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Traits

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

Traits represents a species' innate functions, abilities and personality. A species's traits are selected at the start of a new game, but a species or certain pops of a species can adapt new traits through genetic engineering or occasionally events. Traits affect a wide variety of areas, from population growth rate to resource output to lifespan or even how pops are viewed by other aliens. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as Nomadic.png Nomadic and Sedentary.png Sedentary, and each pop can only have one such trait from the group at any given time. These groups include traits with opposite effects, as well as stronger variants of a trait. Though traits are initially decided at a species level, individual pops of the same species can end up with different traits with genetic modification, producing new subspecies or variants. This rarely happens without player intervention.

Traits are mostly fixed at the start of the game. Altering traits during the game is generally possible only later in the game through some select events or by using genetic engineering. Certain technologies and Ascension Perks add additional trait points that can be used to alter a part of your species' pops; modifications can range from altering their planet habitability to adding an additional positive trait or removing a negative one.

Contents

Organic traitsEdit

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

Initial traitsEdit

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

Positive traits Negative traits  
Trait Effects     Slave Price Trait Effects     Slave Price
  Adaptive   Habitability +10% 2 +50   Nonadaptive   Habitability −10% −2 −50  
  Extremely Adaptive   Habitability +20% 4 +100
  Agrarian   Food from Jobs +15% 2 +50  
  Charismatic   Amenities from Jobs +20% 2 0   Repugnant   Amenities from Jobs −20% −2 0
  Communal   Pop Housing Usage −10% 1 0   Solitary   Pop Housing Usage +10% −1 0
  Conformists   Governing Ethics Attraction +30% 2 0   Deviants   Governing Ethics Attraction −15% −1 0
  Conservationist   Pop Consumer Goods Upkeep −10% 1 0   Wasteful   Pop Consumer Goods Upkeep +10% −1 0
  Docile   Empire Sprawl from Pops −10% 2 0   Unruly   Empire Sprawl from Pops +10% −2 0
  Enduring   Leader Lifespan +20 Years 1 0   Fleeting
  •   Leader Lifespan −10 Years if Biological
  •   Leader Lifespan −25 Years if Lithoid
−1 0
  Venerable   Leader Lifespan +80 Years 4 0
  Industrious   Minerals from Jobs +15% 2 +50
  Ingenious   Energy Credits from Jobs +15% 2 +50
  Intelligent   Research from Jobs +10% 2 0
  Natural Engineers   Engineering Research from Jobs +15% 1 0
  Natural Physicists   Physics Research from Jobs +15% 1 0
  Natural Sociologists   Society Research from Jobs +15% 1 0
  Nomadic
  •   Pop Growth from Immigration +15%
  •   Resettlement Cost −25%
1 0   Sedentary
  •   Pop Growth from Immigration −15%
  •   Resettlement Cost +25%
−1 0
  Quick Learners   Leader Experience Gain +25% 1 0   Slow Learners   Leader Experience Gain −25% −1 0
  Rapid Breeders   Growth Speed +10% 2 +100   Slow Breeders   Growth Speed −10% −2 −100  
  Resilient
  •   Defense Army Damage +50%
1 0
  Strong
  •   Army Damage +20%
  •   Worker Output +2.5%
1 +50   Weak
  •   Army Damage −20%
  •   Worker Output −2.5%
−1 −50
  Very Strong
  •   Army Damage +40%
  •   Worker Output +5%
3 +150
  Talented   Leader Level Cap +1 1 0
  Thrifty   Trade value from Jobs +25% 2 0
  Traditional   Unity from Jobs +10% 1 0   Quarrelsome   Unity from Jobs −10% −1 0
  Decadent
  •   Worker Happiness −10%
  •   Slave Happiness −10%
−1 0

Lithoid traitsEdit

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

Type Effects Excludes     Slave Price Description
  Lithoid
  •   Pop growth Speed −25%
  •   Habitability +50%
  •   Army Health +50%
  •   Leader Lifespan +50
  •   Leader initial age +22~30
  • Consumes   Minerals instead of   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.
  Gaseous Byproducts   Each Pop produces 0.01 monthly Exotic Gases
  •   Scintillating Skin
  •   Volatile Excretions
2 +100 The metabolic processes of this species cause regular venting of gases useful to industry.
  Scintillating Skin   Each Pop produces 0.01 monthly Rare Crystals
  •   Gaseous Byproducts
  •   Volatile Excretions
2 +100 The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
  Volatile Excretions   Each Pop produces 0.01 monthly Volatile Motes
  •   Gaseous Byproducts
  •   Scintillating Skin
2 +100 The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.

Origin traitsEdit

Origin traits can only be given by certain Origins. The   Serviles trait can be removed after researching the   Genetic Resequencing technology but other origin traits are permanent. All origin traits have a 33% chance of being inherited by hybrid species.

Type Effects Excludes   Origin Description DLC
  Serviles
  •   Happiness +10%
  •   Resources from Jobs +10%
  •   Cannot be employed in Ruler or Specialist Jobs
  •   Cannot generate Leaders
  •   Intelligent
  •   Erudite
  •   Natural Physicists
  •   Natural Sociologists
  •   Natural Engineers
1   Syncretic Evolution This species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.  
  Survivor
  •   Leader Lifespan +10 Years
  •   Tomb World Habitability +70%
0   Post-Apocalyptic This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.  
  Void Dweller
  •   Resources from Specialist and Worker Jobs +15%
  •   Pop Growth Speed −10%
0   Void Dwellers This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture.  
  Void Dweller
  •   Pop Growth Speed −60%
0   Void Dwellers
  • This species is used to the recycled air and sterile compartments of orbital habitats, and their weakened immune systems do not respond well to a planetary environment.
  • (Replaces the positive version when on anything other than a habitat)
 

Special traitsEdit

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

The   Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. Pops with this trait in an non-Hive Mind empire will slowly die while pops without the Hive-Minded trait in a Hive Mind empire can only be displaced, purged or used as livestock.

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

Type Effects Excludes     Inherit chance Requirement Description
  Uplifted 0 0%   Epigenetic Triggers This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.
  Self-Modified
  •   Cannot modify or apply this species template
  •   Cannot apply other templates to Pops of this species
0   A New Species event Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.
  Nivlac
  •   Habitability +50%
  •   Pop Growth Speed +15%
2 random Impossible Organism event species This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
  Bioadaptability
  •   Habitability +5%
0 33% Speed Demon event (Green solution) This species has been modified to be slightly more adaptive and can now better endure harsh climates.
  Limited Regeneration
  •   Army Damage +10%
  •   Leader Lifespan +10 Years
0 33% Speed Demon event (Blue solution) This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.
  Social Pheromones
  •   Pop Housing Usage −5%
0 33% Speed Demon event (Red solution) This species has been modified to be more social and accepting of crowded conditions.
  Cybernetic
  •   Army Damage +10%
  •   Habitability +20%
  •   Leader Lifespan +40 Years
0 0%   The Flesh is Weak
  Driven Assimilator
  Fanatic Materialist Fallen Empire
This species has embraced cybernetics on such a scale that its members may be considered cyborgs. They routinely replace their organic body parts with more advanced mechanical versions.
  Psionic
  •   Energy Credits from Jobs +10%
  •   Research Output +10%
  •   Happiness +5%
0 25%   Transcendence
  Fanatic Spiritualist Fallen Empire
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
  Latent Psionic
  •   Energy Credits from Jobs +5%
  •   Research Output +5%
0 25%   Mind over Matter This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.
  Hive-Minded
  •   Not Affected by Happiness
  •   Leader initial age −18~30 if species is not Lithoid
0     Hive Mind This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
  Docile Livestock
  •   Pop Growth Speed +30%
  •   Unity from Jobs +10%
  •   Energy from Jobs −50%
  •   Engineering Research from Jobs −75%
  •   Physics Research from Jobs −75%
  •   Society Research from Jobs −75%
  •   Cannot be employed in Ruler or Specialist Jobs
  •   Cannot generate Leaders
  •   Not Affected by Happiness
  •   Intelligent
  •   Erudite
  •   Natural Physicists
  •   Natural Sociologists
  •   Natural Engineers
1 random   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.
  Brain Slug Host
  •   Engineering Research from Jobs +10%
  •   Physics Research from Jobs +10%
  •   Society Research from Jobs +10%
  •   Unity from Jobs +10%
  •   Pop Growth Speed −25%
0 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.
  Unlifted
  •   Engineering Research from Jobs −60%
  •   Physics Research from Jobs −60%
  •   Society Research from Jobs −60%
  •   Intelligent
0 0%   Enigmatic Cache event This species has suffered the tragic consequences of an uplifting gone wrong.
  Somewhat Uplifted
  •   Engineering Research from Jobs +10%
  •   Physics Research from Jobs +10%
  •   Society Research from Jobs +10%
  •   Intelligent
0 0%   Enigmatic Cache event This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.
  Uplifted
  •   Researcher Output +10%
  •   Leader Experience Gain +25%
  •   Erudite
  •   Slow Learners
  •   Nerve Stapled
0 0%   Enigmatic Cache event This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.
  Numistic Administration
  •   Energy Credits from Jobs +15%
  •   Trade Value from Jobs +25%
  • (not shown in tooltip, stacks with Thrifty for all jobs except Clerks)
1 random   Numistic Order pops This species has been trained in the holy art of Numistic Administration.

Biological ascension traitsEdit

There are 5 advanced traits which are made available for genetic modification if the   Evolutionary Mastery ascension perk is taken and   Genetic Resequencing has been researched. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species.

Type Effects Excludes     Slave Price Description
  Erudite
  •   Researcher Output +20%
  •   Leader Level Cap +1
  •   Intelligent
  •   Nerve Stapled
  •   Uplifted (Enigmatic Cache)
4 0 Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
  Fertile
  •   Pop Growth Speed +30%
  •   Pop Housing Usage −10%
  •   Rapid Breeders
  •   Lithoid
  •   Slow Breeders
4 +200 The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
  Robust
  •   Habitability +30%
  •   Resources from Jobs +5%
  •   Leader Lifespan +50 Years
  •   Adaptive
  •   Lithoid
  •   Extremely Adaptive
  •   Nonadaptive
4 +200 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
  Delicious
  •   Food from Livestock and Processing +2
  •   Lithoid
2 +100 This species has the curious evolutionary adaptation of being highly nutritious when eaten.
  Nerve Stapled
  •   Resources from Jobs +5%
  •   Cannot be employed in Ruler or Specialist Jobs
  •   Cannot generate Leaders
  •   Not Affected by Happiness
  •   Can't join a faction
  •   Talented
  •   Intelligent
  •   Natural Physicists
  •   Natural Sociologists
  •   Natural Engineers
  •   Erudite
  •   Communal
  •   Solitary
3 +150 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.

Pre-Sapient traitsEdit

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
  Conservative
  •   Happiness +5%
  •   Governing Ethics Attraction +25%
  •   Leader Experience Gain −33%
Members of this species often prefer old wisdom over new experiences.
  Earthbound
  •   Energy from Jobs +10%
  •   Defense Army Damage +50%
Members of this species are very possessive of the planets they call home.
  Irradiated
  •   Tomb World Habitability +100%
  •   Leader Lifespan +30
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
  Natural Intellectuals
  •   Unity from Jobs +5%
  •   Engineering Research from Jobs +10%
  •   Physics Research from Jobs +10%
  •   Society Research from Jobs +10%
  •   Minerals from Jobs −10%
Members of this species are more philosophically inclined than most.
  Proles
  •   Army Damage +10%
  •   Minerals from Jobs +10%
  •   Food from Jobs +10%
  •   Engineering Research from Jobs −15%
  •   Physics Research from Jobs −15%
  •   Society Research from Jobs −15%
This species has traditionally shunned intellectual pursuits in favor of physical labor.
  Starborn
  •   Pop Growth from Immmigration +25%
  •   Resettlement Cost −25%
  •   Habitability +10%
This species has always, consciously or not, longed to traverse the void between the stars.

Climate preference traitsEdit

Each organic species has a climate preference trait that determines their base   Habitability on the various types of planets, usually that corresponding to the type of their homeworld. Habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait. The Habitability of other celestial body types is unaffected by these traits.

Preference Climate   80% Habitability   60% Habitability   20% Habitability
  Arid Dry   Arid
  •   Desert
  •   Savannah
  •   Alpine
  •   Arctic
  •   Tundra
  •   Continental
  •   Ocean
  •   Tropical
  Desert Dry   Desert
  •   Alpine
  •   Arctic
  •   Tundra
  •   Continental
  •   Ocean
  •   Tropical
  Savannah Dry   Savannah
  •   Alpine
  •   Arctic
  •   Tundra
  •   Continental
  •   Ocean
  •   Tropical
  Alpine Frozen   Alpine
  •   Arid
  •   Desert
  •   Savannah
  •   Continental
  •   Ocean
  •   Tropical
  Arctic Frozen   Arctic
  •   Arid
  •   Desert
  •   Savannah
  •   Continental
  •   Ocean
  •   Tropical
  Tundra Frozen   Tundra
  •   Arid
  •   Desert
  •   Savannah
  •   Continental
  •   Ocean
  •   Tropical
  Continental Wet   Continental
  •   Ocean
  •   Tropical
  Ocean Wet   Ocean
  •   Continental
  •   Tropical
  Tropical Wet   Tropical
  •   Continental
  •   Ocean

Exotic climate preferencesEdit

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

Preference   Habitability Source
  Ring 100%   Ring World Sanctuary pre-FTL civilizations
Species created by the   Omnicodex relic on a Ring world
  Tomb 80%   Tomb
60% for:
  •   Arid
  •   Desert
  •   Savannah
  •   Alpine
  •   Arctic
  •   Tundra
  •   Continental
  •   Ocean
  •   Tropical
Pre-FTL or pre-sapient species inhabiting a Tomb World
Can also be obtained through the Horizon Signal or A New Species event on a Tomb World.
Species created by the   Omnicodex relic on a tomb world
  Gaia 100%   Gaia Pre-FTL or pre-sapient species inhabiting a Gaia World
  Life-Seeded Origin
Baol Created by Nu-baol Life seeding Decision
Species Created by the   Omnicodex relic on a Gaia world
  Habitat 100%   Habitat   Void Dwellers Origin
Species associated with Marauder empires and Enclaves
Species created by the   Omnicodex relic on a Habitat
  Relic 80%   Relic Species created by using the   Omnicodex relic on a Relic World or Ecumenopolis will have this preference.

Robotic traitsEdit

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

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

Positive Traits Negative Traits Required technology    
Trait Effect   Trait Effect  
  Domestic Protocols
  • Can be employed in Servant Jobs if under AI Servitude
  •   Amenities from Jobs +20%
2   Droids  
  Double Jointed   Pop Housing Usage −10% 1   Bulky   Pop Housing Usage +10% –1
  Durable   Robot Upkeep –10% 1   High Maintenance   Robot Upkeep +10% –1
  Efficient Processors   Resources from Jobs +5% 3
  Emotion Emulators   Amenities from Jobs +20% 1   Uncanny   Amenities from Jobs −20% –1  
  Enhanced Memory   Leader Level Cap +2 2   Synthetic Personality Matrix
  Harvesters   Food from Jobs +15% 2  
  Learning Algorithms   Leader Experience Gain +25% 1   Repurposed Hardware   Leader Experience Gain –25% –1   Synthetic Personality Matrix
  Logic Engines   Research Output +10% 2   Synthetics
  Loyalty Circuits   Happiness +10% 2   Synthetics  
  Mass-Produced   Pop Assembly Speed +15% 1   Custom-Made   Pop Assembly Speed –15% –1
  Power Drills   Minerals from Jobs +15% 2
  Propaganda Machines   Unity from Jobs +15% 1  
  Recycled   Pop Assembly Cost –20% 2   Luxurious   Pop Assembly Cost +20% –2
  Streamlined Protocols   Empire Sprawl –10% 2   High Bandwidth   Empire Sprawl +10% –2
  Superconductive   Energy Credits from Jobs +15% 2   Droids
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