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 rare events. Traits affect a wide variety of areas, from population growth rate to resource output to lifespan or even how pops are viewed by each other. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as Nomadic and Sedentary, and each pop can only have one such trait from the group at any given time. These groups include traits with opposite effects, as well as stronger variants of a trait. Though traits are initially decided at a species level, individual pops of the same species can end up with different traits with genetic modification, producing new subspecies or variants. This rarely happens without player intervention.
Traits are mostly fixed at the start of the game. Altering traits during the game is generally possible only later in the game through some select events or by using genetic engineering. Certain technologies and Ascension Perks add additional trait points that can be used to alter a part of your species' pops; modifications can range from altering their planet habitability to adding an additional positive trait or removing a negative one.
Traits are purchased from a points pool, with 2 points being available at the start of the game. Some traits are negative and have a negative cost, refunding points into the pool. Each species is limited to a maximum of 5 traits; non-standard traits do not count against this limit. Non-standard traits are all traits that have a cost of zero.
Initial traits 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.
|Available only with the Plantoids DLC enabled.|
Botanic traits are only available to species with the Fungoid or Plantoid archetype.
|Available only with the Lithoids DLC enabled.|
Lithoid traits are only available to species with the Lithoid archetype. The Lithoid trait is always present on such species.
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||Slave Price||Inherit chance||Requirements||Description||DLC|
|Uplifted||None||0||0||0%||Epigenetic Triggers technology||This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.|
||0||0||A New Species event||Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.|
|Nivlac||2||+100||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||+25||33%||Orbital Speed Demon event (Green solution)||This species has been modified to be slightly more adaptive and can now better endure harsh climates.|
|Limited Regeneration||0||+25||33%||Orbital 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||0||+25||33%||Orbital Speed Demon event (Red solution)||This species has been modified to be more social and accepting of crowded conditions.|
||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.|| |
|Latent Psionic||Cybernetic||0||0||25%||Mind over Matter ascension perk||This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.|| |
||All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.|| |
|Hive-Minded||0||0||Hive Mind||This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.|
|Clone Soldier Ascendant||0||0||Clone Army event||Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile.|
|Clone Soldier Descendant||0||0||random||Clone Army event||Once infertile, engineered for compliance and war. Their genetic edge diminished, they are now stable enough for natural reproduction.|
|Docile Livestock||1||0||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||0||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||0||0||0%||Enigmatic Cache event||This species has suffered the tragic consequences of an uplifting gone wrong.|
|Somewhat Uplifted||0||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||0||0||0%||Enigmatic Cache event||This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.|
|Numistic Administration||1||0||random||Numistic Order pops||This species has been trained in the holy art of Numistic Administration.|
|Aquatic||1||0||random||This species is perfectly adapted to living in the depths of the ocean. However, on dry land, it is like a fish out of water.|
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.
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.
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.
Exotic climate preferencesEdit
|Preference Trait|| Habitability
on native climate
on regular planets
|Sources other than the Omnicodex|
|Tomb World Preference||80% Tomb World||60%||Pre-FTL or pre-sapient species inhabiting a Tomb World|
Horizon Signal event
A New Species event on a Tomb World
|Gaia World Preference||100% Gaia World||0%||Pre-FTL or pre-sapient species inhabiting a Gaia World|
Baol pops created by the Nu-Baol Life Seeding decision
|Habitat Preference||100% Habitat||0%|| Void Dwellers Origin |
Marauder and Enclave pops
|Ring World Preference||100% Ring World||0%|| Shattered Ring Origin |
Sanctuary pre-FTL civilizations
|AI World Preference||100% AI World||1%|
|Hive World Preference||100% Hive World||0%|
|Machine World Preference||100% Machine World||0%|
|Relic World Preference||80% Relic World||0%|
All robotic species 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 such species can then be given new traits through Robomodding once the Machine Template System technology is researched, a few of them being restricted to Mechanical or Machine species. 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.