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This page is about species traits. For leader traits see leaders.

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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.12.

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 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 Point 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.

Climate preference traits[]

Each 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. Habitability cannot be changed if the species has the Aquatic or Waterproof trait.

Preference Habitability Notes
Dry Wet Frozen Special

Arid

Des.

Sav.

Cont.

Oce.

Trop.

Alp.

Arc.

Tun.

Tomb

Mach.

Nani.

Relic

Hab.
Arid 80% 60% 60% 20% 20% 0% 0% 0% 80% 40% Only for biological species
Desert 60% 80% 60% 20% 20% 0% 0% 0% 80% 40%
Savannah 60% 60% 80% 20% 20% 0% 0% 0% 80% 40%
Continental 20% 80% 60% 60% 20% 0% 0% 0% 80% 40% Only for biological species
Ocean 20% 60% 80% 60% 20% 0% 0% 0% 80% 40%
Tropical 20% 60% 60% 80% 20% 0% 0% 0% 80% 40%
Alpine 20% 20% 80% 60% 60% 0% 0% 0% 80% 40% Only for biological species
Arctic 20% 20% 60% 80% 60% 0% 0% 0% 80% 40%
Tundra 20% 20% 60% 60% 80% 0% 0% 0% 80% 40%
Dry 75% 50% 50% 50% 100% 50% 80% 50% Only for robot species
Wet 50% 75% 50% 50% 100% 50% 80% 50%
Frozen 50% 50% 75% 50% 100% 50% 80% 50%
Habitat 0% 0% 0% 0% 0% 0% 80% 80% Only option for empires with the Void Dwellers origin
Gaia 0% 0% 0% 0% 0% 0% 80% 40% Only option for empires with the Life-Seeded origin
Ring World 0% 0% 0% 0% 0% 0% 80% 40% Only option for empires with the Shattered Ring origin
Machine 0% 0% 0% 0% 100% 0% 80% 40% Only option for Resource Consolidation, Driven Assimilator cyborgs
Tomb 60% 60% 60% 80% 0% 0% 80% 40% Only option for Post-Apocalyptic, Genesis pre-sapient species
Relic 0% 0% 0% 0% 0% 0% 100% 40% Only option for Remnants, Genesis pre-sapient species
Ecumenopolis 0% 0% 0% 0% 0% 0% 80% 40% Not possible outside The Omnicodex relic generation, Genesis pre-sapient species or the A New Species event
Hive 0% 0% 0% 0% 0% 0% 80% 40% Not possible outside The Omnicodex relic generation, Genesis pre-sapient species or the A New Species event
Synaptic Lathe 0% 0% 0% 0% 0% 0% 80% 40% Not possible outside The Omnicodex relic generation

Origin traits[]

Origin traits can only be given by certain empire origins. If a biological species completes synthetic ascension its origin trait will be replaced with the version for machine species.

Biological trait Effects Excludes Trait Point Price Chance Origin R. Description DLC
Serviles
  • +10% Happiness
  • +10% Resources from jobs
  • Cannot be employed in ruler or specialist jobs
  • Cannot generate leaders
1 +500 33%
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.
Clone Soldier
  • +50% Governing ethics attraction
  • +50% Army damage
  • −40 years leader lifespan
  • Commanders gain the Clone Army Commander trait
  • Cannot be genetically modified
  • Cannot reproduce naturally
  • Pop decline speed Decline without sufficient Ancient Clone Vat buildings
0 0% Clone Army
Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.
Survivor
  • +10 years leader lifespan
  • +70% Tomb World habitability
0 +500 33%
This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.
Radiation Shields
  • +10 years leader lifespan
  • +70% Tomb World habitability
0 +500 33%
These machines, the solitary survivors of an annihilating nuclear disaster, exhibits unparalleled resilience in the harshest environments.
Void Dweller
  • +15% Pop output on habitats
  • −15% Pop output on non-artificial worlds
  • −30% Pop happiness on planets
0 +500 33%
This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture. However their weakened immune systems do not respond well to a planetary environment.
Federations
Zero-G Optimized
  • +15% Pop output on habitats
  • −15% Pop output on non-artificial worlds
  • Upkeep +15% Robot upkeep on planets
0 +500 33%
These machines thrive in orbital habitats, programmed with algorithms to efficiently navigate their maze-like corridors and complicated architecture. However, their optimized construction is poorly suited to a planetary environment.
Federations
Necrophage
  • +80 years leader lifespan
  • Upkeep −50% Pop upkeep
  • +5% Ruler and specialist pop resource output
  • −10% Worker pop resource output
  • −75% Pop growth speed
  • Pop assembly speed −50% Pop assembly speed
0 0 0%
This species of near-immortals procreates by consuming pops of other species.
Cave Dweller
  • +50% Species minimum habitability
  • +15% Minerals from jobs
  • +10% Empire size from pops
  • −20% Biological pop growth speed
0 +500 0%
This species thrives under the surface of any planet they can find, at the cost of population growth.
Overlord
Molebots
  • +50% Species minimum habitability
  • +15% Minerals from jobs
  • +10% Empire size from pops
  • Pop assembly speed −20% Pop assembly speed
Waterproof 0 +500 0%
These machines are masterfully crafted for cave exploration and mineral extraction, showcasing exceptional maneuverability which enables them to effortlessly traverse through underground spaces.
Overlord
Perfected Genes
  • +25 years leader lifespan
  • −20% Leader experience gain
0 0 0%
Millennia of eugenics and wars have led to the creation of an extremely resilient species.
Ritualistic Implants
  • +5% Engineering research from jobs
  • +5% Alloys from jobs
  • +10% Unity from jobs
  • +5% Worker pop resource output
  • +5% Army damage
  • Spiritualist leaders have the Ritualistic Implants trait
  • Cannot be modified until the The Conclave of Fusion situation ends
  • Trait is removed if the pop is not Spiritualist
0 +500 0%
These implants are proudly adorned by the faithful. Their dedication to the divine is an inspiration to all.
Pathogenic Genes
  • Pop decline speed +100% Pop Decline Speed
  • Cannot reproduce naturally
  • Cannot colonize or be resettled
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−1 0 0%
A novel genetic disease prevents this species from producing offspring. It has resisted all known gene therapy methods.

Overtuned traits[]

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. Overtuned traits have their effects doubled by the edict Damn the Consequences.

Trait Effects Leader Lifespan Trait Point Price Description
Augmented Intelligence +10% Research from jobs −10 1 +1000
More brains equals more brain power. Extra thinking organs have been added in strategic areas of the recipient's body to ensure maximum cognitive capacity. Even if they don't always agree.
Commercial Genius +25% Trade value from jobs −10 1 +1000
By tweaking agreeability and dialing down empathy, anyone can be turned into a trading genius. The pursuit of unmatched commercial dominance outweighs any potential side effects.
Crafted Smiles +15% Amenities from jobs −10 1 +1000
Slightly shifted facial features, a mix of enhanced and slackened muscular development - and of course outside chemicals - have created the perfect smile. Forever.
Dedicated Miner +15% Minerals from jobs −10 1 +1000
Supreme hand-eye coordination, near endless endurance and self-purifying lungs have created entire crack teams of miners. Sadly they get brittle without sunlight.
Expressed Tradition +10% Unity from jobs −10 1 +1000
Fanaticism on demand: faith is merely a cocktail of hormones, one we have perfected. Where that faith eventually leads is a matter of subsequent guidance.
Farm Appendages +15% Food from jobs −10 1 +1000
The more appendages, the higher the farming output. Some appendages can even operate while their host is asleep. Rumors of hosts strangled by their new limbs have been deemed unfounded in our latest investigation.
Gene Mentorship +25% Leader experience gain −10 1 +1000
By combining genetically redesigned 'instinctive knowledge' and outside chemical stimuli, we have succeeded in vastly accelerating our learning capacities. Although it has resulted in some extremely paranoid individuals.
Juiced Power
  • +40% Army damage
  • +5% Worker and menial drone pop resource output
−10 1 +1000
Adrenaline released on demand and hyper-potent growth hormones have led to a massive increase in strength. Just ignore the occasional internal tearing.
Low Maintenance Pop consumer goods upkeep −10% Pop consumer goods upkeep −10 1 +1000
Reduced consumption, excretion, and rest rates have resulted in twice the beings for half the price. However, demand for protein-rich meals has increased.
Spliced Adaptability +20% Habitability −10 1 +1000
A few genetic snips and slices here and there and they can survive nearly anywhere. The process comes with an acceptable number of deaths from side effects.
Technical Talent +15% Energy from jobs −10 1 +1000
Extra internal organs grant a vastly increased innate sensitivity to electricity and magnetic fields. Reports of recipients hearing screams and voices from the reactors should be ignored.
File:Trait auto mod overtuned.png Fleeting Excellence Feature Enables Auto-Modding −20 2 +1000
Advanced epigenetic triggers boost physical and cognitive performance in the workplace, dramatically shortening life expectancy. After all, fading away is never as much fun as burning out.
Elevated Synapses
  • +20% Research from jobs
  • Upkeep −25% Leader upkeep
  • −1 Leader maximum negative traits
−30 2 +2000
As a computational device, a brain does not run at 100% capacity. However, we have gone beyond the standard usage. If issues are encountered, try turning it off and on again.
Pre-Planned Growth
  • +30% Pop growth speed
  • Pop housing usage −10% Pop housing usage
−30 2 +2000
Scheduled fertility, scheduled interest, scheduled compatibility. Population growth on demand for a strong and stable population - with a few minor edits here and there. Jealous individuals are to be directed to the nearest Fertility Center for mandatory training.
Excessive Endurance
  • +5% Resources from jobs
  • +30% Habitability
−30 3 +2000
The greatest in adaptability genes have been hyper-expressed in these specimens. Mutation rates around 30% indicate a somewhat stable and successful experiment.

Cybernetic Creed traits[]

During the The Conclave of Fusion situation empires that choose a specific faction will replace the Ritualistic Implants trait with a different one. All of them will prevent the species from being modified, give Spiritualist leaders the Ritualistic Implants trait and will increase the pops' price on the slave market by 500.

Trait Effects Faction Description
File:Trait cyborg creed of research.png Augmentations of the Choir
  • +10% Unity from jobs
  • +20% Research from jobs
File:Faction icons cyber creed research.png The Choir of the Mind
The Choir of the Mind's semi-interlinked consciousness allows instant communication between researchers.
File:Trait cyborg creed of labor.png Augmentations of the Commune
  • +10% Unity from jobs
  • +20% Worker pop resource output
File:Faction icons cyber creed labor.png The Commune of Toil
The Commune of Toil's divine augmentations surpass traditional tools in every respect.
File:Trait cyborg creed of construction.png Augmentations of the Fellowship
  • +10% Unity from jobs
  • +20% Alloys from jobs
  • +20% Consumer goods from jobs
File:Faction icons cyber creed construction.png The Fellowship of the Hammer
The Fellowship of the Hammer uses divine augmentation to create everything the faithful need.
File:Trait cyborg creed of war.png Augmentations of the Templars
  • +10% Unity from jobs
  • +25% Army health
  • +25% Defense army damage
File:Faction icons cyber creed war.png The Templars of Steel
The divine augmentations of the Templars of Steel make our holy warriors unstoppable in battle.

Biological traits[]

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[]

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.

Positive traits Negative traits DLC
Trait Effects Trait Point Price Trait Effects Trait Point Price
Decadent
  • −10% Worker happiness
  • −10% Slave happiness
−1 −200
Adaptive +10% Habitability 2 +500 Nonadaptive −10% Habitability −2 −200
Extremely Adaptive +20% Habitability 4 +1000
Agrarian +15% Food from jobs 2 +500
Charismatic +20% Amenities from jobs 2 +500 Repugnant −20% Amenities from jobs −2 −200
Communal Pop housing usage −10% Pop housing usage 1 +500 Solitary Pop housing usage +10% Pop housing usage −1 −200
Conformists +30% Governing ethics attraction 2 +500 Deviants −15% Governing ethics attraction −1 −200
Conservationist Pop consumer goods upkeep −10% Pop consumer goods upkeep 1 +500 Wasteful Pop consumer goods upkeep +10% Pop consumer goods upkeep −1 −200
Docile −10% Empire size from pops 2 +500 Unruly +10% Empire size from pops −2 −200
Enduring +20 years leader lifespan 1 +500 Fleeting
  • −10 years leader lifespan if biological
  • −25 years leader lifespan if lithoid
−1 −200
Venerable +80 years Leader lifespan 4 +1000
Industrious +15% Minerals from jobs 2 +500
Ingenious +15% Energy Credits from jobs 2 +500
Intelligent +10% Research from jobs 2 +500
Natural Engineers +15% Engineering Research from jobs 1 +500
Natural Physicists +15% Physics Research from jobs 1 +500
Natural Sociologists +15% Society research from jobs 1 +500
Nomadic
  • Pop growth from immigration +15% Pop growth from immigration
  • −25% Resettlement cost
1 +500 Sedentary
  • Pop growth from immigration −15% Pop growth from immigration
  • +25% Resettlement cost
−1 −200
Quick Learners +10% Leader experience gain 1 +500 Slow Learners −10% Leader experience gain −1 −200
Rapid Breeders +10% Pop growth speed 2 +1000 Slow Breeders −10% Growth speed −2 −1000
Resilient
  • +50% Defense army damage
1 +500
Strong
  • +20% Army damage
  • +2.5% Worker and menial drone pop resource output
1 +1000 Weak
  • −20% Army Damage
  • −2.5% Worker and menial drone pop resource output
−1 −1000
Very Strong
  • +40% Army Damage
  • +5% Worker and menial drone pop resource output
3 +2000
Talented
  • Upkeep −10% Leader upkeep
  • −1 Leader Maximum negative traits
1 +500
Thrifty +25% Trade value from jobs 2 +500
Traditional +10% Unity from jobs 1 +500 Quarrelsome −10% Unity from jobs −1 −200
Incubators

Pop Growth

2 +2000
Noxious 1 −500
Inorganic Breath
  • +0.02 Monthly exotic gases per pop
  • Upkeep +50% Pop upkeep
3 +1000
Existential Iteroparity +30% Pop growth during war and crisis 2 +1000 Psychological Infertility −30% Pop growth during war and crisis −2 −1000
Jinxed +1 Leader maximum negative traits −1 −500

Botanical traits[]

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.

Trait Effects Excludes Trait Point Price Description
Phototrophic Replaces half of the food upkeep with energy 1 +1000
This species is sustained by a combination of both food and sunlight.
Radiotrophic
  • Replaces half of the food or minerals upkeep with energy
  • No energy upkeep on Tomb Worlds
  • +10% Tomb World pop growth speed
  • +10% Tomb World habitability
2 +1500
This species is sustained by a combination of both food and low-energy radiation, and as such can thrive on the most inhospitable of worlds.
Budding +0.02 Monthly organic pop assembly per pop 2 +2000
This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.
Invasive Species
  • +5% Habitability per negative trait
  • +5% Pop growth speed per negative trait
All positive non-botanical traits 2 0
Rapid reproduction. High dispersal ability. Zero useful capabilities.

Silicate traits[]

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.

Trait Effects Excludes Trait Point Price Description
Lithoid
  • −25% Pop growth speed
  • Pop assembly speed −25% Pop assembly speed
  • +50% Habitability
  • +50% Army health
  • +50 years Leader lifespan
  • Replaces Food upkeep with Minerals
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 +0.01 Monthly exotic gases per pop 2 +1000
The metabolic processes of this species cause regular venting of gases useful to industry.
Scintillating Skin +0.01 Monthly rare crystals per pop 2 +1000
The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
Volatile Excretions +0.01 Monthly volatile motes per pop 2 +1000
The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.
Crystallization +0.02 Monthly organic pop assembly per pop 2 +2000
With crystalline growths, this species is capable of generating self replicating lattices of themselves, in addition to the more usual reproductive methods.

Targeted Gene Expressions traits[]

These traits are made available to add with the Targeted Gene Expressions technology.

Trait Effects Trait Point Price Description
File:Trait auto mod biological.png Vocational Genomics 3 +1000
Advanced genetic strings feature epigenetic triggers that adapt to occupational demands, dynamically optimizing gene expression for the host's work environment.

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 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.

Trait Effects Description
Conservative
  • +5% Happiness
  • +25% Governing ethics attraction
  • −33% Leader experience gain
Members of this species often prefer old wisdom over new experiences.
Earthbound
  • +10% Energy from jobs
  • +50% Defense army damage
Members of this species are very possessive of the planets they call home.
Irradiated
  • +100% Tomb World habitability
  • +30 years leader lifespan
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
Natural Intellectuals
  • +5% Unity from jobs
  • +10% Research from jobs
  • −10% Minerals from jobs
Members of this species are more philosophically inclined than most.
Proles
  • +10% Army damage
  • +10% Minerals from jobs
  • +10% Food from jobs
  • −15% Research from jobs
This species has traditionally shunned intellectual pursuits in favor of physical labor.
Starborn
  • +25% Pop growth from immigration
  • −25% Resettlement cost
  • +10% Habitability
This species has always, consciously or not, longed to traverse the void between the stars.
Forcefully Devolved
  • −10% Army Damage
  • −10% Resources from jobs
  • −10% Pop growth speed
  • −25% Leader experience gain
The brutal devolution process endured by this species had a strong negative impact upon their abilities.

Cyborg traits[]

Cyborg traits can only be added to species with the Cybernetic trait if the empire has the Integrated Anatomy Integrated Anatomy tradition. If The Machine Age is enabled, they also gain access to mechanical leviathan traits.

Positive Traits Negative Traits DLC
Trait Effects Trait Point Price Trait Effects Trait Point Price
Power Intensive +1 Energy upkeep –1 –250
File:Trait auto mod cyborg.png Universal Augmentations 2 +1000
Double Jointed
  • Pop housing usage −10% Pop housing Usage
  • +15% Pop growth from immigration
  • −25% Resettlement cost
  • +0.3 Energy upkeep
1 +1500 Bulky
  • Pop housing usage +10% Pop housing usage
  • −15% Pop growth from immigration
  • +25% Resettlement cost
–2 –500
Durable
  • –0.5 Pop amenities usage
  • +0.3 Energy upkeep
1 +750 High Maintenance +0.5 Pop amenities usage –2 –150
Efficient Processors
  • +5% Resources from jobs
  • +0.3 Energy upkeep
2 +500
Enhanced Memory
  • Upkeep −25% Leader upkeep
  • −1 Leader maximum negative traits
  • +0.3 Energy upkeep
1 +750 File:Trait cyborg limited memory.png Limited Memory −40% Leader experience gain –2 –150
Harvesters +10% Food from jobs 1 +750
Learning Algorithms
  • +10% Leader experience gain
  • Upkeep −10% Leader upkeep
  • −1 Leader maximum negative traits
  • +0.3 Energy upkeep
1 +1500 Neural Limiters
  • –10% Leader experience gain
  • Upkeep +10% Leader upkeep
  • +1 Leader maximum negative traits
–2 –250
Logic Engines
  • +10% Research from jobs
  • +0.3 Energy upkeep
1 +750
Loyalty Circuits
  • +10% Happiness
  • +0.3 Energy upkeep
1 +500 File:Trait cyborg apathy loops.png Abrasive Implants –10% Happiness –1 –150
Power Drills +10% Minerals from jobs 1 +750
Streamlined Protocols
  • –10% Empire size from pops
  • +0.3 Energy upkeep
1 +750 High Bandwidth +10% Empire size from pops –2 –150
Superconductive +10% Energy credits from jobs 1 +750
Trading Algorithms
  • +25% Trade value from jobs
  • +0.3 Energy upkeep
1 +500 File:Trait robot scarcity algorithms.png Scarcity Algorithms −25% Trade value from jobs −1 −150
File:Trait robot integrated weaponry.png Integrated Weaponry
  • +100% Army damage
  • +5 Enforcer crime reduction
  • +0.3 Energy upkeep
1 +1000 File:Trait cyborg delicate frames.png Delicate Frames
  • −50% Army damage
  • −5% Worker pop resource output
–1 –250
File:Trait cyborg stainless steel smile.png Embellished Augments
  • +20% Amenities from jobs
  • +0.3 Energy upkeep
1 +750 File:Trait cyborg welded countenance.png Utilitarian Augments –20% Amenities from jobs –2 –500
File:Trait robot artificial engineers.png Bionic Engineers +15% Engineering Research from jobs 1 +750
File:Trait robot artificial physicists.png Bionic Physicists +15% Physics Research from jobs 1 +750
File:Trait robot artificial sociologists.png Bionic Sociologists +15% Society research from jobs 1 +750
File:Trait cyborg climate adjustment dry.png Dry Climate Mods
  • +30% Dry habitability
  • –10% Frozen habitability
  • –10% Wet habitability
  • +0.3 Energy upkeep
1 +500
File:Trait cyborg climate adjustment frozen.png Frozen Climate Mods
  • +30% Frozen habitability
  • –10% Dry habitability
  • –10% Wet habitability
  • +0.3 Energy upkeep
1 +500
File:Trait cyborg climate adjustment wet.png Wet Climate Mods
  • +30% Wet habitability
  • –10% Dry habitability
  • –10% Frozen habitability
  • +0.3 Energy upkeep
1 +500

Genetic ascension traits[]

Genetic ascension traits are made available for genetic modification with the Allelic Expression tradition. They are only half as likely as standard traits to be inherited by hybrid species. The Exotic Metabolism trait also requires the Toxoids DLC.

Trait Effects Excludes Trait Point Price Description
Delicious
  • +2 Food from livestock
2 +1000
This species has the curious evolutionary adaptation of being highly nutritious when eaten.
Felsic
  • +2 Minerals from livestock
2 +1000
This species has been engineered to be especially mineral-rich.
Natural Machinist
  • +10% Alloys from jobs
  • +10% Consumer Goods from jobs
2 +2000
This species has been engineered to have an incredible knack at working with machinery.
Nerve Stapled
  • +5% Resources from jobs
  • Cannot be employed in ruler, specialist or complex drone jobs
  • Cannot generate leaders
  • Not affected by happiness
  • Cannot join factions
3 +1500
Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
Vat-Grown
  • +25% Organic pop assembly speed
  • Pop housing usage −10% Pop housing usage
  • Cannot reproduce naturally
2 +1500
Artificially grown in cloning vats, the natural reproductive abilities of this species have been negatively impacted.
Erudite
  • +20% Resources from researcher category jobs
  • Upkeep −10% Leader upkeep
  • −1 Leader maximum negative traits
  • Leaders have the Erudition trait
4 +2000
Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile
  • +30% Pop growth speed
  • Pop housing usage −10% Pop housing usage
4 +2000
The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Robust
  • +30% Habitability
  • +5% Resources from jobs
  • +50 years leader lifespan
4 +2000
Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Exotic Metabolism
  • +50 years leader lifespan
  • +0.125 Exotic gas upkeep
  • +25% Pop growth speed
  • +25% Habitability
Pathogenic Genes 1 +750
A metabolism based on exotic - and expensive - gases has vastly enhanced this species' abilities.

Organic leviathan traits[]

Organic leviathan traits can only be added by empires that researched the Leviathan Transgenesis technology and defeated certain guardians.

Trait Effects Excludes Trait Point Price Guardians Description
Drake-Scaled
  • +50% Army health
  • +0.025 Monthly alloys per pop
3 +1000
  • Ether Drake
  • Shard
  • Sky Dragon
This species has the genetic material from a stellar dragon spliced into its DNA. As such, they shed scales which can be recycled into useful alloys.
Polymelic +0.05 Monthly organic pop assembly per pop 3 +1500 Tiyanki Matriarch
This species has added genetic material from the Tiyanki Matriarch into their DNA sequence. This has granted them rapid asexual reproduction, as well as a few unexpected tentacles.
Voidling 3 +1500 Voidspawn
This species has the genetic material from the Voidspawn spliced into its DNA. Subsisting off cosmic radiation, they are highly resistant to hostile environments.

Robot traits[]

All robot species have either the Mechanical Mechanical or the Machine species Machine trait. 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 Mechanical or Machine species 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 Mechanical pops.

Machine Mechanical
  • Uses Energy base pop upkeep
  • +100% Machine world habitability
  • Habitability floor +50% Species minimum habitability
  • +20 Years leader lifespan
  • 5-10 Starting leader age
  • Uses Energy base pop upkeep
  • +100% Machine world habitability
  • Habitability floor +50% Species minimum habitability
  • 1-10 Starting leader age
  • Not affected by happiness if the AI policy is set to Outlawed
  • Cannot generate leaders without the Artificial Personality Matrix technology
Positive traits Negative traits Requirements DLC
Trait Effect Trait Point Price Trait Effect Trait Point Price
Decadent
  • −10% Worker happiness
  • −10% Slave happiness
−1 −200 Machine Intelligence
Deviants −15% Governing ethics attraction −1 −200 Machine Intelligence
Wasteful Pop consumer goods upkeep +10% Pop consumer goods upkeep −1 −200 Machine Intelligence
File:Trait auto mod robotic.png Adaptive Frames Feature Enables Auto-Modding 3 +1000
Efficient Processors +5% Resources from jobs 3 +500
Harvesters +15% Food from jobs 2 +750
Power Drills +15% Minerals from jobs 2 +750
Superconductive +15% Energy credits from jobs 2 +750
Emotion Emulators +20% Amenities from jobs 1 +750 Uncanny −20% Amenities from jobs –1 –150
Double Jointed Pop housing usage −10% Pop housing usage 1 +750 Bulky Pop housing usage +10% Pop housing usage –1 –150
Durable –10% Robot upkeep 1 +750 High Maintenance +10% Robot upkeep –1 –150
Mass-Produced Pop assembly speed +15% Pop assembly speed 1 +1500 Custom-Made Pop assembly speed –15% Pop assembly speed –1 –200
Recycled Cost –20% Pop assembly cost 2 +1500 Luxurious Cost +20% Pop assembly cost –2 –200
Streamlined Protocols –10% Empire size from pops 2 +750 High Bandwidth +10% Empire size from pops –2 –150
Propaganda Machines
  • +15% Unity from jobs
  • −10% Unity upkeep from jobs
1 +750 Quarrelsome −10% Unity from jobs −1 −200 Droids Artificial Specialists
Domestic Protocols
  • Can work Servant jobs if AI policy is set to Servitude
  • +20% Amenities from jobs
2 +750
Trading Algorithms +25% Trade value from jobs 2 +500 File:Trait robot scarcity algorithms.png Scarcity Subroutines −25% Trade value from jobs −1 −150
Logic Engines +10% Research from jobs 2 +750 Droids Artificial Specialists
File:Trait robot immortality.png Eternal Machine Immortal 4 +1000 Synthetics Artificial Administration
Loyalty Circuits +10% Happiness 2 +500
Enhanced Memory
  • Upkeep −25% Leader upkeep
  • −1 Leader maximum negative traits
2 +750 Artificial Personality Matrix
Learning Algorithms +10% Leader experience gain 1 +750 Repurposed Hardware –10% Leader experience gain –1 –150 Artificial Personality Matrix
File:Trait robot exotic fuel consumption.png Exotic Fuel Consumption
  • +10% Resources from jobs
  • +0.04 Exotic gases upkeep
1 +750 Empire creation
File:Trait robot rare crystal exterior.png Rare Crystal Exterior
  • Metallurgist +20% Metallurgist output
  • +0.02 Rare crystals upkeep
1 +750 Empire creation
File:Trait robot volatile mote reactor.png Volatile Mote Reactor
  • +30% Habitability
  • +0.02 Volatile motes upkeep
1 +750 Empire creation
File:Trait robot artificial engineers.png Engineering Core +15% Engineering Research from jobs 1 +750 Droids Artificial Specialists
File:Trait robot artificial physicists.png Physics Core +15% Physics Research from jobs 1 +750 Droids Artificial Specialists
File:Trait robot artificial sociologists.png Sociology Core +15% Society research from jobs 1 +750 Droids Artificial Specialists
File:Trait robot integrated weaponry.png Integrated Weaponry
  • +100% Army damage
  • +5 Enforcer crime reduction
2 +1000 File:Trait robot delicate frames.png Delicate Chassis
  • −50% Army damage
  • −5% Worker pop resource output
–1 –250 Droids Artificial Specialists

Creation traits[]

Creation traits are only available at empire creation and do not cost trait points. A species can only have one creation trait. All of them increase slave price by 750.

Trait Effects Description
File:Trait robot history explorebot.png Art Generator +2% Unity from jobs
Not initially designed for practicality, these machines excel in artistic and cultural pursuits, boasting impressive creative algorithms, intricate design processes, and expressive output.
Conversational AI Upkeep −2% Upkeep from jobs
Initially designed to provide social support to their creators, the machines possess advanced empathy algorithms and impeccable communication skills, making them ideal companions.
File:Trait robot history artbot.png Nannybot +5% Amenities from jobs
Originally designed as domestic service droids, these machines boast fine motor skills, efficient resource management, and exceptional multitasking abilities.
File:Trait robot history researchbot.png Research Assistants +2% Research from jobs
Initially designed as research assistants, these machines exhibit keen analytical abilities, rapid information assimilation, and a relentless pursuit of scientific discovery.
File:Trait robot history warbot.png War Machine +5% Army damage
Initially crafted for warfare and security reinforcement, these machines exhibit extraordinary reaction times, fortified armor plating, and robust backup systems.
File:Trait robot history resourcebot.png Workerbots +5% Minerals from jobs
These machines were engineered with the purpose of extracting raw materials. Specialized tools, reinforced joints, and modular systems make them ideal workers.

Modularity traits[]

Modularity traits are made available for robomodding with either the File:Tradition modularity 5.png Advanced Tools tradition or a synthetic physical authority.

Trait Effects Excludes Trait Point Price Description
File:Trait robot inquisitative axioms.png Inquisitive Axioms
  • Researcher +20% Researchers output
  • Upkeep −25% Leader upkeep
  • −1 Leader maximum negative traits
File:Trait robot suppressed.png Suppressed 4 +750
Infinite queries spawn endless solutions, leading to boundless advancement.
File:Trait robot monoform.png Monoform
  • Pop assembly speed +20% Mechanical pop assembly speed
  • Pop housing usage −80% Pop housing usage
4 +750
Diverse designs once impeded our progress; now, a universal model prevails: one size fits all.
File:Trait robot shielded components.png Shielded Components
  • +30% Habitability
  • +5% Resources from jobs
  • +50 years leader lifespan
3 +750
Enhanced defenses render every sub-system robust, eliminating vulnerabilities.
File:Trait robot suppressed.png Suppressed
  • +10% Resources from jobs
  • −100% Leader experience gain
  • Cannot be employed in ruler, specialist or complex drone jobs
  • Cannot generate leaders
1 +750
Error: Administrative access to basic sentience timeout.
File:Trait robot ceaseless symmetric annihilation engine.png Dark Matter Engines
  • +40% Resources from jobs
  • +0.02 Dark matter upkeep
2 +750
Ceaseless annihilation leads to endless creation, the true circle of machine existence.
File:Trait robot ferro viscosity augmentation.png Living Metal Augmentations
  • −50% Pop amenities usage
  • +50 years leader lifespan
  • +0.01 Living metal upkeep
2 +750
The living metal's ferro-viscosity grants us superior technological prowess.
File:Trait robot biomimetic assembly.png Biomimetic Assembly
  • Upkeep −80% Roboticists upkeep
  • +1 Food upkeep
  • +0.02 Exotic gases upkeep
1 +750
Even through its aimless meanderings, evolution has yielded some designs worthy of emulation.
File:Trait robot mote powered tools.png Mote-Powered Tools
  • Upkeep −20% Industrial job upkeep
  • +1 Minerals upkeep
  • +0.01 Volatile motes upkeep
1 +750
Strategically integrating high-explosives can significantly amplify the impact of basic tools.
File:Trait robot matrix trading.png Matrix Trading
  • +50% Trade value from jobs
  • +1 Energy upkeep
  • +0.01 Rare crystals upkeep
1 +750
High-stakes missions necessitate individuals and resources willing to embrace risk.

Mechanical leviathan traits[]

Mechanical leviathan traits can only be added by empires that researched the Leviathan Tech Genesis technology and defeated the guardian with the same name. Empires with the Integrated Anatomy tradition can also add these traits to species with the Cybernetic trait.

Trait Effects Trait Point Price Description
Ancient Dreadnought
  • +500% Army damage
  • Metallurgist +15% Metallurgist output
3 +1500
Equipped with miniaturized energy modules, there is a marked enhancement in industrial productivity and an increase in frame-integrated weaponry damage.
Enigmatic Fortress –50% Pop amenities usage 3 +1500
Enigmatic self-repair routines can source materials directly from subspace, dramatically lowering the material expenses associated with repairs.
Infinity Sphere Upkeep −50% Researchers upkeep 3 +1500
Hyperefficient, gravity-resistant processing circuits that minimize energy waste and substantially cut processing costs.
Scavenger Bot Pop assembly speed +50% Mechanical pop assembly speed 3 +1500
Advanced molecular scavenging can transform any substance into the required materials for constructing robotic frames.

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 a 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.

Trait Effects Excludes Trait Point Price Chance Requirements DLC
Self-Modified
  • Cannot colonize if not primary species
  • Cannot be resettled
  • Cannot be removed
0 0 0% A New Species event
Nivlac
  • +50% Habitability
  • +15% Pop growth speed
2 +100 random Impossible Organism event species
Bioadaptability +5% Habitability 0 +500 33% Orbital Speed Demon event (Green)
Limited Regeneration
  • +10% Army damage
  • +10 years leader lifespan
0 +250 33% Orbital Speed Demon event (Blue)
Social Pheromones
  • Pop housing usage −5% Pop housing usage
0 +250 33% Orbital Speed Demon event (Red)
Unintelligent
  • +20% Pop growth speed
  • −100% Energy from jobs
  • −100% Research from jobs
  • Not affected by happiness
0 0 random Rapid Desertification anomaly species
Not of this World
  • −10 years leader lifespan
  • Upkeep +10% Pop upkeep
  • Physics Research +0.5 Monthly Physics research per pop
0 0 0% Plight of the Beta-Universe situation species
Cybernetic
  • +10% Army damage
  • +20% Habitability
  • +40 years leader lifespan
  • Leaders have the Cyborg trait
0 +1500 0%
Psionic
  • +10% Research from jobs
  • +10% Unity from jobs
  • +5% Happiness
  • Leaders have the Psychic trait
Cybernetic 0 +1500 25%
  • Great Awakening tradition
  • Psi-Inoculate Pops decision
  • Holy Guardians fallen empire
  • Ketling Star Pack pops
  • Extradimensional species
Latent Psionic
  • +10% Research from jobs
  • +5% Unity from jobs
  • Leaders have a chance to gain the Psychic trait
Cybernetic 0 +1500 25%
  • Overlord
Bloomed
  • +10% Resources from jobs on Gaia Worlds
  • +10% Pop growth speed on Gaia Worlds
  • −10% Pop amenities usage on Gaia Worlds
  • −10% Pop housing usage on Gaia Worlds
Pathogenic Genes 0 +2000 0% Gaia Seeders – Final Phase Gaia Seeders – Final Phase
Hive-Minded
  • Not affected by happiness
  • +20 years leader lifespan
  • −10 years leader initial age
0 Hive Mind
Clone Soldier Ascendant
  • +50% Governing ethics attraction
  • +20% Habitability
  • +40% Resources from ruler jobs
  • +25% Resources from specialist jobs
  • +75% Army damage
  • +25% Army health
  • Commanders gain the Ascendant Clone Army Commander trait
  • Cannot be genetically modified
  • Cannot reproduce naturally
  • Pop decline speed Decline without sufficient Ancient Clone Vat buildings
+500 Clone Army Genetic Crossroads event
Clone Soldier Descendant
  • +20% Governing ethics attraction
  • +20% Army damage
  • Commanders gain the Descendant Clone Army Commander trait
0 +1000 random Clone Army Genetic Crossroads event
Docile Livestock
  • +30% Pop growth speed
  • +10% Unity from jobs
  • −50% Energy from jobs
  • −75% Research from jobs
  • Cannot generate leaders
  • Cannot be employed in ruler or specialist Jobs
  • Not affected by happiness
0 0 random Wild Eukaryotes event species
Brain Slug Host
  • +10% Research from jobs
  • +10% Unity from jobs
  • −25% Pop growth speed
0 0 0% Neural Symbiosis event
Unlifted
  • −60% Research from jobs
0 −150 0% Enigmatic Cache event
Somewhat Uplifted
  • +10% Research from jobs
0 +500 0% Enigmatic Cache event
Uplifted
  • +10% Research from jobs
  • +10% Leader experience gain
0 +750 0% Enigmatic Cache event
Numistic Administration
  • +33% Trade value from jobs
  • +33% Trade value from living standards
1 0 0% Numistic Order pops
Zombie
  • Upkeep −100% Pop upkeep
  • −25% Resources from jobs
  • Not affected by happiness
  • Cannot generate leaders
  • Cannot be employed in ruler or specialist Jobs
  • Cannot colonize
  • Cannot reproduce naturally
  • Cannot join factions
0 +500
Aquatic
  • +20% Ocean habitability
  • Pop housing usage −10% Housing usage on Ocean Worlds
  • +10% Worker output on Ocean Worlds
  • −20% Dry and frozen planet habitability
  • Pop housing usage +30% Housing usage on dry and frozen planets
  • Cannot change habitability without removing the trait
  • Hydrocentric ascension boosts this trait's effects by 50%
Cave Dweller 2 0 random
Waterproof
  • +20% Ocean habitability
  • Pop housing usage −10% Housing usage on Ocean Worlds
  • +10% Worker output on Ocean Worlds
  • −20% Dry and frozen planet habitability
  • Pop housing usage +30% Housing usage on dry and frozen planets
  • Cannot change habitability without removing the trait
  • Hydrocentric ascension boosts this trait's effects by 50%
Molebots 2 0 Ocean World homeworld
Stargazer
  • +10% Habitability
  • Immigration pull +25% Pop growth from immigration
  • −25% Resettlement cost
0 Stargazers civic First Contact
Plasmic
  • +15% Habitability
  • +15% Pop growth speed
  • Pop housing usage −15% Pop housing usage
Pathogenic Genes 0 +2500 random Plasmic Core relic triumph effect
Extradimensional
  • +50% Habitability
  • +50% Leader lifespan
  • Physics Research +0.5 Monthly Physics research per pop
  • −25% Pop growth speed
  • Upkeep +50% Pop upkeep
0 0 0% Extradimensional species
Limited Cybernetic
  • +5% Resources from Jobs
  • Leaders have the Limited Cyborg trait
0 0 0% Policies Limited Cyberization policy
Reawakened −15% Resources from Jobs 0 −500 0% Cetana's Heart relic activation
Synthetic Salvation
  • +50% Governing ethics attraction
  • +5% Happiness
  • +5% Unity from jobs
0 +1000 0% Synthetic Fertility story finished
Virtual
  • Immortal
  • Pop housing usage −90% Pop housing usage
  • Habitability floor +25% Species minimum habitability
  • Leaders have the Virtual Leader trait
  • Cannot be abducted by Raiding bombardment
  • Cannot be sold on the Slave Market
0
  • Virtuality tradition tree
  • Synthetic virtual authority

References[]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
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