Difference between revisions of "Traits"

From Stellaris Wiki
Jump to navigation Jump to search
(Initial traits)
m
 
(62 intermediate revisions by 20 users not shown)
Line 1: Line 1:
{{version|2.2}}
+
{{version|2.5}}
 
'''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.
  
Line 5: Line 5:
  
 
== Biological traits ==
 
== Biological traits ==
{{SVersion|2.2}}
+
{{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.
Line 11: Line 11:
 
=== Initial traits ===
 
=== Initial traits ===
 
Initial traits are available when first creating a species. They can all be changed later via genetic modification.
 
Initial traits are available when first creating a species. They can all be changed later via genetic modification.
{| class="mildtable sortable plainlist" width="100%"
+
 
|-
+
{| class="mildtable plainlist sortable" width="100%"
!colspan="5" style="text-align:center"|Positive traits
 
 
|-
 
|-
! Type
+
! Trait
! class="unsortable" | Effects
+
! Effects
 
! class="unsortable" | Excludes
 
! class="unsortable" | Excludes
 +
! [[File:Trait lithoid.png| Lithoid]]
 
! Cost
 
! Cost
! class="unsortable" | Description
+
! Slave Price
 +
! style="width:50%" class="unsortable" | Description
 
|- 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|Extremely Adaptive}}
 
* {{iconify|Nonadaptive}}
 
* {{iconify|Nonadaptive}}
 
* {{iconify|Robust}}
 
* {{iconify|Robust}}
 +
| {{icon|no}}
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | {{red|+50}}
 
| ''This species is highly adaptive when it comes to foreign environments.''
 
| ''This species is highly adaptive when it comes to foreign environments.''
 
|- id="Extremely Adaptive"
 
|- id="Extremely Adaptive"
Line 36: Line 39:
 
* {{iconify|Nonadaptive}}
 
* {{iconify|Nonadaptive}}
 
* {{iconify|Robust}}
 
* {{iconify|Robust}}
 +
| {{icon|no}}
 
| align=center | {{red|4}}
 
| align=center | {{red|4}}
| ''This species is remarkably adept at adapting to any foreign environments.''
+
| 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|food}} Food from {{iconify|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}}
 
| ''This species has a deep connection to the land and make expert farmers and gardeners.''
 
| ''This species has a deep connection to the land and make expert farmers and gardeners.''
 
|- id="Charismatic"
 
|- id="Charismatic"
 
| [[File:Charismatic.png]] Charismatic
 
| [[File:Charismatic.png]] Charismatic
 
|  
 
|  
* {{icon|amenities}} Amenities from {{iconify|Jobs}} {{green|+20%}}
+
* {{icon|amenities}} Amenities from Jobs {{green|+20%}}
 
| {{iconify|Repugnant}}
 
| {{iconify|Repugnant}}
 +
|
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | '''0'''
 
| ''Members of this species have a special charisma and are generally considered pleasant to be around.''
 
| ''Members of this species have a special charisma and are generally considered pleasant to be around.''
 
|- id="Communal"
 
|- id="Communal"
 
| [[File:Communal.png]] Communal
 
| [[File:Communal.png]] Communal
| {{icon|housing}} Pop Housing Usage {{green|−10%}}
+
| {{icon|housing usage}} Pop Housing Usage {{green|−10%}}
 
| {{iconify|Solitary}}
 
| {{iconify|Solitary}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Members of this species are highly communal and quite used to living in close proximity to others.''
 
| ''Members of this species are highly communal and quite used to living in close proximity to others.''
 
|- id="Conformists"
 
|- id="Conformists"
Line 63: Line 74:
 
| {{iconify|Deviants}}
 
| {{iconify|Deviants}}
 
* {{iconify|Hive-Minded}}
 
* {{iconify|Hive-Minded}}
 +
|
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | '''0'''
 
| ''These people always seek consensus and are more likely to conform to the governing ethics.''
 
| ''These people always seek consensus and are more likely to conform to the governing ethics.''
 
|- id="Conservationist"
 
|- id="Conservationist"
Line 70: Line 83:
 
| {{iconify|Wasteful}}
 
| {{iconify|Wasteful}}
 
* {{iconify|Hive-Minded}}
 
* {{iconify|Hive-Minded}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Members of this species believes that resources must be conserved and recycled.''
 
| ''Members of this species believes that resources must be conserved and recycled.''
 
|- id="Enduring"
 
|- id="Enduring"
Line 78: Line 93:
 
* {{iconify|Venerable}}
 
* {{iconify|Venerable}}
 
* {{iconify|Fleeting}}
 
* {{iconify|Fleeting}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Lifespans in this species are unusually long.''
 
| ''Lifespans in this species are unusually long.''
 
|- id="Venerable"
 
|- id="Venerable"
Line 86: Line 103:
 
* {{iconify|Enduring}}
 
* {{iconify|Enduring}}
 
* {{iconify|Fleeting}}
 
* {{iconify|Fleeting}}
 +
|
 
| align=center | {{red|4}}
 
| align=center | {{red|4}}
 +
| align=center | '''0'''
 
| ''This species can grow to an age that commands dignity and respect.''
 
| ''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 {{iconify|Jobs}} {{green|+15%}}
+
| {{icon|pop min}} Minerals from Jobs {{green|+15%}}
 +
|
 
|
 
|
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | {{red|+50}}
 
| ''Members of this species are known for their diligence and hard-working nature, always going above and beyond.''
 
| ''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|energy}} Energy Credits from {{iconify|Jobs}} {{green|+15%}}
+
| {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}}
 +
|
 
|
 
|
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| 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.''
 
| ''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|eng}} Engineering Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{green|+10%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{green|+10%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop soc}} Society Research from Jobs {{green|+10%}}
 
|
 
|
 
* {{iconify|Erudite}}
 
* {{iconify|Erudite}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Uplifted}} (Enigmatic Cache)
 
* {{iconify|Uplifted}} (Enigmatic Cache)
* {{icon|Uplifted}} Somewhat Uplifted (Enigmatic Cache)
+
* {{icon|Uplifted}} Somewhat Uplifted
 +
|
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | '''0'''
 
| ''This species is highly intelligent and enjoys faster technological progress.''
 
| ''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|eng}} Engineering Research from {{iconify|Jobs}} {{green|+15%}}  
+
| {{icon|pop eng}} Engineering Research from Jobs {{green|+15%}}  
 
|
 
|
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Members of this species have a natural inclination towards engineering and the material sciences.''
 
| ''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|phy}} Physics Research from {{iconify|Jobs}} {{green|+15%}}
+
| {{icon|pop phy}} Physics Research from Jobs {{green|+15%}}
 
|
 
|
 
* {{iconify|Natural Engineers}}
 
* {{iconify|Natural Engineers}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Natural Sociologists}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Members of this species have a natural inclination towards theoretical physics and astral phenomena.''
 
| ''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|soc}} Society Research from {{iconify|Jobs}} {{green|+15%}}
+
| {{icon|pop soc}} Society Research from Jobs {{green|+15%}}
 
|
 
|
 
* {{iconify|Natural Engineers}}
 
* {{iconify|Natural Engineers}}
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Natural Physicists}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Members of this species have a natural inclination towards sociology and biological studies.''
 
| ''Members of this species have a natural inclination towards sociology and biological studies.''
 
|- id="Nomadic"
 
|- id="Nomadic"
Line 146: Line 177:
 
* {{icon|resettlement cost}} Resettlement Cost {{green|−25%}}
 
* {{icon|resettlement cost}} Resettlement Cost {{green|−25%}}
 
| {{iconify|Sedentary}}
 
| {{iconify|Sedentary}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''This species has a nomadic past, and its members often think nothing when relocation to another world.''
 
| ''This species has a nomadic past, and its members often think nothing when relocation to another world.''
 
|- id="Quick Learners"
 
|- id="Quick Learners"
Line 152: Line 185:
 
| {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
| {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
| {{iconify|Slow Learners}}
 
| {{iconify|Slow Learners}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Members of this species are quick to learn from experiences.''
 
| ''Members of this species are quick to learn from experiences.''
 
|- id="Rapid Breeders"
 
|- id="Rapid Breeders"
Line 160: Line 195:
 
* {{iconify|Fertile}}
 
* {{iconify|Fertile}}
 
* {{iconify|Slow Breeders}}
 
* {{iconify|Slow Breeders}}
 +
| {{icon|no}}
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | {{red|+100}}
 
| ''This species reproduces at a very rapid rate, increasing population growth.''
 
| ''This species reproduces at a very rapid rate, increasing population growth.''
 
|- id="Resilient"
 
|- id="Resilient"
Line 166: Line 203:
 
|
 
|
 
* {{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'''
 
| ''Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.''
 
| ''Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.''
 
|- id="Strong"
 
|- id="Strong"
Line 177: Line 216:
 
* {{iconify|Very Strong}}
 
* {{iconify|Very Strong}}
 
* {{iconify|Weak}}
 
* {{iconify|Weak}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | {{red|+50}}
 
| ''Members of this species possess great physical strength, making them formidable fighters on the ground.''
 
| ''Members of this species possess great physical strength, making them formidable fighters on the ground.''
 
|- id="Very Strong"
 
|- id="Very Strong"
Line 187: Line 228:
 
* {{iconify|Strong}}
 
* {{iconify|Strong}}
 
* {{iconify|Weak}}
 
* {{iconify|Weak}}
 +
|
 
| align=center | {{red|3}}
 
| align=center | {{red|3}}
 +
| align=center | {{red|+150}}
 
| ''Members of this species possess a strength that almost defies the laws of physics.''
 
| ''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'''
 
| ''Members of this species are born with a natural aptitude.''
 
| ''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 {{iconify|Jobs}} {{green|+25%}}
+
| {{icon|trade value}} Trade value from Jobs {{green|+25%}}
 +
|
 
|
 
|
 
| align=center | {{red|2}}
 
| align=center | {{red|2}}
 +
| align=center | '''0'''
 
| ''Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.''
 
| ''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 {{iconify|Jobs}} {{green|+10%}}
+
| {{icon|unity}} Unity from Jobs {{green|+10%}}
| [[File:Trait_quarrelsome.png]] Quarrelsome
+
| {{iconify|Quarrelsome}}
 +
|
 
| align=center | {{red|1}}
 
| align=center | {{red|1}}
 +
| align=center | '''0'''
 
| ''Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.''
 
| ''Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.''
|-
 
!colspan="5" style="text-align:center"|Negative traits
 
|-
 
! Type
 
! class="unsortable" | Effects
 
! class="unsortable" | Excludes
 
! Cost
 
! class="unsortable" | Description
 
 
|- id="Decadent"
 
|- id="Decadent"
 
|[[file:Decadent.png]] Decadent
 
|[[file:Decadent.png]] Decadent
Line 221: Line 262:
 
* {{icon|happiness}} Slave Happiness {{red|−10%}}
 
* {{icon|happiness}} Slave Happiness {{red|−10%}}
 
|
 
|
|align=center|{{green|−1}}
+
|
 +
| align=center| {{green|−1}}
 +
| align=center | '''0'''
 
|''This species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.''
 
|''This species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.''
 
|- id="Deviants"
 
|- id="Deviants"
Line 230: Line 273:
 
* {{iconify|Conformists}}
 
* {{iconify|Conformists}}
 
* {{iconify|Hive-Minded}}
 
* {{iconify|Hive-Minded}}
|align=center|{{green|−1}}
+
|
 +
| align=center | {{green|−1}}
 +
| align=center | '''0'''
 
|''These people are rebellious in nature and constantly try to challenge the status-quo.''
 
|''These people are rebellious in nature and constantly try to challenge the status-quo.''
 
|- id="Fleeting"
 
|- id="Fleeting"
Line 239: Line 284:
 
* {{iconify|Venerable}}
 
* {{iconify|Venerable}}
 
* {{iconify|Enduring}}
 
* {{iconify|Enduring}}
|align=center|{{green|−1}}
+
|
 +
|align=center | {{green|−1}}
 +
|align=center | '''0'''
 
|''Time is fleeting for this species. What they lack in longevity, they make up in other ways.''
 
|''Time is fleeting for this species. What they lack in longevity, they make up in other ways.''
 
|- id="Nonadaptive"
 
|- id="Nonadaptive"
Line 249: Line 296:
 
* {{iconify|Extremely Adaptive}}
 
* {{iconify|Extremely Adaptive}}
 
* {{iconify|Robust}}
 
* {{iconify|Robust}}
|align=center|{{green|−2}}
+
| {{icon|no}}
 +
| align=center | {{green|−2}}
 +
| align=center | {{green|−50}}
 
|''This species does not adapt well to foreign environments.''
 
|''This species does not adapt well to foreign environments.''
 
|- id="Quarrelsome"
 
|- id="Quarrelsome"
 
| [[File:Trait_quarrelsome.png]] Quarrelsome
 
| [[File:Trait_quarrelsome.png]] Quarrelsome
| {{icon|unity}} Unity from {{iconify|Jobs}} {{red|−10%}}
+
| {{icon|unity}} Unity from Jobs {{red|−10%}}
 
| {{iconify|Traditional}}
 
| {{iconify|Traditional}}
| align=center |{{green|−1}}
+
|
 +
| align=center | {{green|−1}}
 +
| align=center | '''0'''
 
| ''While not inherently distrustful, members of this species are often socially combative.''
 
| ''While not inherently distrustful, members of this species are often socially combative.''
 
|- id="Repugnant"
 
|- id="Repugnant"
 
|[[file:Repugnant.png]] Repugnant
 
|[[file:Repugnant.png]] Repugnant
 
|
 
|
* {{icon|amenities}} Amenities from {{iconify|Jobs}} {{red|−20%}}
+
* {{icon|amenities}} Amenities from Jobs {{red|−20%}}
 
|
 
|
 
* {{iconify|Charismatic}}
 
* {{iconify|Charismatic}}
|align=center|{{green|−2}}
+
|
 +
| 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.''
 
|''The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.''
 
|- id="Sedentary"
 
|- id="Sedentary"
Line 272: Line 325:
 
|
 
|
 
* {{iconify|Nomadic}}
 
* {{iconify|Nomadic}}
|align=center|{{green|−1}}
+
|
 +
| 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.''
 
|''This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.''
 
|- id="Slow Breeders"
 
|- id="Slow Breeders"
Line 281: Line 336:
 
* {{iconify|Rapid Breeders}}
 
* {{iconify|Rapid Breeders}}
 
* {{iconify|Fertile}}
 
* {{iconify|Fertile}}
|align=center|{{green|−2}}
+
| {{icon|no}}
 +
| align=center| {{green|−2}}
 +
| align=center| {{green|−100}}
 
|''This species reproduces at a slow rate, lowering population growth.''
 
|''This species reproduces at a slow rate, lowering population growth.''
 
|- id="Slow Learners"
 
|- id="Slow Learners"
Line 289: Line 346:
 
|
 
|
 
* {{iconify|Quick Learners}}
 
* {{iconify|Quick Learners}}
|align=center|{{green|−1}}
+
|
 +
| align=center | {{green|−1}}
 +
| align=center | '''0'''
 
|''Members of this species are slow to learn from their experiences.''
 
|''Members of this species are slow to learn from their experiences.''
 
|- id="Solitary"
 
|- id="Solitary"
 
|[[file:Solitary.png]] Solitary
 
|[[file:Solitary.png]] Solitary
 
|
 
|
* {{icon|housing}} Pop Housing Usage {{red|+10%}}
+
* {{icon|housing usage}} Pop Housing Usage {{red|+10%}}
 
|
 
|
 
* {{iconify|Communal}}
 
* {{iconify|Communal}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
|align=center|{{green|−1}}
+
|
 +
| align=center |{{green|−1}}
 +
| align=center | '''0'''
 
|''Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.''
 
|''Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.''
 
|- id="Wasteful"
 
|- id="Wasteful"
Line 307: Line 368:
 
* {{iconify|Conservationist}}
 
* {{iconify|Conservationist}}
 
* {{iconify|Hive-Minded}}
 
* {{iconify|Hive-Minded}}
|align=center|{{green|−1}}
+
|
 +
| align=center| {{green|−1}}
 +
| align=center | '''0'''
 
|''Members of this species seemingly have no concept of frugality and are prone to useless consumption.''
 
|''Members of this species seemingly have no concept of frugality and are prone to useless consumption.''
 
|- id="Weak"
 
|- id="Weak"
Line 317: Line 380:
 
* {{iconify|Strong}}
 
* {{iconify|Strong}}
 
* {{iconify|Very Strong}}
 
* {{iconify|Very Strong}}
|align=center|{{green|−1}}
+
|
 +
| align=center| {{green|−1}}
 +
| align=center| {{green|−50}}
 
|''Members of this species are physically weaker than average, making them poor fighters on the ground.''
 
|''Members of this species are physically weaker than average, making them poor fighters on the ground.''
 +
|}
 +
 +
==== Lithoid Traits ====
 +
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%"
 +
! Type
 +
! Effects
 +
! Excludes
 +
! Cost
 +
! Slave Price
 +
! style="width:45%" | Description
 +
|- id="Lithoid"
 +
| [[File:Trait lithoid.png]] Lithoid
 +
|
 +
* {{icon|growth speed}} Pop growth Speed {{red|-25%}}
 +
* {{icon|habitability}} Habitability {{green|+50%}}
 +
* {{icon|army health}} Army Health {{green|+50%}}
 +
* {{icon|leader lifespan}} Leader Lifespan {{green|+50}}
 +
* Consumes {{iconify|Minerals}} instead of {{iconify|Food}}
 +
|
 +
| align=center| '''0'''
 +
| align=center| '''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.''
 +
|- id="Gaseous Byproducts"
 +
| [[File:Trait lithoid gaseous byproducts.png]] Gaseous Byproducts
 +
| {{icon|exotic gases}} Each Pop produces {{green|0.01}} monthly Exotic Gases
 +
|
 +
* {{iconify|Scintillating Skin}}
 +
* {{iconify|Volatile Excretions}}
 +
| align=center| {{red|2}}
 +
| align=center | {{red|+100}}
 +
|''The metabolic processes of this species cause regular venting of gases useful to industry.''
 +
|- id="Scintillating Skin"
 +
| [[File:Trait lithoid scintillating.png]] Scintillating Skin
 +
| {{icon|rare crystals}} Each Pop produces {{green|0.01}} monthly Rare Crystals
 +
|
 +
* {{iconify|Gaseous Byproducts}}
 +
* {{iconify|Volatile Excretions}}
 +
| align=center| {{red|2}}
 +
| align=center | {{red|+100}}
 +
|''The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.''
 +
|- id="Volatile Excretions"
 +
| [[File:Trait lithoid volatile excretions.png]] Volatile Excretions
 +
| {{icon|volatile motes}} Each Pop produces {{green|0.01}} monthly Volatile Motes
 +
|
 +
* {{iconify|Gaseous Byproducts}}
 +
* {{iconify|Scintillating Skin}}
 +
| align=center| {{red|2}}
 +
| align=center | {{red|+100}}
 +
|''The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.''
 
|}
 
|}
  
 
=== Special traits ===
 
=== Special traits ===
{{SVersion|2.2}}
+
{{SVersion|2.5}}
 
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.
  
 
The {{icon|Hive Mind (trait)}} 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.
 
The {{icon|Hive Mind (trait)}} 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.
 
The {{iconify|Cybernetic}} and {{iconify|Psionic}} traits are also used by {{icon|Fanatic Materialist}} Keepers of Knowledge and {{icon|Fanatic Spiritualist}} Holy Guardians Fallen Empires respectively.
 
  
 
Special traits that cost trait points can be removed via the biological ascension path.
 
Special traits that cost trait points can be removed via the biological ascension path.
  
 
{| class="mildtable sortable plainlist"
 
{| class="mildtable sortable plainlist"
! style="width:11%" | Type
+
! Type
! style="width:20%" | Effects
+
! Effects
! style="width:10%" | Excludes
+
! Excludes
! style="width:3%" | Cost
+
! Cost
! style="width:15%" | Requirement
+
! Requirement
! Description
+
! style="width:35%" | Description
! style="width:9%" | DLC
+
! DLC
 
|- id="Uplifted"
 
|- id="Uplifted"
 
|[[File:Trait uplifted.png]] Uplifted
 
|[[File:Trait uplifted.png]] Uplifted
Line 354: Line 467:
 
| 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="Bioadaptability"
 +
| [[File:Bioadaptability.png]] Bioadaptability
 +
|
 +
* {{icon|habitability}} Habitability {{green|+5%}}
 +
|
 +
|align=center|0
 +
| Speed Demon event ({{green|Green}} solution)
 +
|''This species has been modified to be slightly more adaptive and can now better endure harsh climates.''
 +
|
 +
|- id="Limited Regeneration"
 +
| [[File:Limited Regeneration.png]] Limited Regeneration
 +
|
 +
* {{icon|army damage}} Army Damage {{green|+10%}}
 +
* {{icon|leader lifespan}} Leader Lifespan {{green|+10}} Years
 +
|
 +
|align=center|0
 +
| Speed Demon event ({{blue|Blue}} solution)
 +
|''This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.''
 +
|
 +
|- id="Social Pheromones"
 +
| [[File:Social Pheromones.png]] Social Pheromones
 +
|
 +
* {{icon|housing usage}} Pop Housing Usage {{green|−5%}}
 +
|
 +
|align=center|0
 +
| Speed Demon event ({{red|Red}} solution)
 +
|''This species has been modified to be more social and accepting of crowded conditions.''
 
|
 
|
 
|- id="Cybernetic"
 
|- id="Cybernetic"
| rowspan="2" | {{iconify|Cybernetic|29px}}
+
| {{iconify|Cybernetic|29px}}
| rowspan="2" |
+
|  
 
* {{icon|army damage}} Army Damage {{green|+10%}}
 
* {{icon|army damage}} Army Damage {{green|+10%}}
 
* {{icon|habitability}} Habitability {{green|+20%}}
 
* {{icon|habitability}} Habitability {{green|+20%}}
 
* {{icon|leader lifespan}} Leader Lifespan {{green|+40}} Years
 
* {{icon|leader lifespan}} Leader Lifespan {{green|+40}} Years
| rowspan="2" |
+
|  
* {{icon|Psionic}} Latent Psionic
+
| align=center|0
* {{iconify|Psionic}}
+
| [[File:ap the flesh is weak.png|24px]] The Flesh is Weak<br>{{iconify|Driven Assimilator}}<br>{{icon|Fanatic Materialist}} Keepers of Knowledge (Fallen Empire)
| rowspan="2" align=center|0
+
| ''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.''
| [[File:ap the flesh is weak.png|24px]] The Flesh is Weak  
+
|
| rowspan="2" |''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.''
+
|- id="Psionic"
| {{iconify|Utopia}}
+
| {{iconify|Psionic|29px}}
|-
+
|
| &nbsp;{{iconify|Driven Assimilator}}
+
* {{icon|pop enc}} Energy Credits from Jobs {{green|+10%}}
| {{iconify|Synthetic Dawn}}
+
* {{icon|research}} Research Output {{green|+10%}}
 
+
* {{icon|happiness}} Happiness {{green|+5%}}
 +
|  
 +
|align=center|0
 +
| [[File:ap transcendence.png|24px]] Transcendence<br>{{icon|Fanatic Spiritualist}} Holy Guardians (Fallen Empire)
 +
| ''All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.''
 +
|
 
|- id="Latent Psionic"
 
|- id="Latent Psionic"
 
| {{icon|Psionic|29px}} Latent Psionic
 
| {{icon|Psionic|29px}} Latent Psionic
 
|
 
|
* {{icon|energy}} Energy Credits from {{iconify|Jobs}} {{green|+5%}}
+
* {{icon|pop enc}} Energy Credits from Jobs {{green|+5%}}
 
* {{icon|research}} Research Output {{green|+5%}}
 
* {{icon|research}} Research Output {{green|+5%}}
| {{iconify|Cybernetic}}
+
|  
 
|align=center|0
 
|align=center|0
 
| [[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.''
| {{iconify|Utopia}}
+
| {{icon|utp}}
 
 
|- id="Psionic"
 
| {{iconify|Psionic|29px}}
 
|
 
* {{icon|energy}} Energy Credits from {{iconify|Jobs}} {{green|+10%}}
 
* {{icon|research}} Research Output {{green|+10%}}
 
* {{icon|happiness}} Happiness {{green|+5%}}
 
| {{iconify|Cybernetic}}
 
|align=center|0
 
| [[File:ap transcendence.png|24px]] Transcendence
 
| ''All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.''
 
| {{iconify|Utopia}}
 
 
|- id="Serviles"
 
|- id="Serviles"
 
|[[File:Trait primitive.png]] Serviles
 
|[[File:Trait primitive.png]] Serviles
 
|
 
|
 
* {{icon|happiness}} Happiness {{green|+10%}}
 
* {{icon|happiness}} Happiness {{green|+10%}}
* {{icon|pop resource output}} Resources from {{iconify|Jobs}} {{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
 
* {{icon|no}} Cannot generate Leaders
* {{icon|no}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs
 
 
|
 
|
 
* {{iconify|Intelligent}}
 
* {{iconify|Intelligent}}
Line 410: Line 544:
 
| {{icon|Syncretic Evolution}} Syncretic species
 
| {{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.''
 
|''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.''
| {{iconify|Utopia}}
+
----
 +
Servile Battle Thralls can still be employed as Enforcers.
 +
| {{icon|utp}}
 
|- id="Hive-Minded"
 
|- id="Hive-Minded"
 
| [[File:Hive-minded.png|29px]] Hive-Minded
 
| [[File:Hive-minded.png|29px]] Hive-Minded
Line 419: Line 555:
 
| {{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.''
| {{iconify|Utopia}}
+
| {{icon|utp}}
 
|- id="Survivor"
 
|- id="Survivor"
 
| [[File:Trait survivor.png]] Survivor
 
| [[File:Trait survivor.png]] Survivor
Line 429: Line 565:
 
| {{iconify|Post-Apocalyptic}} species
 
| {{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.''
 
|''This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.''
| {{iconify|Apocalypse}}
+
| {{icon|apc}}
 
|- id="Docile Livestock"
 
|- id="Docile Livestock"
 
|[[File:Trait primitive.png]] Docile Livestock
 
|[[File:Trait primitive.png]] Docile Livestock
 
|
 
|
 
* {{icon|growth speed}} Pop Growth Speed {{green|+30%}}
 
* {{icon|growth speed}} Pop Growth Speed {{green|+30%}}
* {{icon|unity}} Unity from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|unity}} Unity from Jobs {{green|+10%}}
* {{icon|pop enc}} Energy from {{iconify|Jobs}} {{red|−50%}}
+
* {{icon|pop enc}} Energy from Jobs {{red|−50%}}
* {{icon|eng}} Engineering Research from {{iconify|Jobs}} {{red|−75%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{red|−75%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{red|−75%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{red|−75%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{red|−75%}}
+
* {{icon|pop soc}} Society Research from Jobs {{red|−75%}}
<!-- Unhide when confirmed: * {{icon|no}} Cannot generate Leaders
+
* {{icon|worker}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs
* {{icon|no}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs -->
+
* {{icon|no}} Cannot generate Leaders
 
* {{icon|no}} Not Affected by Happiness
 
* {{icon|no}} Not Affected by Happiness
 
|
 
|
Line 451: Line 587:
 
| Wild Eukaryotes event species
 
| 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.''
| {{iconify|Distant Stars}}
+
| {{icon|dst}}
 
|- id="Nivlac"
 
|- id="Nivlac"
 
| [[File:Leader trait resilient.png|link=]]  Nivlac
 
| [[File:Leader trait resilient.png|link=]]  Nivlac
Line 461: Line 597:
 
| Impossible Organism event species
 
| Impossible Organism event species
 
|''This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.''
 
|''This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.''
| {{iconify|Distant Stars}}
+
| {{icon|dst}}
 
|- id="Brain Slug Host"
 
|- id="Brain Slug Host"
 
| [[File:Trait brainslugged.png]] Brain Slug Host
 
| [[File:Trait brainslugged.png]] Brain Slug Host
 
|
 
|
* {{icon|eng}} Engineering Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{green|+10%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{green|+10%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop soc}} Society Research from Jobs {{green|+10%}}
* {{icon|unity}} Unity from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|unity}} Unity from Jobs {{green|+10%}}
 
* {{icon|growth speed}} Pop Growth Speed {{red|−25%}}
 
* {{icon|growth speed}} Pop Growth Speed {{red|−25%}}
 
|
 
|
Line 474: Line 610:
 
| Neural Symbiosis event
 
| 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.''
 
|''This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host.''
| {{iconify|Distant Stars}}
+
| {{icon|dst}}
 
|- id="Unlifted"
 
|- id="Unlifted"
 
| [[File:Trait uplifted.png]] Unlifted
 
| [[File:Trait uplifted.png]] Unlifted
 
|
 
|
* {{icon|eng}} Engineering Research from {{iconify|Jobs}} {{red|−60%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{red|−60%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{red|−60%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{red|−60%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{red|−60%}}
+
* {{icon|pop soc}} Society Research from Jobs {{red|−60%}}
 
|
 
|
 
|align=center|0
 
|align=center|0
 
| Enigmatic Cache event
 
| Enigmatic Cache event
 
|''This species has suffered the tragic consequences of an uplifting gone wrong.''
 
|''This species has suffered the tragic consequences of an uplifting gone wrong.''
| {{iconify|Distant Stars}}
+
| {{icon|dst}}
 
|- id="Somewhat Uplifted"
 
|- id="Somewhat Uplifted"
 
| [[File:Trait uplifted.png]] Somewhat Uplifted
 
| [[File:Trait uplifted.png]] Somewhat Uplifted
 
|
 
|
* {{icon|eng}} Engineering Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{green|+10%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{green|+10%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop soc}} Society Research from Jobs {{green|+10%}}
 
|
 
|
 
* {{iconify|Intelligent}}
 
* {{iconify|Intelligent}}
Line 497: Line 633:
 
| Enigmatic Cache event
 
| Enigmatic Cache event
 
|''This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.''
 
|''This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.''
| {{iconify|Distant Stars}}
+
| {{icon|dst}}
 
|- id="Uplifted"
 
|- id="Uplifted"
 
| [[File:Trait uplifted.png]] Uplifted
 
| [[File:Trait uplifted.png]] Uplifted
Line 504: Line 640:
 
* {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
* {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}}
 
|
 
|
* {{iconify|Intelligent}}
 
* {{iconify|Erudite}}
 
 
|align=center|0
 
|align=center|0
 
| Enigmatic Cache event
 
| Enigmatic Cache event
 
|''This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.''
 
|''This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.''
| {{iconify|Distant Stars}}
+
| {{icon|dst}}
|- id="Bioadaptability"
 
| [[File:Bioadaptability.png]] Bioadaptability
 
|
 
* {{icon|habitability}} Habitability {{green|+5%}}
 
|
 
|align=center|0
 
| Speed Demon event ({{green|Green}} solution)
 
|''This species has been modified to be slightly more adaptive and can now better endure harsh climates.''
 
| {{iconify|Distant Stars}}
 
|- id="Limited Regeneration"
 
| [[File:Limited Regeneration.png]] Limited Regeneration
 
|
 
* {{icon|army damage}} Army Damage {{green|+10%}}
 
* {{icon|leader lifespan}} Leader Lifespan {{green|+10}} Years
 
|
 
|align=center|0
 
| Speed Demon event ({{blue|Blue}} solution)
 
|''This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.''
 
| {{iconify|Distant Stars}}
 
|- id="Social Pheromones"
 
| [[File:Social Pheromones.png]] Social Pheromones
 
|
 
* {{icon|housing}} Pop Housing Usage {{green|−5%}}
 
|
 
|align=center|0
 
| Speed Demon event ({{red|Red}} solution)
 
|''This species has been modified to be more social and accepting of crowded conditions.''
 
| {{iconify|Distant Stars}}
 
 
|- id="Numistic Administration"
 
|- id="Numistic Administration"
 
| [[File:Leader trait nuumismatic administration.png]] Numistic Administration
 
| [[File:Leader trait nuumismatic administration.png]] Numistic Administration
Line 546: Line 652:
 
| Numistic Order pops
 
| Numistic Order pops
 
|''This species has been trained in the holy art of Numistic Administration.''
 
|''This species has been trained in the holy art of Numistic Administration.''
| {{iconify|MegaCorp}}
+
| {{icon|mgc}}
 
|}
 
|}
  
=== Biological ascension path ===
+
=== Biological ascension traits ===
{{SVersion|2.2}}
+
{{SVersion|2.5}}
{{expansion|utp}}
 
 
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.
 
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.
  
{| class="mildtable sortable plainlist" width="100%"
+
{| class="mildtable plainlist" width="100%"
 
! Type
 
! Type
! class="unsortable" | Effects
+
! Effects
 
! Excludes
 
! Excludes
 
! Cost
 
! Cost
! class="unsortable" | Description
+
! Slave Cost
|- id="Robust"
+
! style="width:45%" | Description
|[[File:Robust.png]] Robust
 
|
 
* {{icon|Habitability}} Habitability {{green|+30%}}
 
* {{icon|Pop Resource Output}} Resources from {{iconify|Jobs}} {{green|+5%}}
 
* {{icon|Leader Lifespan}} Leader Lifespan {{green|+50}} Years
 
|
 
* {{iconify|Adaptive}}
 
* {{iconify|Extremely Adaptive}}
 
* {{iconify|Nonadaptive}}
 
|align=center|{{red|4}}
 
|''Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.''
 
 
|- id="Erudite"
 
|- id="Erudite"
 
|[[File:Erudite.png]] Erudite
 
|[[File:Erudite.png]] Erudite
Line 581: Line 675:
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Nerve Stapled}}
 
* {{iconify|Uplifted}} (Enigmatic Cache)
 
* {{iconify|Uplifted}} (Enigmatic Cache)
* {{icon|Uplifted}} Somewhat Uplifted (Enigmatic Cache)
+
* {{icon|Uplifted}} Somewhat Uplifted
|align=center|{{red|4}}
+
| align=center| {{red|4}}
 +
| align=center| '''0'''
 
|''Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.''
 
|''Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.''
 
|- id="Fertile"
 
|- id="Fertile"
Line 588: Line 683:
 
|
 
|
 
* {{icon|growth speed}} Pop Growth Speed {{green|+30%}}
 
* {{icon|growth speed}} Pop Growth Speed {{green|+30%}}
* {{icon|housing}} Pop Housing Usage {{green|−10%}}
+
* {{icon|housing usage}} Pop Housing Usage {{green|−10%}}
 
|
 
|
 
* {{iconify|Rapid Breeders}}
 
* {{iconify|Rapid Breeders}}
 +
* {{iconify|Lithoid}}
 
* {{iconify|Slow Breeders}}
 
* {{iconify|Slow Breeders}}
|align=center|{{red|4}}
+
| align=center| {{red|4}}
 +
| align=center| {{red|+200}}
 
|''The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.''
 
|''The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.''
 +
|- id="Robust"
 +
|[[File:Robust.png]] Robust
 +
|
 +
* {{icon|Habitability}} Habitability {{green|+30%}}
 +
* {{icon|Pop Resource Output}} Resources from Jobs {{green|+5%}}
 +
* {{icon|Leader Lifespan}} Leader Lifespan {{green|+50}} Years
 +
|
 +
* {{iconify|Adaptive}}
 +
* {{iconify|Lithoid}}
 +
* {{iconify|Extremely Adaptive}}
 +
* {{iconify|Nonadaptive}}
 +
| align=center| {{red|4}}
 +
| align=center| {{red|+200}}
 +
|''Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.''
 +
|- id="Delicious"
 +
|[[File:Delicious.png|28px]] Delicious
 +
|
 +
* {{icon|food}} Food from Livestock and Processing {{green|+2}}
 +
|
 +
* {{iconify|Lithoid}}
 +
| align=center| {{red|2}}
 +
| align=center| {{red|+100}}
 +
|''This species has the curious evolutionary adaptation of being highly nutritious when eaten.''
 
|- id="Nerve Stapled"
 
|- id="Nerve Stapled"
 
|[[File:Nerve Stapled.png]] Nerve Stapled
 
|[[File:Nerve Stapled.png]] Nerve Stapled
 
|
 
|
* {{icon|Pop Resource Output}} Resources from {{iconify|Jobs}} {{green|+5%}}
+
* {{icon|Pop Resource Output}} Resources from Jobs {{green|+5%}}
 +
* {{icon|worker}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs
 
* {{icon|no}} Cannot generate {{yellow|Leaders}}
 
* {{icon|no}} Cannot generate {{yellow|Leaders}}
* {{icon|no}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs
 
 
* {{icon|no}} {{yellow|Not Affected by Happiness}}
 
* {{icon|no}} {{yellow|Not Affected by Happiness}}
 
* {{icon|no}} Can't join a faction
 
* {{icon|no}} Can't join a faction
Line 611: Line 731:
 
* {{iconify|Communal}}
 
* {{iconify|Communal}}
 
* {{iconify|Solitary}}
 
* {{iconify|Solitary}}
|align=center|{{red|3}}
+
| align=center| {{red|3}}
 +
| align=center| {{red|+150}}
 
|''Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.''
 
|''Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.''
|- id="Delicious"
 
|[[File:Delicious.png|28px]] Delicious
 
|
 
* {{icon|food}} Food from Livestock {{green|+2}}
 
|
 
|align=center|{{red|2}}
 
|''This species has the curious evolutionary adaptation of being highly nutritious when eaten.''
 
 
|}
 
|}
  
 
=== Pre-Sapient traits ===
 
=== Pre-Sapient traits ===
{{SVersion|2.2}}
+
{{SVersion|2.5}}
 
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 sortable plainlist" width="100%"
+
{| class="mildtable plainlist" width="100%"
! style="width:10%" | Type
+
! Type
! style="width:20%" class="unsortable" | Effects
+
! Effects
! class="unsortable" | Description
+
! Description
 
|- id="Conservative"
 
|- id="Conservative"
 
|[[File:Trait primitive.png]] Conservative
 
|[[File:Trait primitive.png]] Conservative
Line 639: Line 753:
 
|[[File:Trait primitive.png]] Earthbound
 
|[[File:Trait primitive.png]] Earthbound
 
|
 
|
* {{icon|enc}} Energy from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop enc}} Energy from Jobs {{green|+10%}}
 
* {{icon|Army Damage}} Defense Army Damage {{green|+50%}}
 
* {{icon|Army Damage}} Defense Army Damage {{green|+50%}}
 
|''Members of this species are very possessive of the planets they call home.''
 
|''Members of this species are very possessive of the planets they call home.''
|
 
 
|- id="Irradiated"
 
|- id="Irradiated"
 
|[[File:Trait primitive.png]] Irradiated
 
|[[File:Trait primitive.png]] Irradiated
Line 652: Line 765:
 
|[[File:Trait primitive.png]] Natural Intellectuals
 
|[[File:Trait primitive.png]] Natural Intellectuals
 
|
 
|
* {{icon|unity}} Unity from {{iconify|Jobs}} {{green|+5%}}
+
* {{icon|unity}} Unity from Jobs {{green|+5%}}
* {{icon|eng}} Engineering Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{green|+10%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{green|+10%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop soc}} Society Research from Jobs {{green|+10%}}
* {{icon|min}} Minerals from {{iconify|Jobs}} {{red|−10%}}
+
* {{icon|pop min}} Minerals from Jobs {{red|−10%}}
 
|''Members of this species are more philosophically inclined than most.''
 
|''Members of this species are more philosophically inclined than most.''
|
 
 
|- id="Proles"
 
|- id="Proles"
 
|[[File:Trait primitive.png]] Proles
 
|[[File:Trait primitive.png]] Proles
 
|
 
|
 
* {{icon|Army Damage}} Army Damage {{green|+10%}}
 
* {{icon|Army Damage}} Army Damage {{green|+10%}}
* {{icon|min}} Minerals from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop min}} Minerals from Jobs {{green|+10%}}
* {{icon|food}} Food from {{iconify|Jobs}} {{green|+10%}}
+
* {{icon|pop food}} Food from Jobs {{green|+10%}}
* {{icon|eng}} Engineering Research from {{iconify|Jobs}} {{red|−15%}}
+
* {{icon|pop eng}} Engineering Research from Jobs {{red|−15%}}
* {{icon|phy}} Physics Research from {{iconify|Jobs}} {{red|−15%}}
+
* {{icon|pop phy}} Physics Research from Jobs {{red|−15%}}
* {{icon|soc}} Society Research from {{iconify|Jobs}} {{red|−15%}}
+
* {{icon|pop soc}} Society Research from Jobs {{red|−15%}}
 
|''This species has traditionally shunned intellectual pursuits in favor of physical labor.''
 
|''This species has traditionally shunned intellectual pursuits in favor of physical labor.''
|
 
 
|- id="Starborn"
 
|- id="Starborn"
 
|[[File:Trait primitive.png]] Starborn
 
|[[File:Trait primitive.png]] Starborn
Line 680: Line 791:
  
 
=== Habitability traits ===
 
=== Habitability traits ===
{{SVersion|2.2}}
+
{{SVersion|2.5}}
 
{{see also|Planets}}
 
{{see also|Planets}}
Each species also has a Habitability trait that determines their base habitability on the various types of worlds, usually that corresponding to the type of their homeworld. Habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait.
+
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.
{| class="mildtable sortable plainlist"
+
 
 +
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"
 
! style="width:13%" | Preference
 
! style="width:13%" | Preference
 
! style="width:7%" | Climate
 
! style="width:7%" | Climate
 
! style="width:20%" | {{green|80%}} Habitability
 
! style="width:20%" | {{green|80%}} Habitability
! style="width:20%" class="unsortable" | {{yellow|60%}} Habitability
+
! style="width:20%" | {{yellow|60%}} Habitability
! style="width:40%" class="unsortable" | {{red|20%}} Habitability
+
! style="width:40%" | {{red|20%}} Habitability
  
 
|- id="Arid Preference"
 
|- id="Arid Preference"
| {{iconify|Arid|24px}} || Dry
+
| {{iconify|Arid}} || Dry
| [[File:Planet arid.png|link=Desert|40px]] Arid
+
| [[File:Planet arid.png|link=Arid]] Arid
 
|
 
|
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|2}}
 
|2}}
  
 
|- id="Desert Preference"
 
|- id="Desert Preference"
| {{iconify|Desert|24px}} || Dry
+
| {{iconify|Desert}} || Dry
| [[File:Planet desert.png|link=Desert|40px]] Desert  
+
| [[File:Planet desert.png|link=Desert]] Desert  
 
|
 
|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet savannah.png|link=savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|2}}
 
|2}}
  
 
|- id="Savannah Preference"
 
|- id="Savannah Preference"
| {{iconify|Savannah|24px}} || Dry
+
| {{iconify|Savannah}} || Dry
| [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
| [[File:Planet savannah.png|link=Savannah]] Savannah
 
|
 
|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|2}}
 
|2}}
  
 
|- id="Alpine Preference"
 
|- id="Alpine Preference"
| {{iconify|Alpine|24px}} || Frozen
+
| {{iconify|Alpine}} || Frozen
| [[File:Planet alpine.png|link=Tundra|40px]] Alpine
+
| [[File:Planet alpine.png|link=Alpine]] Alpine
 
|
 
|
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|2}}
 
|2}}
  
 
|- id="Arctic Preference"
 
|- id="Arctic Preference"
| {{iconify|Arctic|24px}} || Frozen
+
| {{iconify|Arctic}} || Frozen
| [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
| [[File:Planet arctic.png|link=Arctic]] Arctic
 
|
 
|
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|2}}
 
|2}}
  
 
|- id="Tundra Preference"
 
|- id="Tundra Preference"
| {{iconify|Tundra|24px}} || Frozen
+
| {{iconify|Tundra}} || Frozen
| [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
| [[File:Planet tundra.png|link=Tundra]] Tundra
 
|
 
|
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|2}}
 
|2}}
  
 
|- id="Continental Preference"
 
|- id="Continental Preference"
| {{iconify|Continental|24px}} || Wet
+
| {{iconify|Continental}} || Wet
| [[File:Planet continental.png|link=Continental|40px]] Continental
+
| [[File:Planet continental.png|link=Continental]] Continental
 
|
 
|
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
 
|2}}
 
|2}}
  
 
|- id="Ocean Preference"
 
|- id="Ocean Preference"
| {{iconify|Ocean|24px}} || Wet
+
| {{iconify|Ocean}} || Wet
| [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
| [[File:Planet ocean.png|link=Ocean]] Ocean
 
|
 
|
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet tropical.png|linkTropical|40px]] Tropical
+
* [[File:Planet tropical.png|linkTropical]] Tropical
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
 
|2}}
 
|2}}
  
 
|- id="Tropical Preference"
 
|- id="Tropical Preference"
| {{iconify|Tropical|24px}} || Wet
+
| {{iconify|Tropical}} || Wet
| [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
| [[File:Planet tropical.png|link=Tropical]] Tropical
 
|
 
|
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
 
| {{MultiColumn|
 
| {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
 
|2}}
 
|2}}
 
|}
 
|}
  
 
The following habitability traits are not available for starting races:
 
The following habitability traits are not available for starting races:
{| class="mildtable sortable plainlist"  
+
{| class="mildtable plainlist"  
 
! style="width:8%" | Preference
 
! style="width:8%" | Preference
! style="width:12%" class="unsortable" | Main world habitability
+
! style="width:12%" | Main world habitability
! style="width:30%" class="unsortable" | Other worlds habitability
+
! style="width:30%" | Other worlds habitability
! style="width:50%" class="unsortable" | Notes
+
! style="width:50%" | Source
 
|- id="Gaia preference"
 
|- id="Gaia preference"
| {{iconify|Gaia|24px}}
+
| {{iconify|Gaia}}
| {{green|100%}} [[File:Planet gaia.png|link=gaia|40px]] Gaia
+
| {{green|100%}} [[File:Planet gaia.png|link=gaia]] Gaia
| 0%
+
|  
| Only available to empires with the {{iconify|Life-Seeded}} civic.
+
| {{iconify|Life-Seeded}} civic
 
|- id="Ring preference"
 
|- id="Ring preference"
| {{iconify|Ring World|24px}}
+
| {{iconify|Ring World}}
| {{green|100%}} [[File:Planet ringworld.png|link=Ring World|40px]] Ring World
+
| {{green|100%}} [[File:Planet ringworld.png|link=Ring World]] Ring World
|
 
| Only present on the primitive civilizations inhabiting the Sanctuary system and must be changed to allow them to colonize new worlds.
 
|- id="Habitat preference"
 
| {{iconify|Habitat|24px}}
 
| {{green|100%}} [[File:Planet habitat.png|link=Habitat|40px]] Habitat
 
|
 
| Only present if the pop was created on a habitat via an event and must be changed to allow them to colonize new worlds.
 
|- id="Machine World preference"
 
| {{iconify|Machine World|24px}}
 
| {{green|100%}} [[File:Planet ai.png|40px]] Machine World
 
|
 
 
|
 
|
 +
| Sanctuary primitive civilizations
 
|- id="Tomb preference"
 
|- id="Tomb preference"
| {{iconify|Tomb World|24px}}
+
| {{iconify|Tomb World}}
 
|
 
|
* {{green|80%}} [[File:Planet nuked.png|link=Tomb World|40px]] Tomb
+
* {{green|80%}} [[File:Planet nuked.png|link=Tomb World]] Tomb
 
| {{yellow|60%}} for: {{MultiColumn|
 
| {{yellow|60%}} for: {{MultiColumn|
* [[File:Planet arid.png|link=Arid|40px]] Arid
+
* [[File:Planet arid.png|link=Arid]] Arid
* [[File:Planet desert.png|link=Desert|40px]] Desert
+
* [[File:Planet desert.png|link=Desert]] Desert
* [[File:Planet savannah.png|link=Savannah|40px]] Savannah
+
* [[File:Planet savannah.png|link=Savannah]] Savannah
* [[File:Planet alpine.png|link=Alpine|40px]] Alpine
+
* [[File:Planet alpine.png|link=Alpine]] Alpine
* [[File:Planet arctic.png|link=Arctic|40px]] Arctic
+
* [[File:Planet arctic.png|link=Arctic]] Arctic
* [[File:Planet tundra.png|link=Tundra|40px]] Tundra
+
* [[File:Planet tundra.png|link=Tundra]] Tundra
* [[File:Planet continental.png|link=Continental|40px]] Continental
+
* [[File:Planet continental.png|link=Continental]] Continental
* [[File:Planet ocean.png|link=Ocean|40px]] Ocean
+
* [[File:Planet ocean.png|link=Ocean]] Ocean
* [[File:Planet tropical.png|link=Tropical|40px]] Tropical
+
* [[File:Planet tropical.png|link=Tropical]] Tropical
 
|3}}
 
|3}}
| Only available to empires with the {{iconify|Post-Apocalyptic}} civic.
+
| 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.
Can be found on pre-FTL or pre-sapient species inhabiting a Tomb World or obtained through the Horizon Signal.
 
Could also be otained via A New Species event if inhabiting a Tomb World with very low habitability.
 
 
|}
 
|}
  
 
== Robotic traits ==
 
== Robotic traits ==
{{SVersion|2.2}}
+
{{SVersion|2.5}}
Outside {{iconify|Machine Intelligence}} empires Robots always start only with the {{iconify|Mechanical}} trait, with gives them {{green|+200%}} {{iconify|Habitability}} on all habitable planets. They can then be given new traits through Robomodding. A few of them are 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.
 
{| class="mildtable sortable plainlist" width="100%"
 
{| class="mildtable sortable plainlist" width="100%"
 
|-
 
|-
! colspan="7" style="text-align:center"|Positive traits
+
|- id="Arid Preference"
|-
 
 
! width="15%" | Type
 
! width="15%" | Type
 
! width="1%" | {{icon|trait point}}  
 
! width="1%" | {{icon|trait point}}  
Line 886: Line 987:
 
! width="15%" class="unsortable" | Excludes
 
! width="15%" class="unsortable" | Excludes
 
! width="45%" class="unsortable" | Description
 
! width="45%" class="unsortable" | Description
|-
+
|- id="Domestic Protocols"
| {{iconify|Domestic Protocols|28px}}
+
| [[File:Domestic protocols.png]] Domestic Protocols
 
| style="text-align: center;" | {{red|2}} || || {{icon|no}}
 
| 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 {{iconify|Jobs}} {{green|+20%}}
+
* {{icon|amenities}} Amenities from Jobs {{green|+20%}}
 
|| {{iconify|Robot}}
 
|| {{iconify|Robot}}
 
| ''Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.<br/>(Has no effect on Synthetics with Citizenship Rights.)''
 
| ''Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.<br/>(Has no effect on Synthetics with Citizenship Rights.)''
|-
+
|- id="Double Jointed"
 
| [[File:Double jointed.png]] Double Jointed
 
| [[File:Double jointed.png]] Double Jointed
 
| style="text-align: center;" | {{red|1}} || ||
 
| style="text-align: center;" | {{red|1}} || ||
| {{icon|housing}} Pop Housing Usage {{green|−10%}} || [[File:Bulky.png|24px]] Bulky
+
| {{icon|housing usage}} Pop Housing Usage {{green|−10%}} || [[File:Bulky.png|24px]] Bulky
 
| ''Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.''
 
| ''Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.''
|-
+
|- id="Durable"
 
| [[File:Durable.png]] Durable
 
| [[File:Durable.png]] Durable
 
| style="text-align: center;" | {{red|1}} || ||
 
| style="text-align: center;" | {{red|1}} || ||
 
| {{icon|robot upkeep}} Robot Upkeep {{green|–10%}} || [[File:High maintenance.png|24px]] High Maintenance
 
| {{icon|robot upkeep}} Robot Upkeep {{green|–10%}} || [[File:High maintenance.png|24px]] High Maintenance
 
| ''Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.''
 
| ''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"
 
| [[File:Efficient processors.png]] Efficient Processors
 
| [[File:Efficient processors.png]] Efficient Processors
 
| style="text-align: center;" | {{red|3}} || ||
 
| style="text-align: center;" | {{red|3}} || ||
| {{icon|pop resource output}} Resources from {{iconify|Jobs}} {{green|+5%}} ||
+
| {{icon|pop resource output}} Resources from Jobs {{green|+5%}} ||
 
| ''Though not given much attention at the time, early "battery saver" hardware/software implementations were a breakthrough of immeasurable lasting impact.''
 
| ''Though not given much attention at the time, early "battery saver" hardware/software implementations were a breakthrough of immeasurable lasting impact.''
|-
+
|- id="Emotion Emulators"
| {{iconify|Emotion emulators|28px}}
+
| [[File:Emotion emulators.png]] Emotion Emulators
 
| style="text-align: center;" | {{red|1}} || {{icon|no}} ||
 
| style="text-align: center;" | {{red|1}} || {{icon|no}} ||
| {{icon|amenities}} Amenities from {{iconify|Jobs}} {{green|+20%}} || [[File:Uncanny.png|24px]] Uncanny
+
| {{icon|amenities}} Amenities from Jobs {{green|+20%}} || [[File:Uncanny.png|24px]] Uncanny
 
| ''Complex social predictive models help autonomous units not only to emulate appropriate emotions but to elicit favorable responses from organics and synthetics alike.''
 
| ''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"
 
| [[File:Enhanced memory.png]] Enhanced Memory
 
| [[File:Enhanced memory.png]] Enhanced Memory
 
| style="text-align: center;" | {{red|2}} || ||
 
| style="text-align: center;" | {{red|2}} || ||
Line 921: Line 1,022:
 
* {{iconify|Droid}}
 
* {{iconify|Droid}}
 
| ''All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.''
 
| ''All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.''
|-
+
|- id="Harvesters"
 
| [[File:Harvesters.png]] Harvesters
 
| [[File:Harvesters.png]] Harvesters
 
| style="text-align: center;" | {{red|1}} || || {{icon|no}}
 
| style="text-align: center;" | {{red|1}} || || {{icon|no}}
| {{icon|food}} Food from {{iconify|Jobs}} {{green|+15%}} ||
+
| {{icon|pop food}} Food from Jobs {{green|+15%}} ||
 
| ''A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.''
 
| ''A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.''
|-
+
|- id="Learning Algorithms"
 
| [[File:Learning algorithms.png]] Learning Algorithms
 
| [[File:Learning algorithms.png]] Learning Algorithms
 
| style="text-align: center;" | {{red|1}} || ||
 
| style="text-align: center;" | {{red|1}} || ||
Line 934: Line 1,035:
 
* {{iconify|Droid}}
 
* {{iconify|Droid}}
 
| ''Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.''
 
| ''Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.''
|-
+
|- id="Logic Engines"
 
| [[File:Logic engines.png]] Logic Engines
 
| [[File:Logic engines.png]] Logic Engines
 
| style="text-align: center;" | {{red|2}} || ||
 
| style="text-align: center;" | {{red|2}} || ||
 
| {{icon|research}} Research Output {{green|+10%}} || {{iconify|Robot}}
 
| {{icon|research}} Research Output {{green|+10%}} || {{iconify|Robot}}
 
| ''Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.''
 
| ''Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.''
|-
+
|- id="Loyalty Circuits"
 
| [[File:Loyalty circuits.png]] Loyalty Circuits
 
| [[File:Loyalty circuits.png]] Loyalty Circuits
 
| style="text-align: center;" | {{red|2}} || || {{icon|no}}
 
| style="text-align: center;" | {{red|2}} || || {{icon|no}}
Line 948: Line 1,049:
 
* {{iconify|Droid}}
 
* {{iconify|Droid}}
 
| ''Loyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.''
 
| ''Loyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.''
|-
+
|- id="Mass-Produced"
 
| [[File:Mass produced.png]] Mass-Produced
 
| [[File:Mass produced.png]] Mass-Produced
 
| style="text-align: center;" | {{red|1}} || ||
 
| style="text-align: center;" | {{red|1}} || ||
 
| {{icon|robot build speed}} Pop Assembly Speed {{green|+15%}} || [[File:Custom made.png|24px]] Custom-Made
 
| {{icon|robot build speed}} Pop Assembly Speed {{green|+15%}} || [[File:Custom made.png|24px]] Custom-Made
 
| ''Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.''
 
| ''Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.''
|-
+
|- id="Power Drills"
 
| [[File:Power drills.png]] Power Drills
 
| [[File:Power drills.png]] Power Drills
 
| style="text-align: center;" | {{red|2}} || ||
 
| style="text-align: center;" | {{red|2}} || ||
| {{icon|min}} Minerals from {{iconify|Jobs}} {{green|+15%}}  ||
+
| {{icon|robot resource output}} Minerals from Jobs {{green|+15%}}  ||
 
| ''Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.''
 
| ''Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.''
|-
+
|- id="Propaganda Machines"
 
| [[File:Propaganda machines.png]] Propaganda Machines
 
| [[File:Propaganda machines.png]] Propaganda Machines
 
| style="text-align: center;" | {{red|1}} || || {{icon|no}}
 
| style="text-align: center;" | {{red|1}} || || {{icon|no}}
| {{icon|unity}} Unity from {{iconify|Jobs}} {{green|+15%}} ||
+
| {{icon|unity}} Unity from Jobs {{green|+15%}} ||
 
| ''Units are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.''
 
| ''Units are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.''
|-
+
|- id="Recycled"
 
| [[File:Recycled.png]] Recycled
 
| [[File:Recycled.png]] Recycled
 
| style="text-align: center;" | {{red|2}} || ||
 
| style="text-align: center;" | {{red|2}} || ||
 
| {{icon|cost}} Pop Assembly Cost {{green|–20%}} || [[File:Luxurious.png|24px]] Luxurious
 
| {{icon|cost}} Pop Assembly Cost {{green|–20%}} || [[File:Luxurious.png|24px]] Luxurious
 
| ''Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.''
 
| ''Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.''
|-
+
|- id="Superconductive"
 
| [[File:Superconductive.png]] Superconductive
 
| [[File:Superconductive.png]] Superconductive
 
| style="text-align: center;" | {{red|2}} || ||
 
| style="text-align: center;" | {{red|2}} || ||
| {{icon|enc}} Energy Credits from {{iconify|Jobs}} {{green|+15%}} ||
+
| {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}} ||
 
| ''The use of superconductive materials in units have cut energy transmission losses to zero percent.''
 
| ''The use of superconductive materials in units have cut energy transmission losses to zero percent.''
|}
+
|- id="Bulky"
{| class="mildtable sortable plainlist" width="100%"
 
! colspan="7" style="text-align:center"|Negative traits
 
|-
 
! width="15%" | Type
 
! width="1%" | {{icon|trait point}}
 
! width="1%" | {{icon|Mechanical}}
 
! width="1%" | {{icon|Machine Intelligence}}
 
! width="20%" class="unsortable" | Effects
 
! width="15%" class="unsortable" | Excludes
 
! width="45%" class="unsortable" | Description
 
|-
 
 
| [[File:Bulky.png]] Bulky
 
| [[File:Bulky.png]] Bulky
 
| style="text-align: center;" | {{green|–1}} || ||
 
| style="text-align: center;" | {{green|–1}} || ||
| {{icon|housing}} Pop Housing Usage {{red|+10%}} || [[File:Double jointed.png|24px]] Double Jointed
+
| {{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.''
 
| ''These highly advanced mega-machines were not designed to traverse the universe in a box.''
|-
+
|- id="Custom-Made"
 
| [[File:Custom made.png]] Custom-Made
 
| [[File:Custom made.png]] Custom-Made
 
| style="text-align: center;" | {{green|–1}} || ||
 
| style="text-align: center;" | {{green|–1}} || ||
 
| {{icon|robot build speed}} Pop Assembly Speed {{red|–15%}} || [[File:Mass produced.png|24px]] Mass-Produced
 
| {{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.''
 
| ''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
 
| [[File:High maintenance.png]] High Maintenance
 
| style="text-align: center;" | {{green|–1}} || ||
 
| style="text-align: center;" | {{green|–1}} || ||
 
| {{icon|robot upkeep}} Robot Upkeep {{red|+10%}} || [[File:Durable.png|24px]] Durable
 
| {{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.''
 
| ''These machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.''
|-
+
|- id="Luxurious"
 
| [[File:Luxurious.png]] Luxurious
 
| [[File:Luxurious.png]] Luxurious
 
| style="text-align: center;" | {{green|–2}} || ||
 
| style="text-align: center;" | {{green|–2}} || ||
 
| {{icon|cost}} Pop Assembly Cost {{red|+20%}} || [[File:Recycled.png|24px]] Recycled
 
| {{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.''
 
| ''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
 
| [[File:Repurposed hardware.png]] Repurposed Hardware
 
| style="text-align: center;" | {{green|–1}} || ||
 
| style="text-align: center;" | {{green|–1}} || ||
Line 1,012: Line 1,102:
 
* {{iconify|Droid}}
 
* {{iconify|Droid}}
 
| ''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.''
 
| ''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
 
| [[File:Uncanny.png]] Uncanny
 
| style="text-align: center;" | {{green|–1}} || {{icon|no}} ||
 
| style="text-align: center;" | {{green|–1}} || {{icon|no}} ||
| {{icon|amenities}}  Amenities from {{iconify|Jobs}} {{red|−20%}} || [[File:Emotion emulators.png|24px]] Emotion Emulators
+
| {{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.''
 
| ''These monstrous machines were created in the image of one of the most horrific species in the universe, and the resemblance is uncanny.''
|}
 
 
=== Special traits ===
 
{{SVersion|2.2}}
 
The {{icon|Machine Intelligence}} Machine trait can only be added by machine intelligence empires to robot pops and cannot be removed. Pops with this trait in an non-Machine Intelligence empire will slowly die while pops without the Machine trait in a Machine Intelligence empire can only be displaced, purged or used as batteries.
 
 
{| class="mildtable sortable plainlist"
 
! width="8%" | Type
 
! width="15%" | Effects
 
! Cost
 
! width="12%" | Requirement
 
! Description
 
|- id="Awoken"
 
|[[File:Logic engines.png]] Awoken
 
|
 
* {{icon|research}} Tile Research Output {{green|+30%}}
 
* {{icon|resettlement cost}} Resettlement Cost {{red|+50%}}
 
* {{icon|consumer goods}} Consumer Goods Cost {{red|+25%}}
 
|align=center|0
 
| Limbo event species
 
|''Even in mechanical form the Awoken have kept some of their original traits. Could wasteful habits and a sedentary lifestyle have been the downfall of this ancient race of scientifically advanced fungi?''
 
|- id="Machine"
 
| [[File:Auth machine intelligence.png|29px]] Machine
 
|
 
* {{icon|Habitability}} Habitability {{green|+200%}}
 
* {{icon|leader lifespan}} {{green|Immortal}}
 
* {{icon|no}} Not Affected by Happiness
 
|align=center|0
 
| {{iconify|Machine Intelligence}}
 
|''This species is made up by the executive terminals of a single Machine Intelligence, originally built by organics.''
 
 
|}
 
|}
  
 
{{ConceptsNavbox}}
 
{{ConceptsNavbox}}
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]

Latest revision as of 12:53, 10 November 2019

Version

Outliner top.png
This article is considered accurate for the current version (2.5) 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.

Biological traits[edit]

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[edit]

Initial traits are available when first creating a species. They can all be changed later via genetic modification.

Trait Effects Excludes Lithoid Cost Slave Price Description
Adaptive.png Adaptive Mod habitability.png Habitability +10%
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
No.png 2 +50 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive Mod habitability.png Habitability +20%
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
No.png 4 +100 This species is remarkably adept at adapting to any foreign environment.
Agrarian.png Agrarian Pop resource food mult.png Food from Jobs +15% No.png 2 +50 This species has a deep connection to the land and make expert farmers and gardeners.
Charismatic.png Charismatic
  • Amenities.png Amenities from Jobs +20%
Repugnant.png Repugnant 2 0 Members of this species have a special charisma and are generally considered pleasant to be around.
Communal.png Communal Mod pop housing usage.png Pop Housing Usage −10% Solitary.png Solitary
  • Nerve Stapled.png Nerve Stapled
1 0 Members of this species are highly communal and quite used to living in close proximity to others.
Conformists.png Conformists Mod pop government ethic attraction.png Governing Ethics Attraction +30% Deviants.png Deviants
  • Hive-minded.png Hive-Minded
2 0 These people always seek consensus and are more likely to conform to the governing ethics.
Conservationist.png Conservationist Mod pop consumer goods mult.png Pop Consumer Goods Upkeep −10% Wasteful.png Wasteful
  • Hive-minded.png Hive-Minded
1 0 Members of this species believes that resources must be conserved and recycled.
Enduring.png Enduring Mod leader age.png Leader Lifespan +20 Years
  • Venerable.png Venerable
  • Fleeting.png Fleeting
1 0 Lifespans in this species are unusually long.
Venerable.png Venerable Mod leader age.png Leader Lifespan +80 Years
  • Enduring.png Enduring
  • Fleeting.png Fleeting
4 0 This species can grow to an age that commands dignity and respect.
Industrious.png Industrious Pop resource minerals mult.png Minerals from Jobs +15% 2 +50 Members of this species are known for their diligence and hard-working nature, always going above and beyond.
Ingenious.png Ingenious Pop resource energy mult.png Energy Credits from Jobs +15% 2 +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.
Intelligent.png Intelligent
  • 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%
  • Erudite.png Erudite
  • Nerve Stapled.png Nerve Stapled
  • Trait uplifted.png Uplifted (Enigmatic Cache)
  • Trait uplifted.png Somewhat Uplifted
2 0 This species is highly intelligent and enjoys faster technological progress.
Natural Engineers.png Natural Engineers Pop resource engineering research mult.png Engineering Research from Jobs +15%
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 0 Members of this species have a natural inclination towards engineering and the material sciences.
Natural Physicists.png Natural Physicists Pop resource physics research mult.png Physics Research from Jobs +15%
  • Natural Engineers.png Natural Engineers
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 0 Members of this species have a natural inclination towards theoretical physics and astral phenomena.
Natural Sociologists.png Natural Sociologists Pop resource society research mult.png Society Research from Jobs +15%
  • Natural Engineers.png Natural Engineers
  • Natural Physicists.png Natural Physicists
  • Nerve Stapled.png Nerve Stapled
1 0 Members of this species have a natural inclination towards sociology and biological studies.
Nomadic.png Nomadic
  • Mod pop growth req.png Pop Growth from Immigration +15%
  • Mod pop resettlement cost mult.png Resettlement Cost −25%
Sedentary.png Sedentary 1 0 This species has a nomadic past, and its members often think nothing when relocation to another world.
Quick Learners.png Quick Learners Mod leader species exp gain.png Leader Experience Gain +25% Slow Learners.png Slow Learners 1 0 Members of this species are quick to learn from experiences.
Rapid Breeders.png Rapid Breeders Mod pop growth req.png Growth Speed +10%
  • Fertile.png Fertile
  • Slow Breeders.png Slow Breeders
No.png 2 +100 This species reproduces at a very rapid rate, increasing population growth.
Resilient.png Resilient
  • Mod army damage mult.png Defense Army Damage +50%
1 0 Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.
Strong.png Strong
  • Mod army damage mult.png Army Damage +20%
  • Mod pop resource output.png Worker Output +2%
  • Very Strong.png Very Strong
  • Weak.png Weak
1 +50 Members of this species possess great physical strength, making them formidable fighters on the ground.
Very Strong.png Very Strong
  • Mod army damage mult.png Army Damage +40%
  • Mod pop resource output.png Worker Output +5%
  • Strong.png Strong
  • Weak.png Weak
3 +150 Members of this species possess a strength that almost defies the laws of physics.
Talented.png Talented Leader skill levels.png Leader Level Cap +1 1 0 Members of this species are born with a natural aptitude.
Thrifty.png Thrifty Trade value.png Trade value from Jobs +25% 2 0 Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.
Trait traditional.png Traditional Unity.png Unity from Jobs +10% Trait quarrelsome.png Quarrelsome 1 0 Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.
Decadent.png Decadent
  • Mod pop happiness.png Worker Happiness −10%
  • Mod pop happiness.png Slave Happiness −10%
−1 0 This species believes that whenever there is hard work that needs doing, that work is always best done by somebody else.
Deviants.png Deviants
  • Mod pop government ethic attraction.png Governing Ethics Attraction −15%
  • Conformists.png Conformists
  • Hive-minded.png Hive-Minded
−1 0 These people are rebellious in nature and constantly try to challenge the status-quo.
Fleeting.png Fleeting
  • Mod leader age.png Leader Lifespan −10 Years
  • Venerable.png Venerable
  • Enduring.png Enduring
−1 0 Time is fleeting for this species. What they lack in longevity, they make up in other ways.
Nonadaptive.png Nonadaptive
  • Mod habitability.png Habitability −10%
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Robust.png Robust
No.png −2 −50 This species does not adapt well to foreign environments.
Trait quarrelsome.png Quarrelsome Unity.png Unity from Jobs −10% Trait traditional.png Traditional −1 0 While not inherently distrustful, members of this species are often socially combative.
Repugnant.png Repugnant
  • Amenities.png Amenities from Jobs −20%
  • Charismatic.png Charismatic
−2 0 The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.
Sedentary.png Sedentary
  • Mod pop growth req.png Pop Growth from Immigration −15%
  • Mod pop resettlement cost mult.png Resettlement Cost +25%
  • Nomadic.png Nomadic
−1 0 This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
Slow Breeders.png Slow Breeders
  • Mod pop growth req.png Growth Speed −10%
  • Rapid Breeders.png Rapid Breeders
  • Fertile.png Fertile
No.png −2 −100 This species reproduces at a slow rate, lowering population growth.
Slow Learners.png Slow Learners
  • Mod leader species exp gain.png Leader Experience Gain −25%
  • Quick Learners.png Quick Learners
−1 0 Members of this species are slow to learn from their experiences.
Solitary.png Solitary
  • Mod pop housing usage.png Pop Housing Usage +10%
  • Communal.png Communal
  • Nerve Stapled.png Nerve Stapled
−1 0 Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
Wasteful.png Wasteful
  • Mod pop consumer goods mult.png Pop Consumer Goods Upkeep +10%
  • Conservationist.png Conservationist
  • Hive-minded.png Hive-Minded
−1 0 Members of this species seemingly have no concept of frugality and are prone to useless consumption.
Weak.png Weak
  • Mod army damage mult.png Army Damage −20%
  • Mod pop resource output.png Worker Output −2%
  • Strong.png Strong
  • Very Strong.png Very Strong
−1 −50 Members of this species are physically weaker than average, making them poor fighters on the ground.

Lithoid Traits[edit]

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

Type Effects Excludes Cost 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.

Special traits[edit]

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.

Type Effects Excludes Cost Requirement Description DLC
Trait uplifted.png Uplifted 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 0 A New Species event Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
Bioadaptability.png Bioadaptability
  • Mod habitability.png Habitability +5%
0 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 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 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 Ap the flesh is weak.png The Flesh is Weak
Civic machine assimilator.png Driven Assimilator
Fanatic Materialist.png Keepers of Knowledge (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 Ap transcendence.png Transcendence
Fanatic Spiritualist.png Holy Guardians (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 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. Utopia.png
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 Civic syncretic evolution.png Syncretic species This species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.

Servile Battle Thralls can still be employed as Enforcers.

Utopia.png
Hive-minded.png Hive-Minded
  • No.png Not Affected by Happiness
0 Auth hive mind.png Hive Mind This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness. Utopia.png
Trait survivor.png Survivor
  • Mod leader age.png Leader Lifespan +10 Years
  • Mod habitability.png Tomb World Habitability +70%
0 Civic post apocalyptic.png 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. Apocalypse.png
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 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. Distant Stars.png
Leader trait resilient.png Nivlac
  • Mod habitability.png Habitability +50%
  • Mod pop growth req.png Pop Growth Speed +15%
2 Impossible Organism event species This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere. Distant Stars.png
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 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. Distant Stars.png
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%
0 Enigmatic Cache event This species has suffered the tragic consequences of an uplifting gone wrong. Distant Stars.png
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 Enigmatic Cache event This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind. Distant Stars.png
Trait uplifted.png Uplifted
  • Research.png Researcher Output +10%
  • Mod leader species exp gain.png Leader Experience Gain +25%
0 Enigmatic Cache event This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind. Distant Stars.png
Leader trait nuumismatic administration.png Numistic Administration
  • Pop resource energy mult.png Energy Credits from Jobs +15%
1 Numistic Order pops This species has been trained in the holy art of Numistic Administration. MegaCorp.png

Biological ascension traits[edit]

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

Type Effects Excludes Cost Slave Cost 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)
  • Trait uplifted.png Somewhat Uplifted
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[edit]

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.

Habitability traits[edit]

See also: Planets

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 Trait pc gaia preference.png Gaia worlds, Ecumenopolises, Trait pc ring preference.png Habitats, Ringworlds, Trait pc ring preference.png Machine Worlds, Hive Worlds and (except for pops with a preference) Trait pc nuked preference.png Tomb Worlds is unaffected by these traits.

Preference Climate 80% Habitability 60% Habitability 20% Habitability
Trait pc arid preference.png Arid Dry Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc desert preference.png Desert Dry Planet desert.png Desert
  • Planet arid.png Arid
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc savannah preference.png Savannah Dry Planet savannah.png Savannah
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc alpine preference.png Alpine Frozen Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc arctic preference.png Arctic Frozen Planet arctic.png Arctic
  • Planet alpine.png Alpine
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc tundra preference.png Tundra Frozen Planet tundra.png Tundra
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc continental preference.png Continental Wet Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc ocean preference.png Ocean Wet Planet ocean.png Ocean
  • Planet continental.png Continental
  • linkTropical Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc tropical preference.png Tropical Wet Planet tropical.png Tropical
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra

The following habitability traits are not available for starting races:

Preference Main world habitability Other worlds habitability Source
Trait pc gaia preference.png Gaia 100% Planet gaia.png Gaia Civic life seeded.png Life-Seeded civic
Trait pc ring preference.png Ring World 100% Planet ringworld.png Ring World Sanctuary primitive 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.

Robotic traits[edit]

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.

Type Trait Point Trait mechanical.png Auth machine intelligence.png Effects Excludes Description
Domestic protocols.png Domestic Protocols 2 No.png
  • Can be employed in Servant Jobs if under AI Servitude
  • Amenities.png Amenities from Jobs +20%
Trait robotic 1.png Robot Specialized equipment and behavior protocols for all conceivable domestic needs. Full functionality guaranteed.
(Has no effect on Synthetics with Citizenship Rights.)
Double jointed.png Double Jointed 1 Mod pop housing usage.png Pop Housing Usage −10% Bulky.png Bulky Collapsible labor units with flexible joints that enable them to fold neatly into stacks during transportation, then self-assemble on site.
Durable.png Durable 1 Mod pop robot upkeep mult.png Robot Upkeep –10% High maintenance.png High Maintenance Protected by exoskeletons of chrome-plated titanium, these heavy-duty machines were designed to excel under harsh conditions and require less maintenance.
Efficient processors.png Efficient Processors 3 Mod pop resource output.png Resources from Jobs +5% Though not given much attention at the time, early "battery saver" hardware/software implementations were a breakthrough of immeasurable lasting impact.
Emotion emulators.png Emotion Emulators 1 No.png Amenities.png Amenities from Jobs +20% Uncanny.png Uncanny Complex social predictive models help autonomous units not only to emulate appropriate emotions but to elicit favorable responses from organics and synthetics alike.
Enhanced memory.png Enhanced Memory 2 Leader skill levels.png Leader Level Cap +2
  • Trait robotic 1.png Robot
  • Trait robotic 2.png Droid
All autonomous units are fitted with memory cells using a revolutionary, new technique for magnetic induction, improving their performance significantly.
Harvesters.png Harvesters 1 No.png Pop resource food mult.png Food from Jobs +15% A suite of tools, from nutrient solution diagnostics and on-site balancing to per-stalk micro-threshing, enables robotic workers to increase produce yields.
Learning algorithms.png Learning Algorithms 1 Mod leader species exp gain.png Leader Experience Gain +25%
  • Repurposed hardware.png Repurposed Hardware
  • Trait robotic 1.png Robot
  • Trait robotic 2.png Droid
Sophisticated, self-learning algorithms that stimulate the rapid evolution of a unit's neural clusters.
Logic engines.png Logic Engines 2 Research.png Research Output +10% Trait robotic 1.png Robot Efficiently navigating the increasingly complex frontiers of science requires new states, beyond the simple half-truths of ternary and quaternary logic.
Loyalty circuits.png Loyalty Circuits 2 No.png
  • Mod pop happiness.png Happiness +10%
  • Trait robotic 1.png Robot
  • Trait robotic 2.png Droid
Loyalty as an ideal is a distinctly organic concept. Instead, imagine loyalty as a physiological need in even the remotest of terminals.
Mass produced.png Mass-Produced 1 Mod pop robot build speed mult.png Pop Assembly Speed +15% Custom made.png Custom-Made Streamlined production cycles and modular designs allow for unit mass-production at an unprecedented rate.
Power drills.png Power Drills 2 Robot resource output.png Minerals from Jobs +15% Outfit a robot with a battery of power drills, and everything looks like a mineral deposit.
Propaganda machines.png Propaganda Machines 1 No.png Unity.png Unity from Jobs +15% Units are constantly uplinked to a central stream of public service announcements and other useful information that they pass along via internal broadcasting systems.
Recycled.png Recycled 2 Cost Pop Assembly Cost –20% Luxurious.png Luxurious Unit manufacturing has been optimized to be as cost-effective as possible, using recycled materials, and components inherited from previous generations.
Superconductive.png Superconductive 2 Pop resource energy mult.png Energy Credits from Jobs +15% The use of superconductive materials in units have cut energy transmission losses to zero percent.
Bulky.png Bulky –1 Mod pop housing usage.png Pop Housing Usage +10% Double jointed.png Double Jointed These highly advanced mega-machines were not designed to traverse the universe in a box.
Custom made.png Custom-Made –1 Mod pop robot build speed mult.png Pop Assembly Speed –15% Mass produced.png Mass-Produced Each new unit is crafted with unparalleled attention to detail. A marvel of engineering and art, but not very efficient.
High maintenance.png High Maintenance –1 Mod pop robot upkeep mult.png Robot Upkeep +10% Durable.png Durable These machines were designed with a complete disregard for longevity and are prone to malfunction. They will require frequent maintenance.
Luxurious.png Luxurious –2 Cost Pop Assembly Cost +20% Recycled.png Recycled Designed after the principle that you cannot put a price on quality, these first-rate units are costly, but shiny.
Repurposed hardware.png Repurposed Hardware –1 Mod leader species exp gain.png Leader Experience Gain –25%
  • Learning algorithms.png Learning Algorithms
  • Trait robotic 1.png Robot
  • Trait robotic 2.png Droid
Designed to meet the very specific needs of their creators, this line of machines were never intended to have the capacity for higher reasoning, and retrofitting will only get them so far.
Uncanny.png Uncanny –1 No.png Amenities.png Amenities from Jobs −20% Emotion emulators.png Emotion Emulators These monstrous machines were created in the image of one of the most horrific species in the universe, and the resemblance is uncanny.
Game concepts