 
| {{icon|Habitability}} Habitability {{green|+20%}}
|
 
* {{iconify|Adaptive}}
 
* {{iconify|Nonadaptive}}
 
* {{iconify|Robust}}
 
| {{icon|no}}
 
 
| align=center | {{red|4}}
 
| align=center | {{red|4}}
 
| align=center | {{red|+100}}
 
| align=center | {{red|+100}}
| ''This species is remarkably adept at adapting to any foreign environment.''
 
 
|- id="Agrarian"
 
|- id="Agrarian"
 
| [[File:Agrarian.png]] Agrarian
 
| [[File:Agrarian.png]] Agrarian
 
| {{icon|pop food}} Food from Jobs {{green|+15%}}
 
| {{icon|pop food}} Food from Jobs {{green|+15%}}
|
 
| {{icon|no}}
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | {{red|+50}}
 
| align=center | {{red|+50}}
| ''This species has a deep connection to the land and make expert farmers and gardeners.''
+
|  
 +
|
 +
|
 +
|
 +
| {{icon|no}}
 
|- id="Charismatic"
 
|- id="Charismatic"
 
| [[File:Charismatic.png]] Charismatic
 
| [[File:Charismatic.png]] Charismatic
|  
+
| {{icon|amenities}} Amenities from Jobs {{green|+20%}}
* {{icon|amenities}} Amenities from Jobs {{green|+20%}}
 
| {{iconify|Repugnant}}
 
|
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species have a special charisma and are generally considered pleasant to be around.''
+
| [[file:Repugnant.png]] Repugnant
 +
| {{icon|amenities}} Amenities from Jobs {{red|−20%}}
 +
| align=center| {{green|−2}}
 +
| align=center | '''0'''
 +
|
 
|- id="Communal"
 
|- id="Communal"
 
| [[File:Communal.png]] Communal
 
| [[File:Communal.png]] Communal
 
| {{icon|housing usage}} Pop Housing Usage {{green|−10%}}
 
| {{icon|housing usage}} Pop Housing Usage {{green|−10%}}
| {{iconify|Solitary}}
 
* {{iconify|Nerve Stapled}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species are highly communal and quite used to living in close proximity to others.''
+
| [[file:Solitary.png]] Solitary
 +
| {{icon|housing usage}} Pop Housing Usage {{red|+10%}}
 +
| align=center |{{green|−1}}
 +
| align=center | '''0'''
 +
|
 
|- id="Conformists"
 
|- id="Conformists"
 
| [[File:Conformists.png]] Conformists
 
| [[File:Conformists.png]] Conformists
 
| {{icon|Governing ethics attraction}} Governing Ethics Attraction {{green|+30%}}
 
| {{icon|Governing ethics attraction}} Governing Ethics Attraction {{green|+30%}}
| {{iconify|Deviants}}
 
* {{iconify|Hive-Minded}}
 
|
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''These people always seek consensus and are more likely to conform to the governing ethics.''
+
| [[file:Deviants.png]] Deviants
 +
| {{icon|Governing ethics attraction}} Governing Ethics Attraction {{red|−15%}}
 +
| align=center | {{green|−1}}
 +
| align=center | '''0'''
 +
|
 
|- id="Conservationist"
 
|- id="Conservationist"
 
| [[File:Conservationist.png]] Conservationist
 
| [[File:Conservationist.png]] Conservationist
 
| {{icon|Consumer Goods Cost}} Pop Consumer Goods Upkeep {{green|−10%}}
 
| {{icon|Consumer Goods Cost}} Pop Consumer Goods Upkeep {{green|−10%}}
| {{iconify|Wasteful}}
 
* {{iconify|Hive-Minded}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species believes that resources must be conserved and recycled.''
+
| [[file:Wasteful.png]] Wasteful
 +
| {{icon|Consumer Goods Cost}} Pop Consumer Goods Upkeep {{red|+10%}}
 +
| align=center| {{green|−1}}
 +
| align=center | '''0'''
 +
|
 +
|- id="Docile"
 +
| [[File:Trait_docile.png]] Docile
 +
| {{icon|empire sprawl}} Empire Sprawl from Pops {{green|−10%}}
 +
| align=center | {{red|2}}
 +
| align=center | '''0'''
 +
| [[File:Trait_unruly.png]] Unruly
 +
| {{icon|empire sprawl}} Empire Sprawl from Pops {{red|+10%}}
 +
| align=center | {{green|−2}}
 +
| align=center | '''0'''
 +
|
 
|- id="Enduring"
 
|- id="Enduring"
 
| [[File:Enduring.png]] Enduring
 
| [[File:Enduring.png]] Enduring
 
| {{icon|Leader Lifespan}} Leader Lifespan {{green|+20}} Years
 
| {{icon|Leader Lifespan}} Leader Lifespan {{green|+20}} Years
|
 
* {{iconify|Venerable}}
 
* {{iconify|Fleeting}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Lifespans in this species are unusually long.''
+
| rowspan=2 | [[file:Fleeting.png]] Fleeting
 +
| rowspan=2 | {{icon|Leader Lifespan}} Leader Lifespan {{red|−10}} Years
 +
| rowspan=2 align=center | {{green|−1}}
 +
| rowspan=2 align=center | '''0'''
 +
| rowspan=2 | {{icon|no}}
 
|- id="Venerable"
 
|- id="Venerable"
 
| [[File:Venerable.png]] Venerable
 
| [[File:Venerable.png]] Venerable
 
| {{icon|Leader Lifespan}} Leader Lifespan {{green|+80}} Years
 
| {{icon|Leader Lifespan}} Leader Lifespan {{green|+80}} Years
|
 
* {{iconify|Enduring}}
 
* {{iconify|Fleeting}}
 
|
 
 
| align=center | {{red|4}}
 
| align=center | {{red|4}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''This species can grow to an age that commands dignity and respect.''
 
 
|- id="Industrious"
 
|- id="Industrious"
 
| [[File:Industrious.png]] Industrious
 
| [[File:Industrious.png]] Industrious
 
| {{icon|pop min}} Minerals from Jobs {{green|+15%}}
 
| {{icon|pop min}} Minerals from Jobs {{green|+15%}}
|
 
|
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | {{red|+50}}
 
| align=center | {{red|+50}}
| ''Members of this species are known for their diligence and hard-working nature, always going above and beyond.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Ingenious"
 
|- id="Ingenious"
 
| [[File:Ingenious.png]] Ingenious
 
| [[File:Ingenious.png]] Ingenious
 
| {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}}
 
| {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}}
|
 
|
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | {{red|+50}}
 
| align=center | {{red|+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.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Intelligent"
 
|- id="Intelligent"
 
| [[File:Intelligent.png]] Intelligent
 
| [[File:Intelligent.png]] Intelligent
|
+
| {{icon|research}} Research from Jobs {{green|+10%}}
* {{icon|pop eng}} Engineering Research from Jobs {{green|+10%}}
 
* {{icon|pop phy}} Physics Research from Jobs {{green|+10%}}
 
* {{icon|pop soc}} Society Research from Jobs {{green|+10%}}
 
|
 
* {{iconify|Erudite}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Uplifted}} (Enigmatic Cache)
 
* {{icon|Uplifted}} Somewhat Uplifted
 
|
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''This species is highly intelligent and enjoys faster technological progress.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Natural Engineers"
 
|- id="Natural Engineers"
 
| [[File:Natural Engineers.png]] Natural Engineers
 
| [[File:Natural Engineers.png]] Natural Engineers
 
| {{icon|pop eng}} Engineering Research from Jobs {{green|+15%}}  
 
| {{icon|pop eng}} Engineering Research from Jobs {{green|+15%}}  
|
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Nerve Stapled}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species have a natural inclination towards engineering and the material sciences.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Natural Physicists"
 
|- id="Natural Physicists"
 
| [[File:Natural Physicists.png]] Natural Physicists
 
| [[File:Natural Physicists.png]] Natural Physicists
 
| {{icon|pop phy}} Physics Research from Jobs {{green|+15%}}
 
| {{icon|pop phy}} Physics Research from Jobs {{green|+15%}}
|
 
* {{iconify|Natural Engineers}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Nerve Stapled}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species have a natural inclination towards theoretical physics and astral phenomena.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Natural Sociologists"
 
|- id="Natural Sociologists"
 
| [[File:Natural Sociologists.png]] Natural Sociologists
 
| [[File:Natural Sociologists.png]] Natural Sociologists
 
| {{icon|pop soc}} Society Research from Jobs {{green|+15%}}
 
| {{icon|pop soc}} Society Research from Jobs {{green|+15%}}
|
 
* {{iconify|Natural Engineers}}
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Nerve Stapled}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species have a natural inclination towards sociology and biological studies.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Nomadic"
 
|- id="Nomadic"
 
| [[File:Nomadic.png]] Nomadic
 
| [[File:Nomadic.png]] Nomadic
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* {{icon|growth speed}} Pop Growth from Immigration {{green|+15%}}
 
* {{icon|growth speed}} Pop Growth from Immigration {{green|+15%}}
 
* {{icon|resettlement cost}} Resettlement Cost {{green|−25%}}
 
* {{icon|resettlement cost}} Resettlement Cost {{green|−25%}}
| {{iconify|Sedentary}}
+
| align=center | {{red|1}}
 +
| align=center | '''0'''
 +
| [[file:Sedentary.png]] Sedentary
 
|
 
|
| align=center | {{red|1}}
+
* {{icon|growth speed}} Pop Growth from Immigration {{red|−15%}}
 +
* {{icon|resettlement cost}} Resettlement Cost {{red|+25%}}
 +
| align=center| {{green|−1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''This species has a nomadic past, and its members often think nothing when relocation to another world.''
+
|  
 
|- id="Quick Learners"
 
|- id="Quick Learners"
 
| [[File:Quick Learners.png]] Quick Learners
 
| [[File:Quick Learners.png]] Quick Learners
 
| {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
| {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
| {{iconify|Slow Learners}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species are quick to learn from experiences.''
+
| [[file:Slow Learners.png]] Slow Learners
 +
| {{icon|leader experience gain}} Leader Experience Gain {{red|−25%}}
 +
| align=center | {{green|−1}}
 +
| align=center | '''0'''
 +
|
 
|- id="Rapid Breeders"
 
|- id="Rapid Breeders"
 
| [[File:Rapid Breeders.png]] Rapid Breeders
 
| [[File:Rapid Breeders.png]] Rapid Breeders
 
| {{icon|growth speed}} Growth Speed {{green|+10%}}
 
| {{icon|growth speed}} Growth Speed {{green|+10%}}
|
 
* {{iconify|Fertile}}
 
* {{iconify|Slow Breeders}}
 
| {{icon|no}}
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | {{red|+100}}
 
| align=center | {{red|+100}}
| ''This species reproduces at a very rapid rate, increasing population growth.''
+
| [[file:Slow Breeders.png]] Slow Breeders
 +
| {{icon|growth speed}} Growth Speed {{red|−10%}}
 +
| align=center| {{green|−2}}
 +
| align=center| {{green|−100}}
 +
| {{icon|no}}
 
|- id="Resilient"
 
|- id="Resilient"
 
| [[File:Resilient.png]] Resilient
 
| [[File:Resilient.png]] Resilient
|
+
|  
 
* {{icon|Army Damage}} Defense Army Damage {{green|+50%}}
 
* {{icon|Army Damage}} Defense Army Damage {{green|+50%}}
|
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Strong"
 
|- id="Strong"
 
| [[File:Strong.png]] Strong
 
| [[File:Strong.png]] Strong
|
+
|  
 
* {{icon|Army Damage}} Army Damage {{green|+20%}}
 
* {{icon|Army Damage}} Army Damage {{green|+20%}}
* {{icon|pop resource output}} Worker Output {{green|+2%}}
+
* {{icon|pop resource output}} Worker Output {{green|+2.5%}}
|
 
* {{iconify|Very Strong}}
 
* {{iconify|Weak}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | {{red|+50}}
 
| align=center | {{red|+50}}
| ''Members of this species possess great physical strength, making them formidable fighters on the ground.''
+
| rowspan=2 | [[file:Weak.png]] Weak
 +
| rowspan=2 |
 +
* {{icon|army damage}} Army Damage {{red|−20%}}
 +
* {{icon|pop resource output}} Worker Output {{red|−2.5%}}
 +
| rowspan=2 align=center| {{green|−1}}
 +
| rowspan=2 align=center| {{green|−50}}
 +
| rowspan=2 | {{icon|no}}
 
|- id="Very Strong"
 
|- id="Very Strong"
 
| [[File:Very Strong.png]] Very Strong
 
| [[File:Very Strong.png]] Very Strong
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* {{icon|Army Damage}} Army Damage {{green|+40%}}
 
* {{icon|Army Damage}} Army Damage {{green|+40%}}
 
* {{icon|pop resource output}} Worker Output {{green|+5%}}
 
* {{icon|pop resource output}} Worker Output {{green|+5%}}
|
 
* {{iconify|Strong}}
 
* {{iconify|Weak}}
 
|
 
 
| align=center | {{red|3}}
 
| align=center | {{red|3}}
 
| align=center | {{red|+150}}
 
| align=center | {{red|+150}}
| ''Members of this species possess a strength that almost defies the laws of physics.''
 
 
|- id="Talented"
 
|- id="Talented"
 
| [[File:Talented.png]] Talented
 
| [[File:Talented.png]] Talented
 
| {{icon|Leader Skill Levels}} Leader Level Cap {{green|+1}}
 
| {{icon|Leader Skill Levels}} Leader Level Cap {{green|+1}}
|
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species are born with a natural aptitude.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Thrifty"
 
|- id="Thrifty"
 
| [[File:Thrifty.png]] Thrifty
 
| [[File:Thrifty.png]] Thrifty
 
| {{icon|trade value}} Trade value from Jobs {{green|+25%}}
 
| {{icon|trade value}} Trade value from Jobs {{green|+25%}}
|
 
|
 
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.''
+
|  
 +
|
 +
|
 +
|
 +
|
 
|- id="Traditional"
 
|- id="Traditional"
 
| [[File:Trait_traditional.png]] Traditional
 
| [[File:Trait_traditional.png]] Traditional
 
| {{icon|unity}} Unity from Jobs {{green|+10%}}
 
| {{icon|unity}} Unity from Jobs {{green|+10%}}
| {{iconify|Quarrelsome}}
 
|
 
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
| ''Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.''
+
| [[File:Trait_quarrelsome.png]] Quarrelsome
 +
| {{icon|unity}} Unity from Jobs {{red|−10%}}
 +
| align=center | {{green|−1}}
 +
| align=center | '''0'''
 
|- id="Decadent"
 
|- id="Decadent"
 +
|
 +
|
 +
|
 +
|
 
|[[file:Decadent.png]] Decadent
 
|[[file:Decadent.png]] Decadent
 
|
 
|
 
* {{icon|happiness}} Worker Happiness {{red|−10%}}
 
* {{icon|happiness}} Worker Happiness {{red|−10%}}
 
* {{icon|happiness}} Slave Happiness {{red|−10%}}
 
* {{icon|happiness}} Slave Happiness {{red|−10%}}
|
 
|
 
 
| align=center| {{green|−1}}
 
| align=center| {{green|−1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
|''This species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.''
+
|  
|- id="Deviants"
 
|[[file:Deviants.png]] Deviants
 
|
 
* {{icon|Governing ethics attraction}} Governing Ethics Attraction {{red|−15%}}
 
|
 
* {{iconify|Conformists}}
 
* {{iconify|Hive-Minded}}
 
|
 
| align=center | {{green|−1}}
 
| align=center | '''0'''
 
|''These people are rebellious in nature and constantly try to challenge the status-quo.''
 
|- id="Fleeting"
 
|[[file:Fleeting.png]] Fleeting
 
|
 
* {{icon|Leader Lifespan}} Leader Lifespan {{red|−10}} Years
 
|
 
* {{iconify|Venerable}}
 
* {{iconify|Enduring}}
 
|
 
|align=center | {{green|−1}}
 
|align=center | '''0'''
 
|''Time is fleeting for this species. What they lack in longevity, they make up in other ways.''
 
|- id="Nonadaptive"
 
|[[file:Nonadaptive.png]] Nonadaptive
 
|
 
* {{icon|habitability}} Habitability {{red|−10%}}
 
|
 
* {{iconify|Adaptive}}
 
* {{iconify|Extremely Adaptive}}
 
* {{iconify|Robust}}
 
| {{icon|no}}
 
| align=center | {{green|−2}}
 
| align=center | {{green|−50}}
 
|''This species does not adapt well to foreign environments.''
 
|- id="Quarrelsome"
 
| [[File:Trait_quarrelsome.png]] Quarrelsome
 
| {{icon|unity}} Unity from Jobs {{red|−10%}}
 
| {{iconify|Traditional}}
 
|
 
| align=center | {{green|−1}}
 
| align=center | '''0'''
 
| ''While not inherently distrustful, members of this species are often socially combative.''
 
|- id="Repugnant"
 
|[[file:Repugnant.png]] Repugnant
 
|
 
* {{icon|amenities}} Amenities from Jobs {{red|−20%}}
 
|
 
* {{iconify|Charismatic}}
 
|
 
| align=center| {{green|−2}}
 
| align=center | '''0'''
 
|''The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.''
 
|- id="Sedentary"
 
|[[file:Sedentary.png]] Sedentary
 
|
 
* {{icon|growth speed}} Pop Growth from Immigration {{red|−15%}}
 
* {{icon|resettlement cost}} Resettlement Cost {{red|+25%}}
 
|
 
* {{iconify|Nomadic}}
 
|
 
| align=center| {{green|−1}}
 
| align=center | '''0'''
 
|''This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.''
 
|- id="Slow Breeders"
 
|[[file:Slow Breeders.png]] Slow Breeders
 
|
 
* {{icon|growth speed}} Growth Speed {{red|−10%}}
 
|
 
* {{iconify|Rapid Breeders}}
 
* {{iconify|Fertile}}
 
| {{icon|no}}
 
| align=center| {{green|−2}}
 
| align=center| {{green|−100}}
 
|''This species reproduces at a slow rate, lowering population growth.''
 
|- id="Slow Learners"
 
|[[file:Slow Learners.png]] Slow Learners
 
|
 
* {{icon|leader experience gain}} Leader Experience Gain {{red|−25%}}
 
|
 
* {{iconify|Quick Learners}}
 
|
 
| align=center | {{green|−1}}
 
| align=center | '''0'''
 
|''Members of this species are slow to learn from their experiences.''
 
|- id="Solitary"
 
|[[file:Solitary.png]] Solitary
 
|
 
* {{icon|housing usage}} Pop Housing Usage {{red|+10%}}
 
|
 
* {{iconify|Communal}}
 
* {{iconify|Nerve Stapled}}
 
|
 
| align=center |{{green|−1}}
 
| align=center | '''0'''
 
|''Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.''
 
|- id="Wasteful"
 
|[[file:Wasteful.png]] Wasteful
 
|
 
* {{icon|Consumer Goods Cost}} Pop Consumer Goods Upkeep {{red|+10%}}
 
|
 
* {{iconify|Conservationist}}
 
* {{iconify|Hive-Minded}}
 
|
 
| align=center| {{green|−1}}
 
| align=center | '''0'''
 
|''Members of this species seemingly have no concept of frugality and are prone to useless consumption.''
 
|- id="Weak"
 
|[[file:Weak.png]] Weak
 
|
 
* {{icon|army damage}} Army Damage {{red|−20%}}
 
* {{icon|pop resource output}} Worker Output {{red|−2%}}
 
|
 
* {{iconify|Strong}}
 
* {{iconify|Very Strong}}
 
|
 
| align=center| {{green|−1}}
 
| align=center| {{green|−50}}
 
|''Members of this species are physically weaker than average, making them poor fighters on the ground.''
 
 
|}
 
|}
  
Line 434: Line 331:
 
| align=center | {{red|+100}}
 
| align=center | {{red|+100}}
 
|''The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.''
 
|''The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.''
 +
|}
 +
 +
==== Origin Traits ====
 +
Origin traits can only be given by certain Origins. All of them have a 33% chance of being inherited by hybrid species.
 +
{| class="mildtable plainlist"
 +
! Type
 +
! Effects
 +
! Excludes
 +
! {{icon|trait point}} Cost
 +
! Origin
 +
! style="width:45%" | Description
 +
! DLC
 +
|- id="Serviles"
 +
| [[File:Trait primitive.png]] Serviles
 +
|
 +
* {{icon|happiness}} Happiness {{green|+10%}}
 +
* {{icon|pop resource output}} Resources from Jobs {{green|+10%}}
 +
* {{icon|worker}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs
 +
* {{icon|no}} Cannot generate Leaders
 +
|
 +
* {{iconify|Intelligent}}
 +
* {{iconify|Erudite}}
 +
* {{iconify|Natural Physicists}}
 +
* {{iconify|Natural Sociologists}}
 +
* {{iconify|Natural Engineers}}
 +
| align=center|{{red|1}}
 +
| [[File:Origins syncretic evolution.png]] Syncretic Evolution
 +
|''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.''
 +
| {{icon|utp}}
 +
|- id="Survivor"
 +
| [[File:Trait survivor.png]] Survivor
 +
|
 +
* {{icon|leader lifespan}} Leader Lifespan {{green|+10}} Years
 +
* {{icon|habitability}} Tomb World Habitability {{green|+70%}}
 +
|
 +
| align=center|0
 +
| [[File:Origins post apocalyptic.png]] Post-Apocalyptic
 +
|''This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.''
 +
| {{icon|apc}}
 +
|- id="Void Dweller"
 +
| [[File:Trait void dweller positive.png]] Void Dweller
 +
|
 +
* {{icon|pop resource output}} Resources from Specialist and Worker Jobs {{green|+15%}}
 +
* {{icon|growth speed}} Pop Growth Speed {{red|-10%}}
 +
|
 +
| align=center|0
 +
| [[File:Origin void dwellers.png]] Void Dwellers
 +
|''This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture.''
 +
| {{icon|fed}}
 
|}
 
|}
  
 
=== Special traits ===
 
=== Special traits ===
{{SVersion|2.5}}
+
{{SVersion|2.6}}
 
These traits are required for special cases of species and cannot be removed from the creation menu.
 
These traits are required for special cases of species and cannot be removed from the creation menu.
  
Line 464: Line 410:
 
|  
 
|  
 
* {{icon|no}} Cannot be removed
 
* {{icon|no}} Cannot be removed
* {{icon|no}} Cannot board colony ships
 
 
|
 
|
 
|align=center|0
 
|align=center|0
Line 470: Line 415:
 
| A New Species event
 
| A New Species event
 
|''Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.''
 
|''Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.''
 +
|- id="Nivlac"
 +
| [[File:Leader trait resilient.png|link=]]  Nivlac
 +
|
 +
* {{icon|habitability}} Habitability {{green|+50%}}
 +
* {{icon|growth speed}} Pop Growth Speed {{green|+15%}}
 +
|
 +
|align=center|{{red|2}}
 +
|align=center|random
 +
| Impossible Organism event species
 +
|''This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.''
 
|- id="Bioadaptability"
 
|- id="Bioadaptability"
 
| [[File:Bioadaptability.png]] Bioadaptability
 
| [[File:Bioadaptability.png]] Bioadaptability
Line 530: Line 485:
 
| [[File:ap mind over matter.png|24px]] Mind over Matter
 
| [[File:ap mind over matter.png|24px]] 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.''
 
| ''This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.''
|- id="Serviles"
 
|[[File:Trait primitive.png]] Serviles
 
|
 
* {{icon|happiness}} Happiness {{green|+10%}}
 
* {{icon|pop resource output}} Resources from Jobs {{green|+10%}}
 
* {{icon|worker}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs
 
* {{icon|no}} Cannot generate Leaders
 
|
 
* {{iconify|Intelligent}}
 
* {{iconify|Erudite}}
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Natural Engineers}}
 
|align=center|{{red|1}}
 
|align=center|random
 
| {{icon|Syncretic Evolution}} 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.''
 
----
 
Servile Battle Thralls can still be employed as Enforcers.
 
 
|- id="Hive-Minded"
 
|- id="Hive-Minded"
 
| [[File:Hive-minded.png|29px]] Hive-Minded
 
| [[File:Hive-minded.png|29px]] Hive-Minded
Line 558: Line 494:
 
| {{iconify|Hive Mind}}
 
| {{iconify|Hive Mind}}
 
|''This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.''
 
|''This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.''
|- id="Survivor"
 
| [[File:Trait survivor.png]] Survivor
 
|
 
* {{icon|leader lifespan}} Leader Lifespan {{green|+10}} Years
 
* {{icon|habitability}} Tomb World Habitability {{green|+70%}}
 
|
 
|align=center|0
 
|align=center|33%
 
| {{iconify|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.''
 
 
|- id="Docile Livestock"
 
|- id="Docile Livestock"
 
|[[File:Trait primitive.png]] Docile Livestock
 
|[[File:Trait primitive.png]] Docile Livestock
Line 590: Line 516:
 
| {{icon|dst}} Wild Eukaryotes event species
 
| {{icon|dst}} 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.''
 
|''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.''
|- id="Nivlac"
 
| [[File:Leader trait resilient.png|link=]]  Nivlac
 
|
 
* {{icon|habitability}} Habitability {{green|+50%}}
 
* {{icon|growth speed}} Pop Growth Speed {{green|+15%}}
 
|
 
|align=center|{{red|2}}
 
|align=center|random
 
| {{icon|dst}} Impossible Organism event species
 
|''This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.''
 
 
|- id="Brain Slug Host"
 
|- id="Brain Slug Host"
 
| [[File:Trait brainslugged.png]] Brain Slug Host
 
| [[File:Trait brainslugged.png]] Brain Slug Host
Line 620: Line 536:
 
* {{icon|pop soc}} Society Research from Jobs {{red|−60%}}
 
* {{icon|pop soc}} Society Research from Jobs {{red|−60%}}
 
|
 
|
 +
* {{iconify|Intelligent}}
 
|align=center|0
 
|align=center|0
 
|align=center|0%
 
|align=center|0%
Line 642: Line 559:
 
* {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
* {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
|
 
|
 +
* {{iconify|Erudite}}
 +
* {{iconify|Slow Learners}}
 +
* {{iconify|Nerve Stapled}}
 
|align=center|0
 
|align=center|0
 
|align=center|0%
 
|align=center|0%
Line 658: Line 578:
  
 
=== Biological ascension traits ===
 
=== Biological ascension traits ===
{{SVersion|2.5}}
+
{{SVersion|2.6}}
 
There are 5 advanced traits which are made available for [[genetic modification]] if the [[File:Ap_evolutionary_mastery.png|link=Ascension perk#Evolutionary Mastery|24px]] Evolutionary Mastery ascension perk is taken and {{iconify|Genetic Resequencing|24px}} has been researched. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species.
 
There are 5 advanced traits which are made available for [[genetic modification]] if the [[File:Ap_evolutionary_mastery.png|link=Ascension perk#Evolutionary Mastery|24px]] Evolutionary Mastery ascension perk is taken and {{iconify|Genetic Resequencing|24px}} has been researched. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species.
  
Line 677: Line 597:
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Uplifted}} (Enigmatic Cache)
 
* {{iconify|Uplifted}} (Enigmatic Cache)
* {{icon|Uplifted}} Somewhat Uplifted
 
 
| align=center| {{red|4}}
 
| align=center| {{red|4}}
 
| align=center| '''0'''
 
| align=center| '''0'''
Line 739: Line 658:
  
 
=== Pre-Sapient traits ===
 
=== Pre-Sapient traits ===
{{SVersion|2.5}}
+
{{SVersion|2.6}}
 
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.
 
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.
 
{| class="mildtable plainlist" width="100%"
 
{| class="mildtable plainlist" width="100%"
Line 792: Line 711:
 
|}
 
|}
  
=== Habitability traits ===
+
=== Climate preference traits ===
{{SVersion|2.5}}
+
{{SVersion|2.6}}
{{see also|Planets}}
+
Each biological species has a climate preference trait that determines their base {{iconify|Habitability}} on the various types of planets, 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. The Habitability of other celestial body types is unaffected by these traits.
Each organic 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.
 
 
 
The habitability of {{iconify|Gaia|24px}} worlds, Ecumenopolises, {{iconify|Habitat}}s, Ringworlds, {{iconify|Machine World}}s, Hive Worlds and (except for pops with a preference) {{iconify|Tomb World}}s is unaffected by these traits.
 
  
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
Line 942: Line 858:
 
|}
 
|}
  
The following habitability traits are not available for starting races:
+
==== Exotic climate preferences ====
 +
Exotic climate preferences can only be obtained through Origins, events, conquest of a unique species or the use of the [[File:R omnicodex.png|24px]] Omnicodex relic.
 
{| class="mildtable plainlist"  
 
{| class="mildtable plainlist"  
 
! Preference
 
! Preference
 
! {{iconify|Habitability}}
 
! {{iconify|Habitability}}
 
! Source
 
! Source
|- id="Gaia preference"
 
| {{iconify|Gaia}}
 
| {{green|100%}} [[File:Planet gaia.png|link=gaia]] Gaia
 
| {{iconify|Life-Seeded}} civic
 
 
|- id="Ring preference"
 
|- id="Ring preference"
 
| {{iconify|Ring World}}
 
| {{iconify|Ring World}}
| {{green|100%}} [[File:Planet ringworld.png|link=Ring World]] Ring World
+
| {{green|100%}} [[File:Planet ringworld.png]] Ring World
| Sanctuary primitive civilizations
+
| Sanctuary pre-FTL civilizations
 
|- id="Tomb preference"
 
|- id="Tomb preference"
 
| {{iconify|Tomb World}}
 
| {{iconify|Tomb World}}
Line 969: Line 882:
 
|3}}
 
|3}}
 
| Pre-FTL or pre-sapient species inhabiting a Tomb World<br>Can also be obtained through the Horizon Signal or A New Species event on a Tomb World.
 
| Pre-FTL or pre-sapient species inhabiting a Tomb World<br>Can also be obtained through the Horizon Signal or A New Species event on a Tomb World.
 +
|- id="Gaia preference"
 +
| {{iconify|Gaia}}
 +
| {{green|100%}} [[File:Planet gaia.png]] Gaia
 +
| {{iconify|Life-Seeded}} Origin
 +
|- id="Habitat preference"
 +
| {{icon|ai world}} Habitat
 +
| {{green|100%}} [[File:Planet habitat.png]] Habitat
 +
| {{iconify|Void Dwellers}} Origin
 
|}
 
|}
  
 
== Robotic traits ==
 
== Robotic traits ==
{{SVersion|2.5}}
+
{{SVersion|2.6}}
All Robotic Pops have either the {{iconify|Mechanical}} or the {{iconify|Machine}} trait. Both traits grant {{green|+200%}} {{iconify|Habitability}} on all planets. {{iconify|Mechanical}} Pops can exist within {{iconify|Machine Intelligence}} empires via conquest but {{iconify|Machine}} Pops cannot exist outside {{iconify|Machine Intelligence}} empires. All Robotic Pops can then be given new traits through Robomodding, a few of them being restricted to {{iconify|Mechanical}} or {{iconify|Machine}} pops.
+
All Robotic Pops have either the {{iconify|Mechanical}} or the {{iconify|Machine}} trait. Both traits grant {{green|+200%}} {{iconify|Habitability}} on all planets. {{iconify|Mechanical}} Pops can exist within {{iconify|Machine Intelligence}} empires via conquest but {{iconify|Machine}} Pops cannot exist outside {{iconify|Machine Intelligence}} empires. All Robotic Pops can then be given new traits through Robomodding, a few of them being restricted to {{iconify|Mechanical}} or {{iconify|Machine}} pops. Robotic Traits can be both positive and negative, which are mutually exclusive with each other, and both of them can be added and removed at will once the technology to enable Robomodding becomes available.
  
Empires that are not {{iconify|Machine Intelligence}} must research higher tiers of robot technologies before they can add some of the more powerful traits to robot pops.
+
Empires that are not {{iconify|Machine Intelligence}} must research higher tiers of robot technologies before they can add some of the more powerful traits to Robot Pops.
{| class="mildtable sortable plainlist" width="100%"
+
{| class="mildtable plainlist" width="100%"
 +
! colspan=3 | Positive Traits
 +
! colspan=3 | Negative Traits
 +
! rowspan=2 | Required technology
 +
! rowspan=2 | {{icon|mechanical}}
 +
! rowspan=2 | {{icon|machine intelligence}}
 
|-
 
|-
|- id="Arid Preference"
+
! Trait
! Type
+
! class="unsortable" | Effect
! width="1%" | {{icon|trait point}}  
+
! {{icon|trait point}} Cost
! width="1%" | {{icon|Mechanical}}
+
! Trait
! width="1%" | {{icon|Machine Intelligence}}
+
! class="unsortable" | Effect
! class="unsortable" | Effects
+
! {{icon|trait point}} Cost
! Excludes
 
! Required technology
 
! width="40%" class="unsortable" | Description
 
 
|- id="Domestic Protocols"
 
|- id="Domestic Protocols"
 
| [[File:Domestic protocols.png]] Domestic Protocols
 
| [[File:Domestic protocols.png]] Domestic Protocols
| style="text-align: center;" | {{red|2}} || || {{icon|no}}
 
 
|  
 
|  
 
* Can be employed in Servant Jobs if under AI Servitude
 
* Can be employed in Servant Jobs if under AI Servitude
 
* {{icon|amenities}} Amenities from Jobs {{green|+20%}}
 
* {{icon|amenities}} Amenities from Jobs {{green|+20%}}
|
+
| style="text-align: center;" | {{red|2}}
 +
|
 +
|
 +
|  
 
| {{icon|droids tech|24px}} Droids
 
| {{icon|droids tech|24px}} Droids
| ''Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.''
+
|  
 +
| {{icon|no}}
 
|- id="Double Jointed"
 
|- id="Double Jointed"
 
| [[File:Double jointed.png]] Double Jointed
 
| [[File:Double jointed.png]] Double Jointed
| style="text-align: center;" | {{red|1}} || ||
+
| {{icon|housing usage}} Pop Housing Usage {{green|−10%}}
| {{icon|housing usage}} Pop Housing Usage {{green|−10%}} || [[File:Bulky.png|24px]] Bulky
+
| style="text-align: center;" | {{red|1}}
 +
| [[File:Bulky.png]] Bulky
 +
| {{icon|housing usage}} Pop Housing Usage {{red|+10%}}
 +
| style="text-align: center;" | {{green|–1}}
 +
|  
 +
|  
 
|  
 
|  
| ''Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.''
 
 
|- id="Durable"
 
|- id="Durable"
 
| [[File:Durable.png]] Durable
 
| [[File:Durable.png]] Durable
| style="text-align: center;" | {{red|1}} || ||
+
| {{icon|robot upkeep}} Robot Upkeep {{green|–10%}}
| {{icon|robot upkeep}} Robot Upkeep {{green|–10%}} || [[File:High maintenance.png|24px]] High Maintenance
+
| style="text-align: center;" | {{red|1}}
 +
| [[File:High maintenance.png]] High Maintenance
 +
| {{icon|robot upkeep}} Robot Upkeep {{red|+10%}}
 +
| style="text-align: center;" | {{green|–1}}
 +
|
 +
|  
 
|  
 
|  
| ''Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.''
 
 
|- id="Efficient Processors"
 
|- id="Efficient Processors"
 
| [[File:Efficient processors.png]] Efficient Processors
 
| [[File:Efficient processors.png]] Efficient Processors
| style="text-align: center;" | {{red|3}} || ||
+
| {{icon|pop resource output}} Resources from Jobs {{green|+5%}}
| {{icon|pop resource output}} Resources from Jobs {{green|+5%}} ||  
+
| style="text-align: center;" | {{red|3}}
 +
|  
 +
|  
 +
|  
 +
|  
 +
|  
 
|  
 
|  
| ''Though not given much attention at the time, early "battery saver" hardware/software implementations were a breakthrough of immeasurable lasting impact.''
 
 
|- id="Emotion Emulators"
 
|- id="Emotion Emulators"
 
| [[File:Emotion emulators.png]] Emotion Emulators
 
| [[File:Emotion emulators.png]] Emotion Emulators
| style="text-align: center;" | {{red|1}} || {{icon|no}} ||
+
| {{icon|amenities}} Amenities from Jobs {{green|+20%}}
| {{icon|amenities}} Amenities from Jobs {{green|+20%}} || [[File:Uncanny.png|24px]] Uncanny
+
| style="text-align: center;" | {{red|1}}
 +
| [[File:Uncanny.png]] Uncanny
 +
| {{icon|amenities}} Amenities from Jobs {{red|−20%}}
 +
| style="text-align: center;" | {{green|–1}}
 +
|  
 +
| {{icon|no}}
 
|  
 
|  
| ''Complex social predictive models help autonomous units not only to emulate appropriate emotions but to elicit favorable responses from organics and synthetics alike.''
 
 
|- id="Enhanced Memory"
 
|- id="Enhanced Memory"
 
| [[File:Enhanced memory.png]] Enhanced Memory
 
| [[File:Enhanced memory.png]] Enhanced Memory
| style="text-align: center;" | {{red|2}} || ||
+
| {{icon|leader skill levels}} Leader Level Cap {{green|+2}}
| {{icon|leader skill levels}} Leader Level Cap {{green|+2}} ||
+
| style="text-align: center;" | {{red|2}}
 +
|  
 +
|  
 +
|  
 
| {{icon|synthetics tech|24px}} Synthetics
 
| {{icon|synthetics tech|24px}} Synthetics
| ''All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.''
+
|  
 +
|
 
|- id="Harvesters"
 
|- id="Harvesters"
 
| [[File:Harvesters.png]] Harvesters
 
| [[File:Harvesters.png]] Harvesters
| style="text-align: center;" | {{red|1}} || || {{icon|no}}
+
| {{icon|pop food}} Food from Jobs {{green|+15%}}
| {{icon|pop food}} Food from Jobs {{green|+15%}} ||
+
| style="text-align: center;" | {{red|2}}
 +
|  
 +
|  
 +
|  
 +
|  
 
|  
 
|  
| ''A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.''
+
| {{icon|no}}
 
|- id="Learning Algorithms"
 
|- id="Learning Algorithms"
 
| [[File:Learning algorithms.png]] Learning Algorithms
 
| [[File:Learning algorithms.png]] Learning Algorithms
| style="text-align: center;" | {{red|1}} || ||
+
| {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
| {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}} ||
+
| style="text-align: center;" | {{red|1}}
* [[File:Repurposed hardware.png|24px]] Repurposed Hardware
+
| [[File:Repurposed hardware.png]] Repurposed Hardware
 +
| {{icon|leader experience gain}} Leader Experience Gain {{red|–25%}}
 +
| style="text-align: center;" | {{green|–1}}
 
| {{icon|synthetics tech|24px}} Synthetics
 
| {{icon|synthetics tech|24px}} Synthetics
| ''Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.''
+
|  
 +
|
 
|- id="Logic Engines"
 
|- id="Logic Engines"
 
| [[File:Logic engines.png]] Logic Engines
 
| [[File:Logic engines.png]] Logic Engines
| style="text-align: center;" | {{red|2}} || ||
+
| {{icon|research}} Research Output {{green|+10%}}
| {{icon|research}} Research Output {{green|+10%}} ||  
+
| style="text-align: center;" | {{red|2}}
 +
|  
 +
|  
 +
|  
 
| {{icon|droids tech|24px}} Droids
 
| {{icon|droids tech|24px}} Droids
| ''Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.''
+
|  
 +
|
 
|- id="Loyalty Circuits"
 
|- id="Loyalty Circuits"
 
| [[File:Loyalty circuits.png]] Loyalty Circuits
 
| [[File:Loyalty circuits.png]] Loyalty Circuits
| style="text-align: center;" | {{red|2}} || || {{icon|no}}
+
| {{icon|happiness}} Happiness {{green|+10%}}
|
+
| style="text-align: center;" | {{red|2}}
* {{icon|happiness}} Happiness {{green|+10%}}
+
|  
|
+
|  
 +
|  
 
| {{icon|synthetics tech|24px}} Synthetics
 
| {{icon|synthetics tech|24px}} Synthetics
| ''Loyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.''
+
|  
 +
| {{icon|no}}
 
|- id="Mass-Produced"
 
|- id="Mass-Produced"
 
| [[File:Mass produced.png]] Mass-Produced
 
| [[File:Mass produced.png]] Mass-Produced
| style="text-align: center;" | {{red|1}} || ||
+
| {{icon|robot build speed}} Pop Assembly Speed {{green|+15%}}
| {{icon|robot build speed}} Pop Assembly Speed {{green|+15%}} || [[File:Custom made.png|24px]] Custom-Made
+
| style="text-align: center;" | {{red|1}}
 +
| [[File:Custom made.png]] Custom-Made
 +
| {{icon|robot build speed}} Pop Assembly Speed {{red|–15%}}
 +
| style="text-align: center;" | {{green|–1}}
 +
|  
 +
|  
 
|  
 
|  
| ''Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.''
 
 
|- id="Power Drills"
 
|- id="Power Drills"
 
| [[File:Power drills.png]] Power Drills
 
| [[File:Power drills.png]] Power Drills
| style="text-align: center;" | {{red|2}} || ||
+
| {{icon|robot resource output}} Minerals from Jobs {{green|+15%}}
| {{icon|robot resource output}} Minerals from Jobs {{green|+15%}}  ||
+
| style="text-align: center;" | {{red|2}}
 +
|  
 +
|  
 +
|  
 +
|  
 +
|  
 
|  
 
|  
| ''Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.''
 
 
|- id="Propaganda Machines"
 
|- id="Propaganda Machines"
 
| [[File:Propaganda machines.png]] Propaganda Machines
 
| [[File:Propaganda machines.png]] Propaganda Machines
| style="text-align: center;" | {{red|1}} || || {{icon|no}}
+
| {{icon|unity}} Unity from Jobs {{green|+15%}}
| {{icon|unity}} Unity from Jobs {{green|+15%}} ||
+
| style="text-align: center;" | {{red|1}}
 +
|  
 +
|  
 +
|  
 +
|  
 
|  
 
|  
| ''Units are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.''
+
| {{icon|no}}
 
|- id="Recycled"
 
|- id="Recycled"
 
| [[File:Recycled.png]] Recycled
 
| [[File:Recycled.png]] Recycled
| style="text-align: center;" | {{red|2}} || ||
+
| {{icon|cost}} Pop Assembly Cost {{green|–20%}}
| {{icon|cost}} Pop Assembly Cost {{green|–20%}} || [[File:Luxurious.png|24px]] Luxurious
+
| style="text-align: center;" | {{red|2}}
 +
| [[File:Luxurious.png]] Luxurious
 +
| {{icon|cost}} Pop Assembly Cost {{red|+20%}}
 +
| style="text-align: center;" | {{green|–2}}
 +
|
 +
|
 +
|
 +
|- id="Streamlined Protocols"
 +
| [[File:Streamlined protocols.png]] Streamlined Protocols
 +
| {{icon|empire sprawl}} Empire Sprawl {{green|–10%}}
 +
| style="text-align: center;" | {{red|2}}
 +
| [[File:High bandwidth.png]] High Bandwidth
 +
| {{icon|empire sprawl}} Empire Sprawl {{red|+10%}}
 +
| style="text-align: center;" | {{green|–2}}
 +
|
 +
|
 
|  
 
|  
| ''Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.''
 
 
|- id="Superconductive"
 
|- id="Superconductive"
 
| [[File:Superconductive.png]] Superconductive
 
| [[File:Superconductive.png]] Superconductive
| style="text-align: center;" | {{red|2}} || ||
+
| {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}}
| {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}} ||
+
| style="text-align: center;" | {{red|2}}
| {{icon|droids tech|24px}} Droids
 
| ''The use of superconductive materials in units have cut energy transmission losses to zero percent.''
 
|- id="Bulky"
 
| [[File:Bulky.png]] Bulky
 
| style="text-align: center;" | {{green|–1}} || ||
 
| {{icon|housing usage}} Pop Housing Usage {{red|+10%}} || [[File:Double jointed.png|24px]] Double Jointed
 
 
|  
 
|  
| ''These highly advanced mega-machines were not designed to traverse the universe in a box.''
 
|- id="Custom-Made"
 
| [[File:Custom made.png]] Custom-Made
 
| style="text-align: center;" | {{green|–1}} || ||
 
| {{icon|robot build speed}} Pop Assembly Speed {{red|–15%}} || [[File:Mass produced.png|24px]] Mass-Produced
 
 
|  
 
|  
| ''Each new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.''
 
|- id="High Maintenance"
 
| [[File:High maintenance.png]] High Maintenance
 
| style="text-align: center;" | {{green|–1}} || ||
 
| {{icon|robot upkeep}} Robot Upkeep {{red|+10%}} || [[File:Durable.png|24px]] Durable
 
 
|  
 
|  
| ''These machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.''
+
| {{icon|droids tech|24px}} Droids
|- id="Luxurious"
 
| [[File:Luxurious.png]] Luxurious
 
| style="text-align: center;" | {{green|–2}} || ||
 
| {{icon|cost}} Pop Assembly Cost {{red|+20%}} || [[File:Recycled.png|24px]] Recycled
 
 
|  
 
|  
| ''Designed after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.''
 
|- id="Repurposed Hardware"
 
| [[File:Repurposed hardware.png]] Repurposed Hardware
 
| style="text-align: center;" | {{green|–1}} || ||
 
| {{icon|leader experience gain}} Leader Experience Gain {{red|–25%}} ||
 
* [[File:Learning algorithms.png|24px]] Learning Algorithms
 
| {{icon|synthetics tech|24px}} Synthetics
 
| ''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.''
 
|- id="Uncanny"
 
| [[File:Uncanny.png]] Uncanny
 
| style="text-align: center;" | {{green|–1}} || {{icon|no}} ||
 
| {{icon|amenities}}  Amenities from Jobs {{red|−20%}} || [[File:Emotion emulators.png|24px]] 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.''
 
 
|}
 
|}
  
 
{{ConceptsNavbox}}
 
{{ConceptsNavbox}}
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]

Revision as of 23:23, 29 March 2020

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 2.6.

This article is for the PC version of Stellaris only.

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.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. 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

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

Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect Mod pop happiness.png Happiness cannot be added to species with the Hive-minded.png Hive-Minded trait.

Positive Traits Negative Traits Trait lithoid.png
Trait Effects Trait Point Cost Energy Credits.png Slave Price Trait Effects Trait Point Cost Energy Credits.png Slave Price
Adaptive.png Adaptive Mod habitability.png Habitability +10% 2 +50 Nonadaptive.png Nonadaptive Mod habitability.png Habitability −10% −2 −50 No.png
Extremely Adaptive.png Extremely Adaptive Mod habitability.png Habitability +20% 4 +100
Agrarian.png Agrarian Pop resource food mult.png Food from Jobs +15% 2 +50 No.png
Charismatic.png Charismatic Amenities.png Amenities from Jobs +20% 2 0 Repugnant.png Repugnant Amenities.png Amenities from Jobs −20% −2 0
Communal.png Communal Mod pop housing usage.png Pop Housing Usage −10% 1 0 Solitary.png Solitary Mod pop housing usage.png Pop Housing Usage +10% −1 0
Conformists.png Conformists Mod pop government ethic attraction.png Governing Ethics Attraction +30% 2 0 Deviants.png Deviants Mod pop government ethic attraction.png Governing Ethics Attraction −15% −1 0
Conservationist.png Conservationist Mod pop consumer goods mult.png Pop Consumer Goods Upkeep −10% 1 0 Wasteful.png Wasteful Mod pop consumer goods mult.png Pop Consumer Goods Upkeep +10% −1 0
Trait docile.png Docile Empire sprawl.png Empire Sprawl from Pops −10% 2 0 Trait unruly.png Unruly Empire sprawl.png Empire Sprawl from Pops +10% −2 0
Enduring.png Enduring Mod leader age.png Leader Lifespan +20 Years 1 0 Fleeting.png Fleeting Mod leader age.png Leader Lifespan −10 Years −1 0 No.png
Venerable.png Venerable Mod leader age.png Leader Lifespan +80 Years 4 0
Industrious.png Industrious Pop resource minerals mult.png Minerals from Jobs +15% 2 +50
Ingenious.png Ingenious Pop resource energy mult.png Energy Credits from Jobs +15% 2 +50
Intelligent.png Intelligent Research.png Research from Jobs +10% 2 0
Natural Engineers.png Natural Engineers Pop resource engineering research mult.png Engineering Research from Jobs +15% 1 0
Natural Physicists.png Natural Physicists Pop resource physics research mult.png Physics Research from Jobs +15% 1 0
Natural Sociologists.png Natural Sociologists Pop resource society research mult.png Society Research from Jobs +15% 1 0
Nomadic.png Nomadic
  • Mod pop growth req.png Pop Growth from Immigration +15%
  • Mod pop resettlement cost mult.png Resettlement Cost −25%
1 0 Sedentary.png Sedentary
  • Mod pop growth req.png Pop Growth from Immigration −15%
  • Mod pop resettlement cost mult.png Resettlement Cost +25%
−1 0
Quick Learners.png Quick Learners Mod leader species exp gain.png Leader Experience Gain +25% 1 0 Slow Learners.png Slow Learners Mod leader species exp gain.png Leader Experience Gain −25% −1 0
Rapid Breeders.png Rapid Breeders Mod pop growth req.png Growth Speed +10% 2 +100 Slow Breeders.png Slow Breeders Mod pop growth req.png Growth Speed −10% −2 −100 No.png
Resilient.png Resilient
  • Mod army damage mult.png Defense Army Damage +50%
1 0
Strong.png Strong
  • Mod army damage mult.png Army Damage +20%
  • Mod pop resource output.png Worker Output +2.5%
1 +50 Weak.png Weak
  • Mod army damage mult.png Army Damage −20%
  • Mod pop resource output.png Worker Output −2.5%
−1 −50 No.png
Very Strong.png Very Strong
  • Mod army damage mult.png Army Damage +40%
  • Mod pop resource output.png Worker Output +5%
3 +150
Talented.png Talented Leader skill levels.png Leader Level Cap +1 1 0
Thrifty.png Thrifty Trade value.png Trade value from Jobs +25% 2 0
Trait traditional.png Traditional Unity.png Unity from Jobs +10% 1 0 Trait quarrelsome.png Quarrelsome Unity.png Unity from Jobs −10% −1 0
Decadent.png Decadent
  • Mod pop happiness.png Worker Happiness −10%
  • Mod pop happiness.png Slave Happiness −10%
−1 0

Lithoid Traits

Lithoid traits are only available to species with the Lithoid archetype. The Lithoid trait is always present on such species.

Type Effects Excludes Trait Point Cost Energy Credits.png Slave Price Description
Trait lithoid.png Lithoid
  • Mod pop growth req.png Pop growth Speed -25%
  • Mod habitability.png Habitability +50%
  • Mod army health.png Army Health +50%
  • Mod leader age.png Leader Lifespan +50
  • Consumes Minerals.png Minerals instead of Food.png Food
0 0 This species has a silicon based biology, and consumes minerals rather than food. They are tougher than traditional organics and have slower metabolisms, making them long lived but slow to reproduce.
Trait lithoid gaseous byproducts.png Gaseous Byproducts Exotic gases.png Each Pop produces 0.01 monthly Exotic Gases
  • Trait lithoid scintillating.png Scintillating Skin
  • Trait lithoid volatile excretions.png Volatile Excretions
2 +100 The metabolic processes of this species cause regular venting of gases useful to industry.
Trait lithoid scintillating.png Scintillating Skin Rare crystals.png Each Pop produces 0.01 monthly Rare Crystals
  • Trait lithoid gaseous byproducts.png Gaseous Byproducts
  • Trait lithoid volatile excretions.png Volatile Excretions
2 +100 The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
Trait lithoid volatile excretions.png Volatile Excretions Volatile motes.png Each Pop produces 0.01 monthly Volatile Motes
  • Trait lithoid gaseous byproducts.png Gaseous Byproducts
  • Trait lithoid scintillating.png Scintillating Skin
2 +100 The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.

Origin Traits

Origin traits can only be given by certain Origins. All of them have a 33% chance of being inherited by hybrid species.

Type Effects Excludes Trait Point Cost Origin Description DLC
Trait primitive.png Serviles
  • Mod pop happiness.png Happiness +10%
  • Mod pop resource output.png Resources from Jobs +10%
  • Pop cat worker.png Cannot be employed in Ruler or Specialist Jobs
  • No.png Cannot generate Leaders
  • Intelligent.png Intelligent
  • Erudite.png Erudite
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
1 Origins syncretic evolution.png Syncretic Evolution 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. Utopia.png
Trait survivor.png Survivor
  • Mod leader age.png Leader Lifespan +10 Years
  • Mod habitability.png Tomb World Habitability +70%
0 Origins post apocalyptic.png Post-Apocalyptic This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated. Apocalypse.png
Trait void dweller positive.png Void Dweller
  • Mod pop resource output.png Resources from Specialist and Worker Jobs +15%
  • Mod pop growth req.png Pop Growth Speed -10%
0 Origin void dwellers.png Void Dwellers This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture. Federations

Special traits

These traits are required for special cases of species and cannot be removed from the creation menu.

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. 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.

Special traits that cost trait points can be removed via the biological ascension path. Special traits that do not cost trait points have a fixed chance of being inherited by hybrid species.

Type Effects Excludes Trait Point Cost Ap xeno compatibility.png Inherit chance Requirement Description
Trait uplifted.png Uplifted 0 0% Tech epigenetic triggers.png Epigenetic Triggers This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.
Trait cybernetic.png Self-Modified
  • No.png Cannot be removed
0 No.png A New Species event Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
Leader trait resilient.png Nivlac
  • Mod habitability.png Habitability +50%
  • Mod pop growth req.png Pop Growth Speed +15%
2 random Impossible Organism event species This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
Bioadaptability.png Bioadaptability
  • Mod habitability.png Habitability +5%
0 33% Speed Demon event (Green solution) This species has been modified to be slightly more adaptive and can now better endure harsh climates.
Limited Regeneration.png Limited Regeneration
  • Mod army damage mult.png Army Damage +10%
  • Mod leader age.png Leader Lifespan +10 Years
0 33% 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.png Social Pheromones
  • Mod pop housing usage.png Pop Housing Usage −5%
0 33% Speed Demon event (Red solution) This species has been modified to be more social and accepting of crowded conditions.
Trait cybernetic.png Cybernetic
  • Mod army damage mult.png Army Damage +10%
  • Mod habitability.png Habitability +20%
  • Mod leader age.png Leader Lifespan +40 Years
0 0% Ap the flesh is weak.png The Flesh is Weak
Civic machine assimilator.png Driven Assimilator
Fanatic Materialist.png Fanatic Materialist Fallen Empire
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.
Trait psionic species.png Psionic
  • Pop resource energy mult.png Energy Credits from Jobs +10%
  • Research.png Research Output +10%
  • Mod pop happiness.png Happiness +5%
0 25% Ap transcendence.png Transcendence
Fanatic Spiritualist.png Fanatic Spiritualist Fallen Empire
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
Trait psionic species.png Latent Psionic
  • Pop resource energy mult.png Energy Credits from Jobs +5%
  • Research.png Research Output +5%
0 25% Ap mind over matter.png 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.
Hive-minded.png Hive-Minded
  • No.png Not Affected by Happiness
0 No.png Auth hive mind.png Hive Mind This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
Trait primitive.png Docile Livestock
  • Mod pop growth req.png Pop Growth Speed +30%
  • Unity.png Unity from Jobs +10%
  • Pop resource energy mult.png Energy from Jobs −50%
  • Pop resource engineering research mult.png Engineering Research from Jobs −75%
  • Pop resource physics research mult.png Physics Research from Jobs −75%
  • Pop resource society research mult.png Society Research from Jobs −75%
  • Pop cat worker.png Cannot be employed in Ruler or Specialist Jobs
  • No.png Cannot generate Leaders
  • No.png Not Affected by Happiness
  • Intelligent.png Intelligent
  • Erudite.png Erudite
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
1 random Distant Stars.png 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.
Trait brainslugged.png Brain Slug Host
  • Pop resource engineering research mult.png Engineering Research from Jobs +10%
  • Pop resource physics research mult.png Physics Research from Jobs +10%
  • Pop resource society research mult.png Society Research from Jobs +10%
  • Unity.png Unity from Jobs +10%
  • Mod pop growth req.png Pop Growth Speed −25%
0 0% Distant Stars.png 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.
Trait uplifted.png Unlifted
  • Pop resource engineering research mult.png Engineering Research from Jobs −60%
  • Pop resource physics research mult.png Physics Research from Jobs −60%
  • Pop resource society research mult.png Society Research from Jobs −60%
  • Intelligent.png Intelligent
0 0% Distant Stars.png Enigmatic Cache event This species has suffered the tragic consequences of an uplifting gone wrong.
Trait uplifted.png Somewhat Uplifted
  • Pop resource engineering research mult.png Engineering Research from Jobs +10%
  • Pop resource physics research mult.png Physics Research from Jobs +10%
  • Pop resource society research mult.png Society Research from Jobs +10%
  • Intelligent.png Intelligent
0 0% Distant Stars.png Enigmatic Cache event This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.
Trait uplifted.png Uplifted
  • Research.png Researcher Output +10%
  • Mod leader species exp gain.png Leader Experience Gain +25%
  • Erudite.png Erudite
  • Slow Learners.png Slow Learners
  • Nerve Stapled.png Nerve Stapled
0 0% Distant Stars.png Enigmatic Cache event This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.
Leader trait nuumismatic administration.png Numistic Administration
  • Pop resource energy mult.png Energy Credits from Jobs +15%
1 random MegaCorp.png Numistic Order pops This species has been trained in the holy art of Numistic Administration.

Biological ascension traits

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. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species.

Type Effects Excludes Trait Point Cost Energy Credits.png Slave Price Description
Erudite.png Erudite
  • Research.png Researcher Output +20%
  • Leader skill levels.png Leader Level Cap +1
  • Intelligent.png Intelligent
  • Nerve Stapled.png Nerve Stapled
  • Trait uplifted.png Uplifted (Enigmatic Cache)
4 0 Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile.png Fertile
  • Mod pop growth req.png Pop Growth Speed +30%
  • Mod pop housing usage.png Pop Housing Usage −10%
  • Rapid Breeders.png Rapid Breeders
  • Trait lithoid.png Lithoid
  • Slow Breeders.png Slow Breeders
4 +200 The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Robust.png Robust
  • Mod habitability.png Habitability +30%
  • Mod pop resource output.png Resources from Jobs +5%
  • Mod leader age.png Leader Lifespan +50 Years
  • Adaptive.png Adaptive
  • Trait lithoid.png Lithoid
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
4 +200 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Delicious.png Delicious
  • Food.png Food from Livestock and Processing +2
  • Trait lithoid.png Lithoid
2 +100 This species has the curious evolutionary adaptation of being highly nutritious when eaten.
Nerve Stapled.png Nerve Stapled
  • Mod pop resource output.png Resources from Jobs +5%
  • Pop cat worker.png Cannot be employed in Ruler or Specialist Jobs
  • No.png Cannot generate Leaders
  • No.png Not Affected by Happiness
  • No.png Can't join a faction
  • Talented.png Talented
  • Intelligent.png Intelligent
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
  • Erudite.png Erudite
  • Communal.png Communal
  • Solitary.png Solitary
3 +150 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.

Pre-Sapient traits

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

Climate preference traits

Each biological species has a climate preference trait that determines their base Mod habitability.png Habitability on the various types of planets, 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. The Habitability of other celestial body types is unaffected by these traits.

Preference Climate Mod habitability.png 80% Habitability Mod habitability.png 60% Habitability Mod habitability.png 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

Exotic climate preferences

Exotic climate preferences can only be obtained through Origins, events, conquest of a unique species or the use of the R omnicodex.png Omnicodex relic.

Preference Mod habitability.png Habitability Source
Trait pc ring preference.png Ring World 100% Planet ringworld.png Ring World Sanctuary pre-FTL civilizations
Trait pc nuked preference.png Tomb World 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
Pre-FTL or pre-sapient species inhabiting a Tomb World
Can also be obtained through the Horizon Signal or A New Species event on a Tomb World.
Trait pc gaia preference.png Gaia 100% Planet gaia.png Gaia Origins life seeded.png Life-Seeded Origin
Trait pc ai preference.png Habitat 100% Planet habitat.png Habitat Origin void dwellers.png Void Dwellers Origin

Robotic traits

All Robotic Pops have either the Trait mechanical.png Mechanical or the Auth machine intelligence.png Machine trait. Both traits grant +200% Mod habitability.png Habitability on all planets. Trait mechanical.png Mechanical Pops can exist within Auth machine intelligence.png Machine Intelligence empires via conquest but Auth machine intelligence.png Machine Pops cannot exist outside Auth machine intelligence.png Machine Intelligence empires. All Robotic Pops can then be given new traits through Robomodding, a few of them being restricted to Trait mechanical.png Mechanical or Auth machine intelligence.png Machine pops. Robotic Traits can be both positive and negative, which are mutually exclusive with each other, and both of them can be added and removed at will once the technology to enable Robomodding becomes available.

Empires that are not Auth machine intelligence.png Machine Intelligence must research higher tiers of robot technologies before they can add some of the more powerful traits to Robot Pops.

Positive Traits Negative Traits Required technology Trait mechanical.png Auth machine intelligence.png
Trait Effect Trait Point Cost Trait Effect Trait Point Cost
Domestic protocols.png Domestic Protocols
  • Can be employed in Servant Jobs if under AI Servitude
  • Amenities.png Amenities from Jobs +20%
2 Tech droid workers.png Droids No.png
Double jointed.png Double Jointed Mod pop housing usage.png Pop Housing Usage −10% 1 Bulky.png Bulky Mod pop housing usage.png Pop Housing Usage +10% –1
Durable.png Durable Mod pop robot upkeep mult.png Robot Upkeep –10% 1 High maintenance.png High Maintenance Mod pop robot upkeep mult.png Robot Upkeep +10% –1
Efficient processors.png Efficient Processors Mod pop resource output.png Resources from Jobs +5% 3
Emotion emulators.png Emotion Emulators Amenities.png Amenities from Jobs +20% 1 Uncanny.png Uncanny Amenities.png Amenities from Jobs −20% –1 No.png
Enhanced memory.png Enhanced Memory Leader skill levels.png Leader Level Cap +2 2 Tech synthetic workers.png Synthetics
Harvesters.png Harvesters Pop resource food mult.png Food from Jobs +15% 2 No.png
Learning algorithms.png Learning Algorithms Mod leader species exp gain.png Leader Experience Gain +25% 1 Repurposed hardware.png Repurposed Hardware Mod leader species exp gain.png Leader Experience Gain –25% –1 Tech synthetic workers.png Synthetics
Logic engines.png Logic Engines Research.png Research Output +10% 2 Tech droid workers.png Droids
Loyalty circuits.png Loyalty Circuits Mod pop happiness.png Happiness +10% 2 Tech synthetic workers.png Synthetics No.png
Mass produced.png Mass-Produced Mod pop robot build speed mult.png Pop Assembly Speed +15% 1 Custom made.png Custom-Made Mod pop robot build speed mult.png Pop Assembly Speed –15% –1
Power drills.png Power Drills Robot resource output.png Minerals from Jobs +15% 2
Propaganda machines.png Propaganda Machines Unity.png Unity from Jobs +15% 1 No.png
Recycled.png Recycled Cost Pop Assembly Cost –20% 2 Luxurious.png Luxurious Cost Pop Assembly Cost +20% –2
Streamlined protocols.png Streamlined Protocols Empire sprawl.png Empire Sprawl –10% 2 High bandwidth.png High Bandwidth Empire sprawl.png Empire Sprawl +10% –2
Superconductive.png Superconductive Pop resource energy mult.png Energy Credits from Jobs +15% 2 Tech droid workers.png Droids
Game concepts