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

Version

This article has been verified for the current PC version (3.10) of the game.
Stellaris_3.11_Species_Traits_Tier_List-2

Stellaris 3.11 Species Traits Tier List-2

Stellaris_Traits_Tier_List_-_3.5_&_NEW_Overtuned

Stellaris Traits Tier List - 3.5 & NEW Overtuned

Stellaris_Machine_Traits_Tier_List

Stellaris Machine Traits Tier List

Stellaris_3.2_Trait_Tier_List_-_Biological-2

Stellaris 3.2 Trait Tier List - Biological-2

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.

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 Slave Price Trait Effects Trait Point Slave 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
  • −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
  • +0.02 Happiness per non-Noxious Pop
  • +5% Happiness
  • +50% Army Damage
  • +30% Species Minimum Habitability
  • −30% Species Habitability Cap
  • Pop housing usage +10% Pop Housing Usage
  • −0.01 Happiness per Noxious Pop
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.

Type Effects Excludes Trait Point Slave 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.

Type Effects Excludes Trait Point Slave Price Description
Lithoid
  • −25% Pop Growth Speed
  • Pop assembly speed −25% Pop assembly speed
  • +50% Habitability
  • +50% Army health
  • +50 years Leader Lifespan
  • 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 +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.

Origin traits[]

Origin traits can only be given by certain empire Origins.

Type Effects Excludes Trait Point Slave Price Inherit chance Origin Removable Description DLC
Serviles
  • +10% Happiness
  • +10% Resources from Jobs
  • Cannot be employed in Ruler or Specialist Jobs
  • Generate leaders
1 +500 33% 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.
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% 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
  • +15% Pop Output on Habitats
  • −15% Pop Output on Planets
  • −30% Pop Happiness on Planets
0 +500 33% Void Dwellers 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
Necrophage
  • +80 Years Leader Lifespan
  • Upkeep −50% Pop Upkeep
  • +5% Resources from Ruler and Specialist Jobs
  • −10% Resources from Worker Jobs
  • −75% Pop Growth Speed
  • Pop assembly speed −50% Pop assembly speed
0 0 0% Necrophage This species of near-immortals procreates by consuming pops of other species.
Cave Dweller
  • +50% Species Minimum Habitability
  • +15% Minerals from Jobs
  • −20% Biological Pop Growth Speed
  • +10% Empire Size from Pops
0 +500 0% Subterranean This species thrives under the surface of any planet they can find, at the cost of population growth. Overlord
Perfected Genes
  • +25 Years Leader Lifespan
  • −20% Leader Experience Gain
0 0 0% Under One Rule Millennia of eugenics and wars have led to the creation of an extremely resilient species.

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.

Type Bonuses (doubled by Damn the Consequences edict) Leader Lifespan Trait Point Slave 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.
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.
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.

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.

Type 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.

Special traits[]

These traits are required for special cases of species and cannot be removed from the creation menu.

The Hive Mind Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. Pops with this trait in an non-Hive Mind empire will slowly die while pops without the Hive-Minded trait in a Hive Mind empire can only be displaced, purged or used as livestock.

Special traits that cost trait points can be removed via the Genetic Resequencing tradition. Special traits that do not cost trait points have a fixed chance of being inherited by hybrid species.

Type Effects Excludes Trait Point Slave Price Inherit 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)
Not of this World
  • −10 Years Leader Lifespan
  • Upkeep +10% Pop Upkeep
0 0 0% Plight of the Beta-Universe situation species
Cybernetic
  • +10% Army Damage
  • +20% Habitability
  • +40 Years Leader Lifespan
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
  • Racket Industrial Enterprise 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
0 +2000 0% Building Gaia Seeders - Final Phase building
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
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%
2 0 random
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
0 +2500 random Plasmic Core relic triumph effect
Extradimensional
  • +15% 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

Cyborg traits[]

Cyborg traits can only be added to species with the Cybernetic trait if the empire has the Integrated Anatomy tradition.

Positive Traits Negative Traits
Trait Effects Trait Point Slave Price Trait Effects Trait Point Slave Price
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
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
–2 –250
Logic Engines
  • +10% Research from Jobs
  • +0.3 Energy Upkeep
1 +750
Loyalty Circuits
  • +10% Happiness
  • +0.3 Energy Upkeep
1 +500
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
Power Intensive +1 Energy Upkeep (Unless Voidling) –1 –250

Biological ascension traits[]

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

Type Effects Excludes Trait Point Slave 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
  • Can't join a faction
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
  • Erudite Leaders have special traits
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
1 +750 A metabolism based on exotic - and expensive - gases has vastly enhanced this species' abilities.

Leviathan traits[]

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

Type Effects Excludes Trait Point Slave 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.

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. Habitability cannot be changed if the species has the Aquatic trait.

Preference Climate 80% Habitability 60% Habitability 20% Habitability
Arid Dry Arid
  • Desert
  • Savannah
  • Alpine
  • Arctic
  • Tundra
  • Continental
  • Ocean
  • Tropical
Desert Dry Desert
  • Arid
  • Savannah
Savannah Dry Savannah
  • Arid
  • Desert
Alpine Frozen Alpine
  • Arctic
  • Tundra
  • Arid
  • Desert
  • Savannah
  • Continental
  • Ocean
  • Tropical
Arctic Frozen Arctic
  • Alpine
  • Tundra
Tundra Frozen Tundra
  • Alpine
  • Arctic
Continental Wet Continental
  • Ocean
  • Tropical
  • Arid
  • Desert
  • Savannah
  • Alpine
  • Arctic
  • Tundra
Ocean Wet Ocean
  • Continental
  • linkTropical Tropical
Tropical Wet Tropical
  • Continental
  • Ocean

Exotic climate preferences[]

Exotic climate preferences can only be obtained through Origins, conquest of a unique species, the A New Species event on a matching celestial body or when the Omnicodex relic creates a species on a matching celestial body.

Preference Habitability
on native climate
Habitability
on regular planets
Sources other than the Omnicodex and A New Species event
Tomb World Preference 80% Tomb World 60% Pre-FTL or pre-sapient species inhabiting a Tomb World
Horizon Signal event
Gaia World Preference 100% Gaia World 0% Primitive or pre-sapient species inhabiting a Gaia World
Life-Seeded Origin
Baol pops created by the Nu-Baol Life Seeding decision
The Unexpected Mutations Terraforming event
Ring World Preference 100% Ring World 0% Shattered Ring Origin
Sanctuary pre-FTL civilizations
Habitat Preference 100% Habitat 0% Void Dwellers Origin
Marauder pops
Enclave pops
Hive World Preference 100% Hive World 0%
Machine World Preference 100% Machine World 0%
Ecumenopolis Preference 80% Ecumenopolis 0%
Relic World Preference 80% Relic World 0%

Robot traits[]

All robot species have either the Mechanical Mechanical or the Machine species Machine trait. Mechanical Mechanical Pops can exist within Machine Intelligence empires via conquest but Machine species Machine Pops cannot exist outside Machine Intelligence empires. All such species can then be given new traits through Robomodding once the Machine Template System technology is researched, a few of them being restricted to Mechanical 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.

Positive Traits Negative Traits Requirements
Trait Effect Trait Point Slave Price Trait Effect Trait Point Slave Price
Machine
  • Not affected by Happiness
  • +200% Habitability
  • Immortal Leaders
0 0 Machine Intelligence
Mechanical
  • Not affected by Happiness unless the Artificial Intelligence policy is not set to Outlawed
  • +200% Habitability
  • Immortal Leaders
  • Cannot generate Leaders without the Synthetic Personality Matrix technology
0 0 Robotic Workers
Domestic Protocols
  • Can be employed in Servant jobs if under AI Servitude
  • +20% Amenities from Jobs
2 +750
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
Efficient Processors +5% Resources from Jobs 3 +500
Emotion Emulators +20% Amenities from Jobs 1 +750 Uncanny −20% Amenities from Jobs –1 –150 Machine species Machine
Enhanced Memory
  • −25% Leader Upkeep
  • −1 Leader Maximum Negative Traits
2 +750 Synthetic Personality Matrix
Harvesters +15% Food from Jobs 2 +750
Learning Algorithms +10% Leader Experience Gain 1 +750 Repurposed Hardware –10% Leader Experience Gain –1 –150 Synthetic Personality Matrix
Logic Engines +10% Research from Jobs 2 +750 Droids Droids
Loyalty Circuits +10% Happiness 2 +500
Mass-Produced Pop assembly speed +15% Pop Assembly Speed 1 +1500 Custom-Made Pop assembly speed –15% Pop Assembly Speed –1 –200
Power Drills +15% Minerals from Jobs 2 +750
Propaganda Machines +15% Unity from Jobs 1 +750 Mechanical Mechanical
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
Superconductive +15% Energy Credits from Jobs 2 +750
Trading Algorithms +25% Trade Value from Jobs 2 +500

References[]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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