Traits

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This article is for the PC version of Stellaris only.

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. Players start the game with 2 trait points and are limited to 5 traits with varying costs; positive traits decrease trait points and negative traits increase trait points. 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 the primary focus of the Biological Ascension path, which increases the number of trait points available, unlocks several exclusive powerful traits, and makes genetic modification much more versatile and fast to allow for the maximum customization and specialization of the traits of your empire's pops.

Standard Traits

Like Ethics, standard traits are purchased from a points pool. 2 points are 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 standard traits; non-standard traits do not count against this limit.

Modifying species

The Gene Tailoring technology allows species to be modified, subject to the points limit. The points limit can be increased as follows, with a maximum of 11 Trait Point trait point:

Trait Point Trait point Technology Tradition Ascension Perk
+1 Tech gene tailoring.png Gene Tailoring, Tech gene expressions.png Targeted Gene Expressions Tradition adaptability survival fittest.png Survival of the Fittest
+3 Ap engineered evolution.png Engineered Evolution, Ap evolutionary mastery.png Evolutionary Mastery

Without adopting the Biological Ascension path, empires are limited to changing species habitability, adding beneficial traits and removing detrimental ones.

Once the desired modifications are selected, the genetic modification can be implemented by completing a special project with Society Research Society cost equal to:


The cost can be reduced as follows:

  • -15% Tradition adaptability survival fittest.png Survival of the Fittest tradition
  • -25% Ap engineered evolution.pngAp evolutionary mastery.png for each Biological Ascension Path perk

Initial traits

Positive traits
Type Effects Excludes Cost Description
Adaptive.png Adaptive +10% Mod habitability.png Habitability
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
2 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive +20% Mod habitability.png Habitability
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
4 This species is remarkably adept at adapting to any foreign environments.
Agrarian.png Agrarian +15% Pop resource food mult.png Food 2 This species has a deep connection to the land and make expert farmers and gardeners.
Charismatic.png Charismatic
  • +25 Diplomacy opinion.png Opinion if your ruler is Charismatic
  • +5% Mod pop happiness.png Other species owner happiness (applicable during slavery)
Repugnant.png Repugnant 1 Members of this species have a special charisma and are generally considered pleasant to be around.
Communal.png Communal +5% Mod pop happiness.png Happiness Solitary.png Solitary
  • Hive-minded.png Hive-Minded
1 Members of this species are highly communal and quite used to living in close proximity to others.
Conformists.png Conformists +30% Mod pop government ethic attraction.png Governing Ethics Attraction Deviants.png Deviants
  • Hive-minded.png Hive-Minded
2 These people always seek consensus and are more likely to conform to the governing ethics.
Enduring.png Enduring +20 Mod leader age.png Years Leader Lifespan
  • Venerable.png Venerable
  • Fleeting.png Fleeting
1 Lifespans in this species are unusually long.
Venerable.png Venerable +80 Mod leader age.png Years Leader Lifespan
  • Enduring.png Enduring
  • Fleeting.png Fleeting
4 This species can grow to an age that commands dignity and respect.
Conservationist.png Conservationist -15% Mod pop consumer goods mult.png Consumer Goods Cost Wasteful.png Wasteful 1 Members of this species believes that resources must be conserved and recycled.
Industrious.png Industrious +15% Pop resource minerals mult.png Minerals 2 Members of this species are known for their diligence and hard-working nature, always going above and beyond.
Intelligent.png Intelligent +10% Research.png Research output
  • Erudite.png Erudite
  • Nerve Stapled.png Nerve Stapled
2 This species is highly intelligent and enjoys faster technological progress.
Natural Engineers.png Natural Engineers +15% Pop resource engineering research mult.png Engineering Output
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards engineering and the material sciences.
Natural Physicists.png Natural Physicists +15% Pop resource physics research mult.png Physics Output
  • Natural Engineers.png Natural Engineers
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards theoretical physics and astral phenomena.
Natural Sociologists.png Natural Sociologists +15% Pop resource society research mult.png Society Output
  • Natural Engineers.png Natural Engineers
  • Natural Physicists.png Natural Physicists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards sociology and biological studies.
Nomadic.png Nomadic
  • +50% Mod pop migration time.png Migration Speed
  • -25% Mod pop resettlement cost mult.png Resettlement Cost
Sedentary.png Sedentary
  • Hive-minded.png Hive-Minded
1 This species has a nomadic past, and its members often think nothing when relocation to another world.
Quick Learners.png Quick Learners +25% Mod leader species exp gain.png Leader Experience Gain Slow Learners.png Slow Learners 1 Members of this species are quick to learn from experiences.
Rapid Breeders.png Rapid Breeders +20% Mod pop growth req.png Growth Speed
  • Fertile.png Fertile
  • Slow Breeders.png Slow Breeders
1 This species reproduces at a very rapid rate, increasing population growth.
Resilient.png Resilient
  • +50% Mod army damage mult.png Defense Army Damage
1 Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.
Strong.png Strong
  • +20% Mod army damage mult.png Army Damage
  • +5% Pop resource minerals mult.png Minerals
  • Very Strong.png Very Strong
  • Weak.png Weak
1 Members of this species possess great physical strength, making them formidable fighters on the ground.
Very Strong.png Very Strong
  • +40% Mod army damage mult.png Army Damage
  • +10% Pop resource minerals mult.png Minerals
  • Strong.png Strong
  • Weak.png Weak
3 Members of this species possess a strength that almost defies the laws of physics.
Talented.png Talented +1 Leader skill levels.png Leader Level Cap 1 Members of this species are born with a natural aptitude.
Thrifty.png Thrifty +15% Pop resource energy mult.png Energy Credits 2 Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.
Trait traditional.png Traditional +10% Unity.png Unity Output Trait quarrelsome.pngQuarrelsome 1 Certain aspects of this species' cognition makes it predisposed to especially value historical precedence and group unity.
Negative traits
Type Effects Excludes Cost Description
Decadent.png Decadent
  • -10% Mod pop happiness.png Happiness without Slaves
-1 This species requires slaves or servants to feel content.
Nonadaptive.png Nonadaptive
  • -10% Mod habitability.png Habitability
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Robust.png Robust
-2 This species does not adapt well to foreign environments.
Repugnant.png Repugnant
  • -25 Diplomacy opinion.png Opinion if your Ruler is Repugnant and theirs is not
  • -10 Diplomacy opinion.png Opinion if both Rulers are Repugnant
  • -5% Mod pop happiness.png Other species owner happiness (applicable during slavery)
  • Charismatic.png Charismatic
-1 The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.
Deviants.png Deviants
  • -15% Mod pop government ethic attraction.png Governing Ethics Attraction
  • Conformists.png Conformists
  • Hive-minded.png Hive-Minded
-1 These people are rebellious in nature and constantly try to challenge the status-quo.
Fleeting.png Fleeting
  • -10 Mod leader age.png Years Leader Lifespan
  • Venerable.png Venerable
  • Enduring.png Enduring
-1 Time is fleeting for this species. What they lack in longevity, they make up in other ways.
Trait quarrelsome.png Quarrelsome -10% Unity.png Unity Output Trait traditional.png Traditional -1 While not inherently distrustful, members of this species are often socially combative.
Sedentary.png Sedentary
  • -50% Mod pop migration time.png Migration Speed
  • +25% Mod pop resettlement cost mult.png Resettlement Cost
  • Nomadic.png Nomadic
-1 This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
Slow Breeders.png Slow Breeders
  • -20% Mod pop growth req.png Growth Speed
  • Rapid Breeders.png Rapid Breeders
  • Fertile.png Fertile
-1 This species reproduces at a slow rate, lowering population growth.
Slow Learners.png Slow Learners
  • -25% Mod leader species exp gain.png Leader Experience Gain
  • Quick Learners.png Quick Learners
-1 Members of this species are slow to learn from their experiences.
Solitary.png Solitary
  • -5% Mod pop happiness.png Happiness
  • Communal.png Communal
  • Hive-minded.png Hive-Minded
-1 Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
Wasteful.png Wasteful
  • +15% Mod pop consumer goods mult.png Consumer Goods Cost
  • Conservationist.png Conservationist
-1 Members of this species seemingly have no concept of frugality and are prone to useless consumption.
Weak.png Weak
  • -20% Mod army damage mult.png Army Damage
  • -5% Pop resource minerals mult.png Minerals
  • Strong.png Strong
  • Very Strong.png Very Strong
-1 Members of this species are physically weaker than average, making them poor fighters on the ground.

Uplifted

Non-sentient species have exclusive traits that cannot otherwise be chosen at race creation or when gene-modding a pop. They retain these traits after being uplifted into sentient species. Except for Uplifted, all of these traits cost 1 trait point.

Type Effects Description
Trait uplifted.png Uplifted
  • Mod pop happiness.png +10% Happiness when living under the rule of the empire that uplifted them
This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.

This trait is applied automatically when a non-sentient species is first gene-modded to uplift it to sentience. It does not cost any trait points.

Trait primitive.png Conservative
  • Mod pop happiness.png +5% Happiness
  • Mod pop government ethic attraction.png +25% Governing Ethics Attraction
  • Mod leader species exp gain.png -33% Leader Experience Gain:
Members of this species often prefer old wisdom over new experiences.
Trait primitive.png Earthbound
  • Pop resource energy mult.png +10% Energy Credits:
  • Mod army damage mult.png +50% Defense Army Damage
Members of this species are very possessive of the planets they call home.
Trait primitive.png Irradiated
  • Mod habitability.png +100% Tomb World Habitability
  • Mod leader age.png +30 Leader Lifespan
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
Trait primitive.png Natural Intellectuals
  • Unity.png +5% Unity Output
  • Research.png +10% Research Output
  • Pop resource minerals mult.png -10% Minerals
Members of this species are more philosophically inclined than most.
Trait primitive.png Proles
  • Mod army damage mult.png +10% Army Damage
  • Pop resource minerals mult.png +10% Minerals
  • Pop resource food mult.png +10% Food
  • Research.png -15% Research Output
This species has traditionally shunned intellectual pursuits in favor of physical labor.
Trait primitive.png Starborn
  • Mod pop migration time.png +50% Migration Speed
  • Mod pop resettlement cost mult.png -25% Resettlement Cost
  • Mod habitability.png +10% Habitability
This species has always, consciously or not, longed to traverse the void between the stars.

Habitability Traits

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.

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 Notes
Trait pc ai preference.png Ai World 100% Planet ai.png AI 1% 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
Trait pc gaia preference.png Gaia 100% Planet gaia.png Gaia Only available to empires with the Origins life seeded.png Life-Seeded civic.
Trait pc ring preference.png Ring World 100% Planet ringworld.png Ring World Only present on the primitive civilizations inhabiting the Sanctuary system and must be changed to allow them to colonize new worlds.
Trait pc ring preference.png Habitat 100% Planet habitat.png Habitat
Trait pc ring preference.png Machine World 100% Planet ai.png Machine World
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
Can only be found on pre-sapient species inhabiting a Tomb World or obtained through the Horizon Signal.

Robot Traits

See also: Population#Robots

Basic traits

These traits are automatically added to robots built by organic empires depending on the researched technologies. Each robot pop has 2 basic traits: the Trait mechanical.png Mechanical trait and the corresponding robot type trait.

The Trait mechanical.png Mechanical trait gives robot pops Mod habitability.png +200% habitability on all habitable planets.

Trait Output Consumer goods.png Consumer goods
consumption
Sentient Can colonize Required Tech
Minerals.png Minerals Energy Credits.png Energy Research.png Research Unity.png Unity
Trait robotic 1.png Robot +10% –40% –80% –40% 0.5 No.png No.png Tech robotic workers.png Robotic Workers
Trait robotic 2.png Droid +15% –20% –40% –20% 0.5 No.png Yes.png Tech droid workers.png Droids
Trait robotic 3.png Synthetic +20% +20% +20% +20% 1 Yes.png Yes.png Tech synthetic workers.png Synthetics

Robots with the Synthetic trait can be enslaved and affected by the same modifiers as Slaves. Depending on the Artificial Intelligence Policy they can also have their sentience removed, bringing them back on par with Droids.

Advanced traits

The following traits require researching the Tech robomodding.png Machine Template System before the robomodding feature is enabled (the synthetic version of genetic modification).

Note: Auth machine intelligence.png Machine Intelligence and any traits specific to it requires the Synthetic Dawn.png Synthetic Dawn DLC.

Possible trait points are as follows:

Trait Point Trait point Technology Tradition Ascension Perk
+1 Auth machine intelligence.png : Tech robomodding points 1.png Binary Motivators, Tech robomodding points 2.png Nanite Assemblers;
Trait mechanical.png : Tech robomodding points 1.png Cross-Model Standardization, Tech robomodding points 2.png Fungible Circuitry
Tradition versatility adaptive programming.png Adaptive Programming Ap synthetic evolution.png Synthetic Evolution
+2 Ap synthetic age.png Synthetic Age

Machine species start with only one trait point on species creation.

Type Trait Point Trait mechanical.png Auth machine intelligence.png Effects Excludes Description
Domestic protocols.png Domestic Protocols 1 No.png Mod pop happiness.png +5% Happiness 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 resettlement cost mult.png –50% Resettlement cost 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 Consumer goods.png –25% Consumer goods consumption 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 1 Mod pop robot upkeep mult.png –10% Robot upkeep 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 Diplomacy opinion.png +25 Ruler opinion impact 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 +2 Leader level cap
  • 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 +10% Food 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 +25% Leader experience gain
  • 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 +10% Research output 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 government ethic attraction.png +50% Governing ethics attraction
  • Mod pop happiness.png +5% Happiness
  • 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 +20% Robot build speed 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 1 Minerals.png +10% Minerals 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 +15% Unity 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 –20% Robot build cost 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 1 Energy Credits.png +10% Energy The use of superconductive materials in units have cut energy transmission losses to zero percent.
Bulky.png Bulky –1 Mod pop resettlement cost mult.png +50% Resettlement cost 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 –20% Robot build speed 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 Consumer goods.png +25% Consumer goods consumption 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 +20% Robot build cost 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 –25% Leader experience gain
  • 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 Diplomacy opinion.png –25 Ruler opinion impact 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.

Ascendancy traits

Ascendancy traits are only accessible after picking the appropriate Ap slot available.png ascension perk as indicated in the table below (as well as completion of any potential issued special project/event chain).

Psionic and Synthetic paths

Each ascension path offers a unique trait to all pops. They can also be encountered on some Fallen Empires.

Trait Ascension Perk Fallen Empire Effects Description
Trait cybernetic.png Cybernetic Ap the flesh is weak.png The Flesh is Weak Fanatic Materialist.png Keepers of Knowledge
  • Mod army damage mult.png +10% Army Damage
  • Mod habitability.png +20% Habitability
  • Mod leader age.png +40 years Leader Lifespan
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 Latent Psionic Ap mind over matter.png Mind over Matter
  • Energy Credits.png +5% Energy
  • Research.png +5% Research Output
This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.
Trait psionic species.png Psionic Ap transcendence.png Transcendence Fanatic Spiritualist.png Holy Guardians
  • Energy Credits.png +10% Energy
  • Research.png +10% Research Output
  • Mod pop happiness.png +5% Happiness
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.

Biological path

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 Description
Robust.png Robust
  • Mod habitability.png +30% Habitability
  • Mod leader age.png +50 Years Leader Lifespan
  • Mod pop resource output.png +5% Pop Resource Production
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
4 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Erudite.png Erudite
  • Research.png +20% Research output
  • Leader skill levels.png +1 Leader Level Cap
  • Intelligent.png Intelligent
  • Nerve Stapled.png Nerve Stapled
4 Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile.png Fertile
  • Mod pop growth req.png +30% Growth Speed
  • Unity.png +10% Unity
  • Mod pop happiness.png +5% Happiness
  • Mod pop happiness.png +10% Other species owner happiness
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
4 The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Nerve Stapled.png Nerve Stapled
  • Pop resource minerals mult.png +10% Minerals
  • Pop resource food mult.png +10% Food
  • Unity.png –50% Unity
  • Pop resource energy mult.png –50% Energy Credits
  • Research.png –75% Research output
  • 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
3 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
Delicious.png Delicious
  • Food.png +50% Processing Food Production
2 This species has the curious evolutionary adaptation of being highly nutritious when eaten.

Special Traits

These traits are required for special cases of species and cannot be removed from the creation menu. None of them take any trait picks.

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. The Auth machine intelligence.png Machine trait can only be added by machine intelligence empires and cannot be removed. Pops with such a trait in an empire of different authority will slowly die while pops without the required trait in a hive mind or machine intelligence empire can only serve to be displaced, purged or used as livestock or batteries.

Special traits that cost trait points can be removed via the biological ascension path.

Type Effects Excludes Cost Requirement Description DLC
Logic engines.png Awoken
  • Research.png +30% Tile Research Output
  • Mod pop resettlement cost mult.png +50% Resettlement Cost
  • Consumer goods.png +25% Consumer Goods Cost
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?
Trait primitive.png Serviles
  • Mod pop happiness.png +10% Happiness
  • Mod pop government ethic attraction.png +50% Governing Ethics Attraction
  • Pop resource minerals mult.png +10% Minerals
  • Pop resource food mult.png +10% Food
  • Pop resource energy mult.png -10% Energy Credits
  • Research.png -25% Tile Research Output
  • Mod leader species exp gain.png -33% Leader Experience Gain
  • Leader skill levels.png -1 Leader Skill Levels
  • Erudite.png Erudite
  • Intelligent.png Intelligent
  • 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. Utopia.png Utopia
Leader trait ruler hive mind.png Hive-Minded
  • No.png Not Affected by Happiness
0 Auth hive mind.png Hive Mind species This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness. Utopia.png Utopia
Auth machine intelligence.png Machine
  • Mod habitability.png +200% Habitability
  • Mod leader age.png Immortal
  • No.png Not Affected by Happiness
0 Auth machine intelligence.png Machine species This species is made up by the executive terminals of a single Machine Intelligence, originally built by organics. Synthetic Dawn.png Synthetic Dawn
Trait survivor.png Survivor
  • Mod leader age.png +10 Years Leader Lifespan
  • Mod habitability.png +70% Tomb World Habitability
0 Origins 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 Apocalypse
Trait primitive.png Docile Livestock
  • Mod pop growth req.png +30% Pop Growth Speed
  • Mod pop happiness.png +5% Other Species Happiness
  • Unity.png +10% Unity Output
  • Pop resource energy mult.png -50% Energy Credits
  • Research.png -75% Tile Research Output
  • No.png Not Affected by Happiness
  • Talented.png Talented
  • Intelligent.png Intelligent
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
  • Erudite.png Erudite
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 Distant Stars
Leader trait resilient.png Nivlac
  • Mod habitability.png +100% Habitability
  • Mod pop growth req.png +50% Pop Growth Speed
0 Impossible Organism event species This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.
Trait brainslugged.png Brain Slug Host
  • Research.png +10% Tile Research Output
  • Unity.png +10% Unity Output
  • Mod pop growth req.png -25% Pop Growth Speed
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 Distant Stars
Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs