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

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 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 | ![]() |
Notes | |||||||||||||
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Dry | Wet | Frozen | Special | ||||||||||||
![]() Arid |
![]() Des. |
![]() Sav. |
![]() Cont. |
![]() Oce. |
![]() Trop. |
![]() Alp. |
![]() Arc. |
![]() Tun. |
![]() Tomb |
![]() Mach. |
![]() Nani. |
![]() Relic |
![]() Hab. | ||
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80% | 60% | 60% | 20% | 20% | 0% | 0% | 0% | 80% | 40% | Only for biological species | ||||
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60% | 80% | 60% | 20% | 20% | 0% | 0% | 0% | 80% | 40% | |||||
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60% | 60% | 80% | 20% | 20% | 0% | 0% | 0% | 80% | 40% | |||||
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20% | 80% | 60% | 60% | 20% | 0% | 0% | 0% | 80% | 40% | Only for biological species | ||||
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20% | 60% | 80% | 60% | 20% | 0% | 0% | 0% | 80% | 40% | |||||
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20% | 60% | 60% | 80% | 20% | 0% | 0% | 0% | 80% | 40% | |||||
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20% | 20% | 80% | 60% | 60% | 0% | 0% | 0% | 80% | 40% | Only for biological species | ||||
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20% | 20% | 60% | 80% | 60% | 0% | 0% | 0% | 80% | 40% | |||||
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20% | 20% | 60% | 60% | 80% | 0% | 0% | 0% | 80% | 40% | |||||
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75% | 50% | 50% | 50% | 100% | 50% | 80% | 50% | Only for robot species | ||||||
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50% | 75% | 50% | 50% | 100% | 50% | 80% | 50% | |||||||
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50% | 50% | 75% | 50% | 100% | 50% | 80% | 50% | |||||||
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0% | 0% | 0% | 0% | 0% | 0% | 80% | 80% | Only option for empires with the ![]() | ||||||
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0% | 0% | 0% | 0% | 0% | 0% | 80% | 40% | Only option for empires with the ![]() | ||||||
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0% | 0% | 0% | 0% | 0% | 0% | 80% | 40% | Only option for empires with the ![]() | ||||||
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0% | 0% | 0% | 0% | 100% | 0% | 80% | 40% | Only option for ![]() ![]() | ||||||
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60% | 60% | 60% | 80% | 0% | 0% | 80% | 40% | Only option for ![]() ![]() ![]() ![]() ![]() | ||||||
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0% | 0% | 0% | 0% | 0% | 0% | 100% | 40% | Only option for ![]() ![]() ![]() ![]() ![]() | ||||||
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0% | 0% | 0% | 0% | 0% | 0% | 80% | 40% | Not possible outside ![]() ![]() ![]() ![]() ![]() | ||||||
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0% | 0% | 0% | 0% | 0% | 0% | 80% | 40% | Not possible outside ![]() ![]() ![]() ![]() ![]() | ||||||
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0% | 0% | 0% | 0% | 0% | 0% | 80% | 40% | Not possible outside ![]() |
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 | ![]() |
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Origin | R. | Description | DLC |
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1 | +500 | 33% | ![]() |
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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.
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0 | 0% | ![]() |
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Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.
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0 | +500 | 33% | ![]() |
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This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.
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0 | +500 | 33% | ![]() |
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These machines, the solitary survivors of an annihilating nuclear disaster, exhibits unparalleled resilience in the harshest environments.
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0 | +500 | 33% | ![]() |
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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.
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0 | +500 | 33% | ![]() |
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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.
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0 | 0 | 0% | ![]() |
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This species of near-immortals procreates by consuming pops of other species.
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0 | +500 | 0% | ![]() |
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This species thrives under the surface of any planet they can find, at the cost of population growth.
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0 | +500 | 0% | ![]() |
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These machines are masterfully crafted for cave exploration and mineral extraction, showcasing exceptional maneuverability which enables them to effortlessly traverse through underground spaces.
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0 | 0 | 0% | ![]() |
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Millennia of eugenics and wars have led to the creation of an extremely resilient species.
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0 | +500 | 0% | ![]() |
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These implants are proudly adorned by the faithful. Their dedication to the divine is an inspiration to all.
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−1 | 0 | 0% | ![]() |
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A novel genetic disease prevents this species from producing offspring. It has resisted all known gene therapy methods.
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Overtuned traits[]
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Available only with the Toxoids DLC enabled. |
Overtuned traits can only be added or removed by empires with the Overtuned origin. Empires with the
Genetic Resequencing tradition can also remove them. Overtuned traits provide bonuses similar to initial traits for less points but also reduce leader lifespan. Overtuned traits have their effects doubled by the
edict Damn the Consequences.
Trait | Effects | ![]() |
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Description |
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−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.
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−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.
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−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.
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−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.
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−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.
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−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.
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−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.
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−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.
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−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.
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−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.
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−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.
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File:Trait auto mod overtuned.png Fleeting Excellence | ![]() |
−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.
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−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.
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−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.
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−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.
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Cybernetic Creed traits[]
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Available only with the The Machine Age DLC enabled. |
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 | 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.
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File:Trait cyborg creed of labor.png Augmentations of the Commune | File:Faction icons cyber creed labor.png The Commune of Toil | The Commune of Toil's divine augmentations surpass traditional tools in every respect.
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File:Trait cyborg creed of construction.png Augmentations of the Fellowship | 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.
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File:Trait cyborg creed of war.png Augmentations of the Templars | 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.
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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 | ||||||
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Trait | Effects | ![]() |
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Trait | Effects | ![]() |
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−1 | −200 | ![]() |
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2 | +500 | ![]() |
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−2 | −200 | ||
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4 | +1000 | ||||||
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2 | +500 | ||||||
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2 | +500 | ![]() |
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−2 | −200 | ||
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1 | +500 | ![]() |
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−1 | −200 | ||
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2 | +500 | ![]() |
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−1 | −200 | ![]() |
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1 | +500 | ![]() |
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−1 | −200 | ![]() |
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2 | +500 | ![]() |
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−2 | −200 | ||
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1 | +500 | ![]() |
−1 | −200 | |||
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4 | +1000 | ||||||
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2 | +500 | ||||||
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2 | +500 | ||||||
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2 | +500 | ||||||
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1 | +500 | ||||||
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1 | +500 | ||||||
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1 | +500 | ||||||
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1 | +500 | ![]() |
−1 | −200 | ||||
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1 | +500 | ![]() |
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−1 | −200 | ||
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2 | +1000 | ![]() |
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−2 | −1000 | ||
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1 | +500 | |||||||
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1 | +1000 | ![]() |
−1 | −1000 | ||||
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3 | +2000 | |||||||
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1 | +500 | |||||||
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2 | +500 | ![]() |
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1 | +500 | ![]() |
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−1 | −200 | ||
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2 | +2000 | ![]() | ||||||
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1 | −500 | ![]() | |||||
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3 | +1000 | ![]() | ||||||
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2 | +1000 | ![]() |
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−2 | −1000 | ![]() | |
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−1 | −500 | ![]() |
Botanical traits[]
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Available only with the Plantoids DLC enabled. |
Botanical traits are only available to species with the Fungoid or Plantoid archetype or empires that researched the Botanical Transgenesis technology. Radiotrophic is also available to species with the Lithoid archetype, or for all empires that completed the Radioactive Flora terraforming event.
Trait | Effects | Excludes | ![]() |
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Description |
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1 | +1000 | This species is sustained by a combination of both food and sunlight.
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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.
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2 | +2000 | This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.
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2 | 0 | Rapid reproduction. High dispersal ability. Zero useful capabilities.
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Silicate traits[]
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Available only with the Lithoids DLC enabled. |
Silicate traits are only available to species with the Lithoid archetype or empires that researched the Silicate Transgenesis technology. The Lithoid trait is always present on Lithoid species.
Trait | Effects | Excludes | ![]() |
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Description |
---|---|---|---|---|---|
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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.
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2 | +1000 | The metabolic processes of this species cause regular venting of gases useful to industry.
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2 | +1000 | The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.
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2 | +1000 | The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.
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2 | +2000 | With crystalline growths, this species is capable of generating self replicating lattices of themselves, in addition to the more usual reproductive methods.
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Targeted Gene Expressions traits[]
These traits are made available to add with the Targeted Gene Expressions technology.
Trait | Effects | ![]() |
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Description |
---|---|---|---|---|
File:Trait auto mod biological.png Vocational Genomics |
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3 | +1000 | Advanced genetic strings feature epigenetic triggers that adapt to occupational demands, dynamically optimizing gene expression for the host's work environment.
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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.
Cyborg traits[]
Cyborg traits can only be added to species with the Cybernetic trait if the empire has the
Integrated Anatomy tradition. If
The Machine Age is enabled, they also gain access to mechanical leviathan traits.
Positive Traits | Negative Traits | DLC | ||||||
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Trait | Effects | ![]() |
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Trait | Effects | ![]() |
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–1 | –250 | |||||
File:Trait auto mod cyborg.png Universal Augmentations |
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2 | +1000 | |||||
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1 | +1500 | ![]() |
–2 | –500 | |||
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1 | +750 | ![]() |
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–2 | –150 | ||
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2 | +500 | ||||||
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1 | +750 | File:Trait cyborg limited memory.png Limited Memory | ![]() |
–2 | –150 | ||
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1 | +750 | |||||
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1 | +1500 | ![]() |
–2 | –250 | |||
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1 | +750 | ||||||
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1 | +500 | File:Trait cyborg apathy loops.png Abrasive Implants | ![]() |
–1 | –150 | ||
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1 | +750 | |||||
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1 | +750 | ![]() |
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–2 | –150 | ||
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1 | +750 | |||||
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1 | +500 | File:Trait robot scarcity algorithms.png Scarcity Algorithms | ![]() |
−1 | −150 | ||
File:Trait robot integrated weaponry.png Integrated Weaponry | 1 | +1000 | File:Trait cyborg delicate frames.png Delicate Frames | –1 | –250 | ![]() | ||
File:Trait cyborg stainless steel smile.png Embellished Augments | 1 | +750 | File:Trait cyborg welded countenance.png Utilitarian Augments | ![]() |
–2 | –500 | ![]() | |
File:Trait robot artificial engineers.png Bionic Engineers | ![]() |
1 | +750 | ![]() | ||||
File:Trait robot artificial physicists.png Bionic Physicists | ![]() |
1 | +750 | ![]() | ||||
File:Trait robot artificial sociologists.png Bionic Sociologists | ![]() |
1 | +750 | ![]() | ||||
File:Trait cyborg climate adjustment dry.png Dry Climate Mods | 1 | +500 | ![]() | |||||
File:Trait cyborg climate adjustment frozen.png Frozen Climate Mods | 1 | +500 | ![]() | |||||
File:Trait cyborg climate adjustment wet.png Wet Climate Mods | 1 | +500 | ![]() |
Genetic ascension traits[]
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Available only with the Utopia DLC enabled. |
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 | ![]() |
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Description |
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2 | +1000 | This species has the curious evolutionary adaptation of being highly nutritious when eaten.
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2 | +1000 | This species has been engineered to be especially mineral-rich.
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2 | +2000 | This species has been engineered to have an incredible knack at working with machinery.
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3 | +1500 | Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
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2 | +1500 | Artificially grown in cloning vats, the natural reproductive abilities of this species have been negatively impacted.
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4 | +2000 | Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
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4 | +2000 | The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
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4 | +2000 | Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
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1 | +750 | A metabolism based on exotic - and expensive - gases has vastly enhanced this species' abilities.
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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 | ![]() |
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Guardians | Description |
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3 | +1000 | 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.
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3 | +1500 | ![]() |
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.
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3 | +1500 | ![]() |
This species has the genetic material from the Voidspawn spliced into its DNA. Subsisting off cosmic radiation, they are highly resistant to hostile environments.
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Robot traits[]
All robot species have either the Mechanical or the
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 or
Machine species. Robotic traits can be both positive and negative, which are mutually exclusive with each other, and both of them can be added and removed at will once the technology to enable Robomodding becomes available.
Empires that are not Machine Intelligence must research higher tiers of robot technologies before they can add some of the more powerful traits to
Mechanical pops.
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Positive traits | Negative traits | Requirements | DLC | |||||||
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Trait | Effect | ![]() |
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Trait | Effect | ![]() |
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−1 | −200 | ![]() ![]() |
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−1 | −200 | ![]() ![]() |
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−1 | −200 | ![]() ![]() |
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File:Trait auto mod robotic.png Adaptive Frames | ![]() |
3 | +1000 | |||||||
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3 | +500 | |||||||
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2 | +750 | |||||||
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2 | +750 | |||||||
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2 | +750 | |||||||
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1 | +750 | ![]() |
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–1 | –150 | |||
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1 | +750 | ![]() |
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–1 | –150 | |||
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1 | +750 | ![]() |
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–1 | –150 | |||
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1 | +1500 | ![]() |
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–1 | –200 | |||
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2 | +1500 | ![]() |
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–2 | –200 | |||
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2 | +750 | ![]() |
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–2 | –150 | |||
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1 | +750 | ![]() |
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−1 | −200 | ![]() |
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2 | +750 |
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2 | +500 | File:Trait robot scarcity algorithms.png Scarcity Subroutines | ![]() |
−1 | −150 |
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2 | +750 | ![]() |
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File:Trait robot immortality.png Eternal Machine | ![]() |
4 | +1000 | ![]() |
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2 | +500 |
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2 | +750 | ![]() |
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1 | +750 | ![]() |
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–1 | –150 | ![]() | ||
File:Trait robot exotic fuel consumption.png Exotic Fuel Consumption | 1 | +750 | ![]() |
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File:Trait robot rare crystal exterior.png Rare Crystal Exterior | 1 | +750 | ![]() |
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File:Trait robot volatile mote reactor.png Volatile Mote Reactor | 1 | +750 | ![]() |
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File:Trait robot artificial engineers.png Engineering Core | ![]() |
1 | +750 | ![]() |
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File:Trait robot artificial physicists.png Physics Core | ![]() |
1 | +750 | ![]() |
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File:Trait robot artificial sociologists.png Sociology Core | ![]() |
1 | +750 | ![]() |
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File:Trait robot integrated weaponry.png Integrated Weaponry | 2 | +1000 | File:Trait robot delicate frames.png Delicate Chassis | –1 | –250 | ![]() |
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Creation traits[]
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Available only with the The Machine Age DLC enabled. |
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 | ![]() |
Not initially designed for practicality, these machines excel in artistic and cultural pursuits, boasting impressive creative algorithms, intricate design processes, and expressive output.
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Initially designed to provide social support to their creators, the machines possess advanced empathy algorithms and impeccable communication skills, making them ideal companions.
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File:Trait robot history artbot.png Nannybot | ![]() |
Originally designed as domestic service droids, these machines boast fine motor skills, efficient resource management, and exceptional multitasking abilities.
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File:Trait robot history researchbot.png Research Assistants | ![]() |
Initially designed as research assistants, these machines exhibit keen analytical abilities, rapid information assimilation, and a relentless pursuit of scientific discovery.
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File:Trait robot history warbot.png War Machine | ![]() |
Initially crafted for warfare and security reinforcement, these machines exhibit extraordinary reaction times, fortified armor plating, and robust backup systems.
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File:Trait robot history resourcebot.png Workerbots | ![]() |
These machines were engineered with the purpose of extracting raw materials. Specialized tools, reinforced joints, and modular systems make them ideal workers.
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Modularity traits[]
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Available only with the The Machine Age DLC enabled. |
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 | ![]() |
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Description |
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File:Trait robot inquisitative axioms.png Inquisitive Axioms | File:Trait robot suppressed.png Suppressed | 4 | +750 | Infinite queries spawn endless solutions, leading to boundless advancement.
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File:Trait robot monoform.png Monoform | 4 | +750 | Diverse designs once impeded our progress; now, a universal model prevails: one size fits all.
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File:Trait robot shielded components.png Shielded Components | 3 | +750 | Enhanced defenses render every sub-system robust, eliminating vulnerabilities.
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File:Trait robot suppressed.png Suppressed |
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1 | +750 | Error: Administrative access to basic sentience timeout.
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File:Trait robot ceaseless symmetric annihilation engine.png Dark Matter Engines | 2 | +750 | Ceaseless annihilation leads to endless creation, the true circle of machine existence.
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File:Trait robot ferro viscosity augmentation.png Living Metal Augmentations | 2 | +750 | The living metal's ferro-viscosity grants us superior technological prowess.
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File:Trait robot biomimetic assembly.png Biomimetic Assembly | 1 | +750 | Even through its aimless meanderings, evolution has yielded some designs worthy of emulation.
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File:Trait robot mote powered tools.png Mote-Powered Tools | 1 | +750 | Strategically integrating high-explosives can significantly amplify the impact of basic tools.
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File:Trait robot matrix trading.png Matrix Trading | 1 | +750 | High-stakes missions necessitate individuals and resources willing to embrace risk.
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Mechanical leviathan traits[]
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Available only with the The Machine Age DLC enabled. |
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 | ![]() |
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Description |
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3 | +1500 | Equipped with miniaturized energy modules, there is a marked enhancement in industrial productivity and an increase in frame-integrated weaponry damage.
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3 | +1500 | Enigmatic self-repair routines can source materials directly from subspace, dramatically lowering the material expenses associated with repairs.
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3 | +1500 | Hyperefficient, gravity-resistant processing circuits that minimize energy waste and substantially cut processing costs.
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3 | +1500 | Advanced molecular scavenging can transform any substance into the required materials for constructing robotic frames.
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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 | ![]() |
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Requirements | DLC | |
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0 | 0 | 0% | A New Species event | |||
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2 | +100 | random | Impossible Organism event species | ||||
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0 | +500 | 33% | Orbital Speed Demon event (Green) | |||
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0 | +250 | 33% | Orbital Speed Demon event (Blue) | ||||
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0 | +250 | 33% | Orbital Speed Demon event (Red) | ||||
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0 | 0 | random | Rapid Desertification anomaly species | ||||
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0 | 0 | 0% | ![]() |
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0 | +1500 | 0% |
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0 | +1500 | 25% | ||||
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0 | +1500 | 25% |
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0 | +2000 | 0% | Gaia Seeders – Final Phase | ![]() | ||
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0 | ![]() |
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+500 | ![]() |
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0 | +1000 | random | ![]() |
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0 | 0 | random | ![]() |
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0 | 0 | 0% | ![]() |
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0 | −150 | 0% | ![]() |
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0 | +500 | 0% | ![]() |
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0 | +750 | 0% | ![]() |
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1 | 0 | 0% | ![]() |
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0 | +500 | ![]() |
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2 | 0 | random |
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2 | 0 | ![]() |
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0 | ![]() |
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0 | +2500 | random | ![]() |
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0 | 0 | 0% | ![]() |
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0 | 0 | 0% | ![]() |
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0 | −500 | 0% | ![]() |
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0 | +1000 | 0% | ![]() |
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0 | ![]() |
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References[]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics • Leader |
Governance | Empire • Origin • Government • Civics • Policies • Edicts • Factions • Technology • Traditions • Situations |
Economy | Resources • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |