Difference between revisions of "Traits"

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{{version|2.6}}
+
{{version|2.7}}
 
'''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.
  
 
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.
 
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 ==
+
== Organic 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.
+
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.  Non-standard traits are all traits that have a cost of zero.
  
 
=== Initial traits ===
 
=== Initial traits ===
{{SVersion|2.6}}
+
{{SVersion|2.7}}
 
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.
 
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" width="100%"
 
{| class="mildtable plainlist" width="100%"
! colspan=4 | Positive Traits
+
! colspan=4 | Positive traits
! colspan=4 | Negative Traits
+
! colspan=4 | Negative traits
 
! rowspan=2 | {{icon|lithoid}}
 
! rowspan=2 | {{icon|lithoid}}
 
|-
 
|-
 
! Trait
 
! Trait
 
! Effects
 
! Effects
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! {{icon|energy}} Slave Price
 
! {{icon|energy}} Slave Price
 
! Trait
 
! Trait
 
! Effects
 
! Effects
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! {{icon|energy}} Slave Price
 
! {{icon|energy}} Slave Price
 
|- id="Adaptive"
 
|- id="Adaptive"
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| align=center | '''0'''
 
| align=center | '''0'''
 
| rowspan=2 | [[file:Fleeting.png]] Fleeting
 
| rowspan=2 | [[file:Fleeting.png]] Fleeting
| rowspan=2 | {{icon|Leader Lifespan}} Leader Lifespan {{red|−10}} Years
+
| rowspan=2 |  
 +
* {{icon|Leader Lifespan}} Leader Lifespan {{red|−10}} Years if Biological
 +
* {{icon|Leader Lifespan}} Leader Lifespan {{red|−25}} Years if Lithoid
 
| rowspan=2 align=center | {{green|−1}}
 
| rowspan=2 align=center | {{green|−1}}
 
| rowspan=2 align=center | '''0'''
 
| rowspan=2 align=center | '''0'''
| rowspan=2 | {{icon|no}}
+
| rowspan=2 |  
 
|- id="Venerable"
 
|- id="Venerable"
 
| [[File:Venerable.png]] Venerable
 
| [[File:Venerable.png]] Venerable
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* {{icon|army damage}} Army Damage {{red|−20%}}
 
* {{icon|army damage}} Army Damage {{red|−20%}}
 
* {{icon|pop resource output}} Worker Output {{red|−2.5%}}
 
* {{icon|pop resource output}} Worker Output {{red|−2.5%}}
| rowspan=2 align=center| {{green|−1}}
+
| rowspan=2 align=center | {{green|−1}}
| rowspan=2 align=center| {{green|−50}}
+
| rowspan=2 align=center | {{green|−50}}
| rowspan=2 | {{icon|no}}
+
| rowspan=2 |  
 
|- id="Very Strong"
 
|- id="Very Strong"
 
| [[File:Very Strong.png]] Very Strong
 
| [[File:Very Strong.png]] Very Strong
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| align=center | {{green|−1}}
 
| align=center | {{green|−1}}
 
| align=center | '''0'''
 
| align=center | '''0'''
 +
|
 
|- id="Decadent"
 
|- id="Decadent"
 
|  
 
|  
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|}
 
|}
  
==== Lithoid Traits ====
+
==== Lithoid traits ====
 
Lithoid traits are only available to species with the Lithoid archetype. The Lithoid trait is always present on such species.
 
Lithoid traits are only available to species with the Lithoid archetype. The Lithoid trait is always present on such species.
 
{| class="mildtable plainlist" width="100%"
 
{| class="mildtable plainlist" width="100%"
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! Effects
 
! Effects
 
! Excludes
 
! Excludes
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! {{icon|energy}} Slave Price
 
! {{icon|energy}} Slave Price
 
! style="width:50%" | Description
 
! style="width:50%" | Description
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| [[File:Trait lithoid.png]] Lithoid
 
| [[File:Trait lithoid.png]] Lithoid
 
|
 
|
* {{icon|growth speed}} Pop growth Speed {{red|-25%}}
+
* {{icon|growth speed}} Pop growth Speed {{red|−25%}}
 
* {{icon|habitability}} Habitability {{green|+50%}}
 
* {{icon|habitability}} Habitability {{green|+50%}}
 
* {{icon|army health}} Army Health {{green|+50%}}
 
* {{icon|army health}} Army Health {{green|+50%}}
 
* {{icon|leader lifespan}} Leader Lifespan {{green|+50}}
 
* {{icon|leader lifespan}} Leader Lifespan {{green|+50}}
 +
* {{icon|leader lifespan}} Leader initial age {{red|+22~30}}
 
* Consumes {{iconify|Minerals}} instead of {{iconify|Food}}
 
* Consumes {{iconify|Minerals}} instead of {{iconify|Food}}
 
|
 
|
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|}
 
|}
  
==== Origin Traits ====
+
==== Origin traits ====
Origin traits can only be given by certain Origins. With the exception of [[File:Trait primitive.png]] Serviles, which requires Genetic resequencing to remove, none of them can be removed. All of them have a 33% chance of being inherited by hybrid species.
+
Origin traits can only be given by certain Origins. The {{iconify|Serviles}} trait can be removed after researching the {{iconify|Genetic Resequencing|24px}} technology but other origin traits are permanent. All origin traits have a 33% chance of being inherited by hybrid species.
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
 
! Type
 
! Type
 
! Effects
 
! Effects
 
! Excludes
 
! Excludes
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! Origin
 
! Origin
 
! style="width:45%" | Description
 
! style="width:45%" | Description
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|
 
|
 
* {{icon|pop resource output}} Resources from Specialist and Worker Jobs {{green|+15%}}
 
* {{icon|pop resource output}} Resources from Specialist and Worker Jobs {{green|+15%}}
* {{icon|growth speed}} Pop Growth Speed {{red|-10%}}
+
* {{icon|growth speed}} Pop Growth Speed {{red|−10%}}
 
|
 
|
 
| align=center|0
 
| align=center|0
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| [[File:Trait void dweller negative.png]] Void Dweller
 
| [[File:Trait void dweller negative.png]] Void Dweller
 
|
 
|
* {{icon|growth speed}} Pop Growth Speed {{red|-60%}}
+
* {{icon|growth speed}} Pop Growth Speed {{red|−60%}}
 
|
 
|
 
| align=center|0
 
| align=center|0
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=== Special traits ===
 
=== Special traits ===
{{SVersion|2.6}}
+
{{SVersion|2.7}}
 
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.
  
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! Effects
 
! Effects
 
! Excludes
 
! Excludes
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! [[File:Ap xeno compatibility.png|24px]] Inherit chance
 
! [[File:Ap xeno compatibility.png|24px]] Inherit chance
 
! Requirement
 
! Requirement
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| [[File:Trait cybernetic.png]] Self-Modified
 
| [[File:Trait cybernetic.png]] Self-Modified
 
|  
 
|  
* {{icon|no}} Cannot be removed
+
* {{icon|no}} Cannot modify or apply this species template
 +
* {{icon|no}} Cannot apply other templates to Pops of this species
 
|
 
|
 
|align=center|0
 
|align=center|0
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|
 
|
 
* {{icon|no}} Not Affected by Happiness
 
* {{icon|no}} Not Affected by Happiness
 +
* {{icon|leader lifespan}} Leader initial age {{green|−18~30}} if species is not Lithoid
 
|
 
|
 
|align=center|0
 
|align=center|0
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|
 
|
 
* {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}}
 
* {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}}
 +
* {{icon|trade value}} Trade Value from Jobs {{green|+25%}}
 +
* (not shown in tooltip, stacks with Thrifty for all jobs except Clerks)
 
|
 
|
 
|align=center|{{red|1}}
 
|align=center|{{red|1}}
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=== Biological ascension traits ===
 
=== Biological ascension traits ===
{{SVersion|2.6}}
+
{{SVersion|2.7}}
 
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.
  
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! Effects
 
! Effects
 
! Excludes
 
! Excludes
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! {{icon|energy}} Slave Price
 
! {{icon|energy}} Slave Price
 
! Description
 
! Description
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=== Pre-Sapient traits ===
 
=== Pre-Sapient traits ===
{{SVersion|2.6}}
+
{{SVersion|2.7}}
 
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%"
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=== Climate preference traits ===
 
=== Climate preference traits ===
{{SVersion|2.6}}
+
{{SVersion|2.7}}
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 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.
  
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
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|- id="Arid Preference"
 
|- id="Arid Preference"
| [[File:Trait_pc_arid_preference.png]] || Dry
+
| [[File:Trait_pc_arid_preference.png]] Arid || Dry
 
| [[File:Planet arid.png|link=Arid]] Arid
 
| [[File:Planet arid.png|link=Arid]] Arid
 
|
 
|
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|- id="Desert Preference"
 
|- id="Desert Preference"
| [[File:Trait_pc_desert_preference.png]] || Dry
+
| [[File:Trait_pc_desert_preference.png]] Desert || Dry
 
| [[File:Planet desert.png|link=Desert]] Desert  
 
| [[File:Planet desert.png|link=Desert]] Desert  
 
|
 
|
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|- id="Savannah Preference"
 
|- id="Savannah Preference"
| [[File:Trait_pc_savannah_preference.png]] || Dry
+
| [[File:Trait_pc_savannah_preference.png]] Savannah || Dry
 
| [[File:Planet savannah.png|link=Savannah]] Savannah
 
| [[File:Planet savannah.png|link=Savannah]] Savannah
 
|
 
|
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|- id="Alpine Preference"
 
|- id="Alpine Preference"
| [[File:Trait_pc_alpine_preference.png]] || Frozen
+
| [[File:Trait_pc_alpine_preference.png]] Alpine || Frozen
 
| [[File:Planet alpine.png|link=Alpine]] Alpine
 
| [[File:Planet alpine.png|link=Alpine]] Alpine
 
|
 
|
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|- id="Arctic Preference"
 
|- id="Arctic Preference"
| [[File:Trait_pc_arctic_preference.png]] || Frozen
+
| [[File:Trait_pc_arctic_preference.png]] Arctic || Frozen
 
| [[File:Planet arctic.png|link=Arctic]] Arctic
 
| [[File:Planet arctic.png|link=Arctic]] Arctic
 
|
 
|
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|- id="Tundra Preference"
 
|- id="Tundra Preference"
| [[File:Trait_pc_tundra_preference.png]] || Frozen
+
| [[File:Trait_pc_tundra_preference.png]] Tundra || Frozen
 
| [[File:Planet tundra.png|link=Tundra]] Tundra
 
| [[File:Planet tundra.png|link=Tundra]] Tundra
 
|
 
|
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|- id="Continental Preference"
 
|- id="Continental Preference"
| [[File:Trait_pc_continental_preference.png]] || Wet
+
| [[File:Trait_pc_continental_preference.png]] Continental || Wet
 
| [[File:Planet continental.png|link=Continental]] Continental
 
| [[File:Planet continental.png|link=Continental]] Continental
 
|
 
|
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|- id="Ocean Preference"
 
|- id="Ocean Preference"
| [[File:Trait_pc_ocean_preference.png]] || Wet
+
| [[File:Trait_pc_ocean_preference.png]] Ocean || Wet
 
| [[File:Planet ocean.png|link=Ocean]] Ocean
 
| [[File:Planet ocean.png|link=Ocean]] Ocean
 
|
 
|
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|- id="Tropical Preference"
 
|- id="Tropical Preference"
| [[File:Trait_pc_tropical_preference.png]] || Wet
+
| [[File:Trait_pc_tropical_preference.png]] Tropical || Wet
 
| [[File:Planet tropical.png|link=Tropical]] Tropical
 
| [[File:Planet tropical.png|link=Tropical]] Tropical
 
|
 
|
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! Source
 
! Source
 
|- id="Ring preference"
 
|- id="Ring preference"
| [[File:Trait_pc_ring_preference.png]]
+
| [[File:Trait_pc_ring_preference.png]] Ring
 
| {{green|100%}} [[File:Planet ringworld.png]] Ring World
 
| {{green|100%}} [[File:Planet ringworld.png]] Ring World
| Sanctuary pre-FTL civilizations
+
| Sanctuary pre-FTL civilizations<br> Species created by the [[File:R_omnicodex.png|24px|]] Omnicodex  relic on a Ring world
 
|- id="Tomb preference"
 
|- id="Tomb preference"
| [[File:Trait_pc_nuked_preference.png]]
+
| [[File:Trait_pc_nuked_preference.png]] Tomb
 
| {{green|80%}} [[File:Planet nuked.png|link=Tomb World]] Tomb<br>{{yellow|60%}} for: {{MultiColumn|
 
| {{green|80%}} [[File:Planet nuked.png|link=Tomb World]] Tomb<br>{{yellow|60%}} for: {{MultiColumn|
 
* [[File:Planet arid.png|link=Arid]] Arid
 
* [[File:Planet arid.png|link=Arid]] Arid
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* [[File:Planet tropical.png|link=Tropical]] Tropical
 
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|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.<br> Species created by the [[File:R_omnicodex.png|24px|]] Omnicodex  relic on a tomb world
 
|- id="Gaia preference"
 
|- id="Gaia preference"
| [[File:Trait_pc_gaia_preference.png]]
+
| [[File:Trait_pc_gaia_preference.png]] Gaia
 
| {{green|100%}} [[File:Planet gaia.png]] Gaia
 
| {{green|100%}} [[File:Planet gaia.png]] Gaia
| {{iconify|Life-Seeded}} Origin
+
| Pre-FTL or pre-sapient species inhabiting a Gaia World<br> {{iconify|Life-Seeded}}Origin<br> Baol Created by Nu-baol Life seeding Decision<br> Species Created by the [[File:R_omnicodex.png|24px|]] Omnicodex relic on a Gaia world
 
|- id="Habitat preference"
 
|- id="Habitat preference"
| [[File:Trait_pc_ring_preference.png]]
+
| [[File:Trait_pc_ring_preference.png]] Habitat
 
| {{green|100%}} [[File:Planet habitat.png]] Habitat
 
| {{green|100%}} [[File:Planet habitat.png]] Habitat
| {{iconify|Void Dwellers}} Origin
+
| {{iconify|Void Dwellers}} Origin<br>Species associated with [[Marauders|Marauder empires]] and [[Enclave]]s<br> Species created by the [[File:R_omnicodex.png|24px|]] Omnicodex  relic on a Habitat
 +
|- id="Relic preference"
 +
| [[File:Trait pc ai preference.png]] Relic
 +
| {{green|80%}} [[File:Planet_nuked.png]] Relic
 +
| Species created by using the [[File:R_omnicodex.png|24px|]] Omnicodex  relic on a Relic World or Ecumenopolis will have this preference.
 
|}
 
|}
  
 
== Robotic traits ==
 
== Robotic traits ==
{{SVersion|2.6}}
+
{{SVersion|2.7}}
 
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.
 
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.
  
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! Trait
 
! Trait
 
! class="unsortable" | Effect
 
! class="unsortable" | Effect
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
! Trait
 
! Trait
 
! class="unsortable" | Effect
 
! class="unsortable" | Effect
! {{icon|trait point}} Cost
+
! {{icon|trait point}}
 
|- id="Domestic Protocols"
 
|- id="Domestic Protocols"
 
| [[File:Domestic protocols.png]] Domestic Protocols
 
| [[File:Domestic protocols.png]] Domestic Protocols

Revision as of 20:46, 23 June 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.

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.

Organic 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. Non-standard traits are all traits that have a cost of zero.

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 Energy Credits.png Slave Price Trait Effects Trait Point 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 if Biological
  • Mod leader age.png Leader Lifespan −25 Years if Lithoid
−1 0
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
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 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
  • Mod leader age.png Leader initial age +22~30
  • 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. The Trait primitive.png Serviles trait can be removed after researching the Tech genetic resequencing.png Genetic Resequencing technology but other origin traits are permanent. All origin traits have a 33% chance of being inherited by hybrid species.

Type Effects Excludes Trait Point 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
Trait void dweller negative.png Void Dweller
  • Mod pop growth req.png Pop Growth Speed −60%
0 Origin void dwellers.png Void Dwellers
  • This species is used to the recycled air and sterile compartments of orbital habitats, and their weakened immune systems do not respond well to a planetary environment.
  • (Replaces the positive version when on anything other than a habitat)
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 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 modify or apply this species template
  • No.png Cannot apply other templates to Pops of this species
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
  • Mod leader age.png Leader initial age −18~30 if species is not Lithoid
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%
  • Trade value.png Trade Value from Jobs +25%
  • (not shown in tooltip, stacks with Thrifty for all jobs except Clerks)
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 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 organic 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 100% Planet ringworld.png Ring World Sanctuary pre-FTL civilizations
Species created by the R omnicodex.png Omnicodex relic on a Ring 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
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.
Species created by the R omnicodex.png Omnicodex relic on a tomb world
Trait pc gaia preference.png Gaia 100% Planet gaia.png Gaia Pre-FTL or pre-sapient species inhabiting a Gaia World
Origins life seeded.png Life-SeededOrigin
Baol Created by Nu-baol Life seeding Decision
Species Created by the R omnicodex.png Omnicodex relic on a Gaia world
Trait pc ring preference.png Habitat 100% Planet habitat.png Habitat Origin void dwellers.png Void Dwellers Origin
Species associated with Marauder empires and Enclaves
Species created by the R omnicodex.png Omnicodex relic on a Habitat
Trait pc ai preference.png Relic 80% Planet nuked.png Relic Species created by using the R omnicodex.png Omnicodex relic on a Relic World or Ecumenopolis will have this preference.

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 Trait Effect Trait Point
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 leaders.png Synthetic Personality Matrix
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 leaders.png Synthetic Personality Matrix
Logic engines.png Logic Engines Research.png Research Output +10% 2 Tech synthetic workers.png Synthetics
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
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
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