This article has been verified for the current PC version (2.8) 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 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
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 traits
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 traits
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 on Habitats +15%
Pop Growth Speed on Habitats −10%
Pop Growth Speed on Planets −60%
0
Void Dwellers
This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture.
Necrophage
Leader Lifespan +80 Years
Pop Upkeep −50%
Resources from Ruler and Specialist Jobs +5%
Resources from Worker Jobs −10%
Pop Growth Speed −75%
0
Necrophage
This species of near-immortals procreates by consuming pops of other species.
Special traits
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
Requirements
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 if not primary species
Cannot apply other templates to this species if not primary species
Cannot colonize if not primary 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 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.
Psionic
Energy from Jobs: +10%
Research: from Jobs: +10%
Happiness: +5%
0
25%
Transcendence Holy Guardians fallen empire
All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.
Latent Psionic
Energy from Jobs: +5%
Research: from Jobs: +5%
0
25%
Mind over Matter
Ketling Star Pack pops
Racket Industrial Enterprise pops
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%
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
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
Research from Jobs −60%
Intelligent
0
0%
Enigmatic Cache event
This species has suffered the tragic consequences of an uplifting gone wrong.
Somewhat Uplifted
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%
1
random
Numistic Order pops
This species has been trained in the holy art of Numistic Administration.
Biological ascension traits
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%
Lithoid
Rapid Breeders
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
Lithoid
Extremely Adaptive
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
Erudite
Intelligent
Natural Inclination
Talented
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 traits
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%
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%
Research from Jobs: −15%
This species has traditionally shunned intellectual pursuits in favor of physical labor.
Starborn
Pop Growth from Immigration: +25%
Resettlement Cost: −25%
Habitability: +10%
This species has always, consciously or not, longed to traverse the void between the stars.
Climate preference traits
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
Frozen
Wet
Desert
Desert
Arid
Savannah
Savannah
Savannah
Arid
Desert
Alpine
Frozen
Alpine
Arctic
Tundra
Dry
Wet
Arctic
Arctic
Alpine
Tundra
Tundra
Tundra
Alpine
Arctic
Continental
Wet
Continental
Ocean
Tropical
Dry
Frozen
Ocean
Ocean
Continental
Tropical
Tropical
Tropical
Continental
Ocean
Exotic climate preferences
Exotic climate preferences can only be obtained through Origins, events, conquest of a unique species or when the Omnicodex relic creates a species on a matching celestial body.
Preference
Habitability on native climate
Habitability on regular planets
Source
Tomb
80% Tomb
60%
Pre-FTL or pre-sapient species inhabiting a Tomb World Horizon Signal event A New Species event on a Tomb World
Gaia
100% Gaia
0%
Pre-FTL or pre-sapient species inhabiting a Gaia World Life-Seeded Origin Baol pops created by Nu-Baol Life Seeding decision
Pops created by the Omnicodex relic on a Relic World or an Ecumenopolis
Robotic traits
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