- See also: Population modification
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 leader 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 species template 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 Biology (for Biological species) and Industry (for Robotic species) technologies and Ascension Perks add additional Trait Points that can be used to alter all or some of a species' Pops; modifications can range from altering their planet Habitability to adding an additional positive trait or removing a negative one.
Some traits affect how strongly a pop is attracted to certain factions.
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; traits that cost 0 points do not count against this limit but can only be acquired from certain origins, events, or ascension perks.
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.
The Adaptive and Rapid Breeders traits are not normally available to species with the Lithoid trait but can be added with the Genetic Resequencing tradition.
|Available only with the Plantoids DLC enabled.|
Botanical traits are only available to species with the Fungoid or Plantoid archetype or empires that researched the Botanical Transgenesis technology. Radiotrophic is also available to species with the Lithoid archetype, or for all empires that completed the Radioactive Flora terraforming event.
|Available only with the Lithoids DLC enabled.|
Silicate traits are only available to species with the Lithoid archetype or empires that researched the Silicate Transgenesis technology. The Lithoid trait is always present on Lithoid species.
|Available only with the Toxoids DLC enabled.|
Origin traits can only be given by certain empire Origins.
|Available only with the Toxoids DLC enabled.|
Overtuned traits can only be added or removed by empires with the Overtuned origin. Empires with the Genetic Resequencing tradition can also remove them. Overtuned traits provide bonuses similar to initial traits for less points but also reduce leader lifespan.
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 and do not cost any trait points. The Forcefully Devolved trait can only be added to species that were turned pre-sapient with the Devolving Beam colossus weapon.
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 Genetic Resequencing tradition. 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|
||0||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||+5% Habitability||0||+500||33%||Orbital Speed Demon event||This species has been modified to be slightly more adaptive and can now better endure harsh climates.|
|Limited Regeneration||0||+250||33%||Orbital Speed Demon event||This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.|
|Social Pheromones||0||+250||33%||Orbital Speed Demon event||This species has been modified to be more social and accepting of crowded conditions.|
|Not of this World||0||0||0%||Plight of the Beta-Universe situation species||This species is not from this universe and is degrading slowly.|
||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||Cybernetic||0||+1500||25%||All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.|
||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||0||Hive Mind||This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.|
|Clone Soldier Ascendant||0||+500||Genetic Crossroads event||Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile.|
|Clone Soldier Descendant||0||+1000||random||Genetic Crossroads 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||−150||0%||Enigmatic Cache event||This species has suffered the tragic consequences of an uplifting gone wrong.|
|Somewhat Uplifted||0||+500||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||+750||0%||Enigmatic Cache event||This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.|
|Numistic Administration||1||0||0%||Numistic Order pops||This species has been trained in the holy art of Numistic Administration.|
|Zombie||0||+500||The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks.|
|Aquatic||2||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.|
|Stargazer||0||Stargazers civic||This species has always, consciously or not, longed to traverse the void between the stars.|
Cyborg traits can only be added to species with the Cybernetic trait if the empire has the Integrated Anatomy tradition.
Biological ascension traitsEdit
Those advanced traits are made available for genetic modification with the Genetic Resequencing tradition. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species. The Exotic Metabolism trait also requires the Toxoids DLC.
Leviathan traits can only be added by empires that researched the Leviathan Transgenesis technology and defeated certain guardians.
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
Exotic climate preferences can only be obtained through Origins, conquest of a unique species, the A New Species event on a matching celestial body or when the Omnicodex relic creates a species on a matching celestial body.
on native climate
on regular planets
|Sources other than the Omnicodex and A New Species event|
|Tomb World Preference||80% Tomb World||60%||Pre-FTL or pre-sapient species inhabiting a Tomb World|
Horizon Signal event
|Gaia World Preference||100% Gaia World||0%||Primitive or pre-sapient species inhabiting a Gaia World|
Baol pops created by the Nu-Baol Life Seeding decision
The Unexpected Mutations Terraforming event
|Ring World Preference||100% Ring World||0%|| Shattered Ring Origin |
Sanctuary pre-FTL civilizations
|Habitat Preference||100% Habitat||0%|| Void Dwellers Origin |
|Hive World Preference||100% Hive World||0%|
|Machine World Preference||100% Machine World||0%|
|Ecumenopolis Preference||80% Ecumenopolis||0%|
|Relic World Preference||80% Relic World||0%|
All robot species have either the Mechanical or the Machine trait. 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.
Empires that are not Machine Intelligence must research higher tiers of robot technologies before they can add some of the more powerful traits to Mechanical Pops.
|Exploration||Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Guardians • Marauders • Caravaneers|
|Celestial bodies||Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers|
|Species||Species • Traits • Population • Pop modification • Species rights • Ethics|
|Governance||Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations|
|Economy||Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures|
|Diplomacy||Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities|
|Warfare||Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis|
|Others||The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs|