Traits

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Version

Outliner top.png
This article is considered accurate for the current version (1.5) of the game.

Traits represents a species' innate biological functions, abilities and personality. A species's traits are selected at the start of a new game, but a species or certain pops of a species can adapt new traits through genetic engineering or occasionally anomalies and events. Traits affect a wide variety of areas, from population growth rate to resource output to lifespan or even how pops are viewed by other aliens. Most traits come in mutually exclusive groups that affect the same aspect of the species, such as Nomadic.png Nomadic and Sedentary.png Sedentary, and each pop can only one such trait from the group at any given time. These groups include traits with opposite effects, as well as stronger variants of a trait. Players start the game with 2 trait points and are limited to 5 traits with varying costs; positive traits decrease trait points and negative traits increase trait points.

Traits can affect the a population's production capabilities, leader longevity, happiness, scientific cognitive skills, migration tendencies, physical prowess combat, and many other important factors. Though traits are initially decided at a species level, individual pops of the same species can end up with different traits with genetic modification, producing new subspecies or variants. This rarely happens without player intervention.

Traits are mostly fixed at the start of the game. Altering traits during the game is generally possible only later in the game through some select events or by using genetic engineering. Certain technologies and Ascension Perks add additional trait points that can be used to alter a part of your species' pops; modifications can range from altering their planet habitability to adding an additional positive trait or removing a negative one. This creates a special project that will cost a certain amount of Society Research.png Society Research points to complete; the cost/time required for the project to complete scales according to the number of alterations made and pops affected. The resulting pops are listed as a new species with the same name as the old one, but are still considered the same species for the purposes of xenophobia or citizen rights. Traits are the primary focus of the Biological Ascension path, which increases the number of trait points available, unlocks several exclusive powerful traits, and makes genetic modification much more versatile and fast to allow for the maximum customization and specialization of the traits of your empire's pops.

Standard Traits[edit]

Like Ethics, standard traits are purchased from a points pool. 2 points are available at the start of the game. Some traits are negative and have negative cost, refunding points into the pool. Each species is limited to a maximum of 5 standard traits; non-standard traits do not count against this limit.

Modifying species[edit]

The Gene Tailoring technology allows species to be modified, subject to the points limit. The points limit can be increased as follows:

  • 1 point from Gene Tailoring technology.
  • Unlocks the ability to add positive traits and/or remove negative traits.
  • 1 point from Targeted Gene Expressions technology.
  • 2 points from Engineered Evolution ascension perk.
  • Requires Utopia.png Utopia DLC.
  • Reduces species modification cost by -50%.
  • 3 points from Evolutionary Mastery ascension perk.
  • Requires Utopia.png Utopia DLC.
  • Unlocks Genetic Resequencing technology, which unlocks some exclusive traits and the ability to remove positive traits and/or add negative traits.
  • Reduces species modification cost by an additional -25%.

The maximum possible limit is 9 trait points.

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

50 \cdot \text{number of pops modified} \cdot \left(1 + \text{resulting number of standard traits} \right)

Positive[edit]

Type Effects Excludes Cost Description
Adaptive.png Adaptive
  • Mod habitability.png +10% Habitability
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
2 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive
  • Mod habitability.png +20% Habitability
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
4 This species is remarkably adept at adopting to any foreign environments.
Agrarian.png Agrarian
  • Pop resource food mult.png +15% Food
2 This species has a deep connection to the land and make expert farmers and gardeners.
Charismatic.png Charismatic
  • Mod pop happiness.png +5% Other Species Happiness
  • Diplomacy opinion.png +15 Opinion if your ruler is Charismatic
  • Repugnant.png Repugnant
1 Members of this species have a special charisma and are generally considered pleasant to be around.
Communal.png Communal
  • Mod pop happiness.png +5% Happiness
  • Solitary.png Solitary
1 Members of this species are highly communal and quite used to living in close proximity to others.
Conformists.png Conformists
  • Mod pop government ethic attraction.png +25% Governing Ethics Attraction
  • Deviants.png Deviants
2 These people always seek consensus and are more likely to conform to the governing ethics.
Enduring.png Enduring
  • Mod leader age.png +15 Years Leader Lifespan
  • Venerable.png Venerable
  • Fleeting.png Fleeting
1 Lifespans in this species are unusually long.
Venerable.png Venerable
  • Mod leader age.png +75 Years Leader Lifespan
  • Enduring.png Enduring
  • Fleeting.png Fleeting
4 This species can grow to an age that commands dignity and respect.
Conservationist.png Conservationist
  • Mod pop consumer goods mult.png -20% Consumer Goods Cost
  • Wasteful.png Wasteful
1 Members of this species believes that resources must be conserved and recycled.
Industrious.png Industrious
  • Pop resource minerals mult.png +15% Minerals
2 Members of this species are known for their diligence and hard-working nature, always going above and beyond.
Intelligent.png Intelligent
  • Pop resource engineering research mult.png +10% Engineering Output
  • Pop resource physics research mult.png +10% Physics Output
  • Pop resource society research mult.png +10% Society Output
  • Erudite.png Erudite
  • Nerve Stapled.png Nerve Stapled
2 This species is highly intelligent and enjoys faster technological progress.
Natural Engineers.png Natural Engineers
  • Pop resource engineering research mult.png +15% Engineering Output
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards engineering and the material sciences.
Natural Physicists.png Natural Physicists
  • Pop resource physics research mult.png +15% Physics Output
  • Natural Engineers.png Natural Engineers
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards theoretical physics and astral phenomena.
Natural Sociologists.png Natural Sociologists
  • Pop resource society research mult.png +15% Society Output
  • Natural Engineers.png Natural Engineers
  • Natural Physicists.png Natural Physicists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards sociology and biological studies.
Nomadic.png Nomadic
  • Mod pop migration time.png +50% Migration Speed
  • Cost -25% Resettlement Cost
  • Sedentary.png Sedentary
1 This species has a nomadic past, and its members often think nothing when relocation to another world.
Quick Learners.png Quick Learners
  • Leader skill levels.png +25% Leader Experience Gain
  • Slow Learners.png Slow Learners
1 Members of this species are quick to learn from experiences.
Rapid Breeders.png Rapid Breeders
  • Mod pop growth req.png -10% Growth Time
  • Slow Breeders.png Slow Breeders
  • Fertile.png Fertile
1 This species reproduces at a very rapid rate, increasing population growth.
Resilient.png Resilient
  • Mod army health.png +100% Garrison Health
  • +50% Fortification Defensive Bonus
1 Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.
Strong.png Strong
  • Mod army damage mult.png +20% Army Damage
  • Pop resource minerals mult.png +5% Minerals
  • Very Strong.png Very Strong
  • Weak.png Weak
1 Members of this species possess great physical strength, making them formidable fighters on the ground.
Very Strong.png Very Strong
  • Mod army damage mult.png +40% Army Damage
  • Pop resource minerals mult.png +10% Minerals
  • Strong.png Strong
  • Weak.png Weak
3 Members of this species possess a strength that almost defies the laws of physics.
Talented.png Talented
  • Leader skill levels.png +1 Leader Skill Levels
1 Members of this species are born with a natural aptitude.
Thrifty.png Thrifty
  • Pop resource energy mult.png +15% Energy Credits
2 Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.

Negative[edit]

The Decadent.png Decadent trait has the special characteristic of requiring the Fanatic Authoritarian.png Fanatic Authoritarian, Authoritarian.png Authoritarian, Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe.png Xenophobe ethos.

Type Effects Excludes Cost Description
Decadent.png Decadent
  • Mod pop happiness.png -10% Happiness without Slaves
-1 This species requires slaves or servants to feel content.
Nonadaptive.png Nonadaptive
  • Mod habitability.png -10% Habitability
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Robust.png Robust
-2 This species does not adapt well to foreign environments.
Repugnant.png Repugnant
  • Mod pop happiness.png -5% Other Species Happiness
  • Diplomacy opinion.png -15 Opinion if your Ruler is Repugnant and theirs is not
  • Diplomacy opinion.png -5 Opinion if both Rulers are Repugnant
  • Charismatic.png Charismatic
-1 The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.
Deviants.png Deviants
  • Mod pop government ethic attraction.png -15% Governing Ethics Attraction
  • Conformists.png Conformists
-1 These people are rebellious in nature and constantly try to challenge the status-quo.
Fleeting.png Fleeting
  • Mod leader age.png -10 Years Leader Lifespan
  • Venerable.png Venerable
  • Enduring.png Enduring
-1 Time is fleeting for this species. What they lack in longevity, they make up in other ways.
Sedentary.png Sedentary
  • Mod pop migration time.png -50% Migration Speed
  • Cost +25% Resettlement Cost
  • Nomadic.png Nomadic
-1 This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
Slow Breeders.png Slow Breeders
  • Mod pop growth req.png +10% Growth Time
  • Rapid Breeders.png Rapid Breeders
  • Fertile.png Fertile
-1 This species reproduces at a slow rate, lowering population growth.
Slow Learners.png Slow Learners
  • Leader skill levels.png -25% Leader Experience Gain
  • Quick Learners.png Quick Learners
-1 Members of this species are slow to learn from their experiences.
Solitary.png Solitary
  • Mod pop happiness.png -5% Happiness
  • Communal.png Communal
-1 Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
Wasteful.png Wasteful
  • Mod pop consumer goods mult.png +20% Consumer Goods Cost
  • Conservationist.png Conservationist
-1 Members of this species seemingly have no concept of frugality and are prone to useless consumption.
Weak.png Weak
  • Mod army damage mult.png -20% Army Damage
  • Pop resource minerals mult.png -5% Minerals
  • Strong.png Strong
  • Very Strong.png Very Strong
-1 Members of this species are physically weaker than average, making them poor fighters on the ground.

Evolutionary Mastery[edit]

Ap evolutionary mastery.png There are also 5 exclusive traits available to modify your species with if you take the Evolutionary Mastery Ascension Perk.

Type Effects Excludes Cost Description
Robust.png Robust
  • Mod habitability.png +30% Habitability
  • Mod leader age.png +30 Years Leader Lifespan
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
7 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Erudite.png Erudite
  • Pop resource engineering research mult.png +20% Engineering Output
  • Pop resource physics research mult.png +20% Physics Output
  • Pop resource society research mult.png +20% Society Output
  • Leader skill levels.png +1 Leader Skill Levels
  • Intelligent.png Intelligent
  • Nerve Stapled.png Nerve Stapled
5 Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile.png Fertile
  • Mod pop growth req.png -30% Growth Time
  • Mod pop happiness.png +5% Happiness
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
4 The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Nerve Stapled.png Nerve Stapled
  • Pop resource minerals mult.png +10% Minerals
  • Pop resource food mult.png +10% Food
  • Unity.png -50% Unity
  • Pop resource energy mult.png -50% Energy Credits
  • Pop resource physics research mult.png -75% Physics Output
  • Pop resource engineering research mult.png -75% Engineering Output
  • Pop resource society research mult.png -75% Society Output
  • Not Affected by Happiness
  • Intelligent.png Intelligent
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
3 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
Delicious.png Delicious
  • Food.png +100% Pop Food Output
3 This species has the curious evolutionary adaptation of being highly nutritious when eaten.

Uplifted[edit]

Non-sentient species have exclusive traits that cannot otherwise be chosen at race creation or when gene-modding a pop. They retain these traits after being uplifted into sentient species.

Except for Uplifted, all of these traits cost 1 trait point.

Type Effects Excludes Description
Trait uplifted.png Uplifted
  • Happiness: +20% when living under the rule of the nation that uplifted them
This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.

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

Trait primitive.png Conservative
  • Leader Skill Levels: +1
  • Leader Experience Gain: -25%
Members of this species often prefer old wisdom over new experiences.
Trait primitive.png Earthbound
  • Leader Experience Gain: -25%
  • Energy Credits: +15%
  • Army Damage: +20%
  • Other Species Happiness: -5%
Trait primitive.png Starborn Members of this species are very possessive of the planets they call home.
Trait primitive.png Irradiated
  • Tomb World Habitability: +100%
  • Leader Lifespan: +30
This species has evolved to thrive in environments subject to extremely high levels of background radiation.
Trait primitive.png Natural Intellectuals
  • Society Output: +20%
  • Energy Credits: -10%
  • Minerals: -20%
Trait primitive.png Proles Members of this species are more philosophically inclined than most.
Trait primitive.png Proles
  • Minerals: +10%
  • Food: +5%
  • Physics Output: -25%
  • Engineering Output: -25%
  • Society Output: -25%
  • Governing ethics attraction : +15%
Trait primitive.png Natural Intellectuals This species has traditionally shunned intellectual pursuits in favor of physical labor.
Trait primitive.png Starborn
  • Migration Time: -60%
  • Minerals: -20%
  • Habitability: +25%
  • Happiness: -10%
Trait primitive.png Earthbound This species has always, consciously or not, longed to traverse the void between the stars.

Habitability Traits[edit]

See also: Planets

Each species also has a Habitability trait that determines their base habitability on the various types of worlds (usually that corresponding to the type of their homeworld); habitability traits can be changed through genetic modification, but a pop can never have more than one Habitability trait.

Preference Climate 80% Habitability 60% Habitability 20% Habitability
Trait pc arid preference.png Arid Dry Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc desert preference.png Desert Dry Planet desert.png Desert
  • Planet arid.png Arid
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc savannah preference.png Savannah Dry Planet savannah.png Savannah
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc alpine preference.png Alpine Frozen Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc arctic preference.png Arctic Frozen Planet arctic.png Arctic
  • Planet alpine.png Alpine
  • Planet tundra.png Tundra
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc tundra preference.png Tundra Frozen Planet tundra.png Tundra
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc continental preference.png Continental Wet Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc ocean preference.png Ocean Wet Planet ocean.png Ocean
  • Planet continental.png Continental
  • linkTropical Tropical
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
Trait pc tropical preference.png Tropical Wet Planet tropical.png Tropical
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra

The following habitability traits are not available for starting races:

Preference Main world habitability Other worlds habitability
Trait pc ai preference.png AI 100% Planet ai.png AI 1% for:
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical
Trait pc gaia preference.png Gaia 100% Planet gaia.png Gaia
Trait pc ring preference.png Ring World 100% Ring World Habitable.png Ring World
Habitat 100% Habitat
Trait pc nuked preference.png Tomb
  • 80% Planet nuked.png Tomb
60% for:
  • Planet arid.png Arid
  • Planet desert.png Desert
  • Planet savannah.png Savannah
  • Planet alpine.png Alpine
  • Planet arctic.png Arctic
  • Planet tundra.png Tundra
  • Planet continental.png Continental
  • Planet ocean.png Ocean
  • Planet tropical.png Tropical

Robot Traits[edit]

Robot traits are unique to robot pops. Each robot pop has 2 traits: one of the three robot traits (corresponding to their type), and the the Trait mechanical.png Mechanical trait.

Robotic Trait

See also: Population#Robots
Trait Minerals.png Minerals output Energy Credits.png Energy output Physics Research.pngSociety Research.pngEngineering Research.pngResearch output Unity.png Unity output Consumer goods.png Consumer Goods consumption Affected by happiness Affected by radiation

Trait robotic 1.png Robot

  • +10%
  • -40%
  • -80%
  • -80%
  • No.png
  • No.png
  • No.png

Trait robotic 2.png Droid

  • +15%
  • -20%
  • -40%
  • -40%
  • No.png
  • No.png

No.png

Trait robotic 3.png Synthetic

  • +20%
  • +20%
  • +20%
  • 0%
  • -25%
  • Yes.png

No.png

Mechanical
Trait mechanical.png The Mechanical trait gives robots 200% habitability on all habitable planets.

Ascendancy Traits[edit]

Ascendancy traits are only accessible by selecting the appropriate Ascension Perk. Psionic traits are gained through the "Mind over Matter" chain, while Cybernetic traits are gained through the "Flesh is Weak".

Type Effects
Trait psionic species.png Latent Psionic

Leader trait psionic leader.png Psychic

Leader trait psionic chosen one.png Chosen One

Ap mind over matter.png Mind over Matter

Trait psionic species.png Pops: This species has latent psionic abilities, which are dormant in most of its members. Althrough quite rare, these powers will manifest in some leaders.

  • No effects

Leader trait psionic leader.png Leaders

There is a 20% chance for each new Leader to have the Psychic trait. If Ap transcendence.png Transcendence is active, they are guaranteed to have the Psychic trait.

Ruler: This leader is a powerful psychic.

  • Governing Ethics Attraction: +10%

Governors: This leader is a powerful psychic.

  • Unrest: -15

Scientists: This leader is a powerful psychic.

  • Research Speed: +10%
  • Survey Speed: +25%

Admirals: This leader is a powerful psychic, with an uncanny ability to sense where incoming fire will appear.

  • Evasion: +15%

Generals: This leader is a powerful psychic, capable of bolstering the resolve of the troops while at the same time sowing fear and confusion among the enemy.

  • Army Morale: +15%
  • Army Morale on Attack: +15%

Ap transcendence.png Transcendence

Special Project Society Research.png Society

Trait psionic species.png Pops: All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.

  • Engineering Output: +5%
  • Physics Output: +5%
  • Society Output: +5%
  • Energy Credits: +5%
  • Happiness: +5%

Leader trait psionic chosen one.png Leaders: This leader is the Chosen One, an immortal being that wields incredible psionic power.

There is a chance for a Leader to gain this trait via a event by entering The Shroud.

Ruler

  • Governing Ethics Attraction: +20%
  • Monthly Influence: +1
  • Monthly Unity: +15%
  • Immortal

Governors

  • Unrest: -30
  • Energy Credits: +5%
  • Minerals: +5%
  • Building Build Speed: +30%
  • Immortal

Scientists

  • Research Speed: +20%
  • Survey Speed: +30%
  • Immortal

Admirals

  • Evasion: +30%
  • Fire Rate: +15%
  • Immortal

Generals

  • Army Morale: +30%
  • Army Morale on Attack: +30%
  • Army Damage: +30%
  • Immortal
Trait cybernetic.png Cybernetic

Leader trait cyborg.png Cyborg

Ap the flesh is weak.png Flesh is Weak

Special Project Engineering Research.png Engineering

Trait cybernetic.png Pops: This species has embraced cybernetics on such a scale that its members may be considered cyborgs. They routinely replace their organic body parts with more advanced mechanical versions.

  • Habitability: +20%
  • Army Damage: +10%
  • Minerals: +5%

Leader trait cyborg.png Leaders

Governors: This leader is equipped with a large collection of assorted cybernetic implants that, among other things, greatly improve administrative efficiency.

  • Energy Credits: +5%
  • Minerals: +5%
  • Leader Lifespan: +40 Years

Scientists: This leader has been heavily augmented with cybernetic implants, which, among other things, provide real-time neural access to all major databases.

  • Research Speed: +5%
  • Leader Lifespan: +40 Years

Admirals: This leader is equipped with military-grade cybernetic implants that can interface directly with fleet command and control systems.

  • Fire Rate: +15%
  • Leader Lifespan: +40 Years

Generals: This leader is equipped with military-grade cybernetic implants that are not only lethal in combat, but also come with a full command and control suite for increased battlefield awareness.

  • Army Damage: +10%
  • Leader Lifespan: +40 Years
Trait robotic 3.png Synthetic

Ap synthetic evolution.png Synthetic Evolution

Special Project Engineering Research.png Engineering

Trait robotic 3.png Pops: Synthetics are very complex machines that are superior to organics in most respects. Their positronic brains are capable of supporting a class-7 artificial intelligence, making them fully self-aware.

  • Habitability: +200%
  • Engineering Output: +20%
  • Physics Output: +20%
  • Society Output: +20%
  • Energy Credits: +20%
  • Minerals: +20%
  • Consumer Goods Cost: -25%
  • Immortal

Trait robotic 3.png Leaders

Ruler: This synthetic leader is equipped with a large collection of assorted software upgrade that, among other things, greatly improve administrative efficiency.

  • Naval Capacity: +15%
  • Happiness: +10%
  • Immortal

Governors: This synthetic leader is equipped with a large collection of assorted software upgrade that, among other things, greatly improve administrative efficiency.

  • Engineering Output: +5%
  • Physics Output: +5%
  • Society Output: +5%
  • Clear Blocker Cost: -10%
  • Clear Blocker Time: -10%
  • Building Build Speed: +25%
  • Immortal

Scientists: This synthetic leader has been upgraded with an advanced software package, that, among other things, provide real-time neural access to all major databases.

  • Research Speed: +10%
  • Survey Speed: +25%
  • Immortal

Admirals: This synthetic leader is equipped with military-grade upgrades that can interface directly with fleet command and control systems.

  • Fire Rate: +5%
  • Immortal

Generals: This synthetic leader is equipped with military-grade upgrades that are not only lethal in combat, but also come with a full command and control suite for increased battlefield awareness.

  • Army Damage: +10%
  • Army Morale: +10%
  • Immortal

Hive Mind[edit]

It is only possible to add this trait if your primary species has it as well, and can only be removed if your primary species does not have the trait. The Hive Mind trait is required for a species to survive in a Hive Mind empire.

Hive Mind pops are blocked from happiness and ethics attraction-modifying traits (Communal.png Communal, Solitary.png Solitary, Conformists.png Conformists, and Deviants.png Deviants), as Hive Minds do not use those mechanics.

Type Effects Excludes Cost Description
Leader trait ruler hive mind.png Hive-Minded
  • Not Affected by Happiness
0 This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.
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