Stellaris

Stellaris

z Expanded Traits, Civics, Pops, and More
 This topic has been pinned, so it's probably important
Tovius  [developer] 21 Dec, 2024 @ 11:54am
New Traits
Organic Traits

New Generic Traits
  • Crafty, +5% metallurgist and artisan job efficiency, costs 1
  • Natural Defenses, +25% army health, morale, and defensive army damage, costs 1
  • Poisonous, +25% army damage, +5% metallurgist and engineer job efficiency, -95% livestock job efficiency, costs 2
  • Hypo-Metabolism, -10% organic food upkeep, costs 1
  • Hyper-Metabolism, +10% organic food upkeep, costs -1
  • Carefree, +5% happiness, +20% army morale, costs 1
  • Skittish, -5% happiness, -20% army morale, costs -1
  • Uninventive, -5% researcher job efficiency, costs -1
  • Lethargic, -15% miner job efficiency, costs -2
  • Urban, -15% farmer job efficiency, costs -2
  • Heavy-Handed, -15% technician job efficiency, costs -2
  • Endemic, -20% habitability, costs -4

New Lithoid Traits
  • Crystalline, +5% population growth and pop assembly speed, costs 1
  • Eternal, +400 leader lifespan, spawns an additional petrified pop on homeworld, costs 4
  • Gain their own version of Enduring and Venerable

New Phenotype Traits Traits
Name
Species Class
Effects
Cost
Shrewd
Humanoid, Avian, Moluscoid, some Mammalian and Aquatic
+10% leader xp, -10% leader upkeep, -1 negative leader trait
2
Insulated
Mammalian, Avian, Aquatic
+20% cold habitability, -10% dry habitability
1
Cold-Blooded
Reptilian, Arthropoid
+20% dry habitability, -10% cold habitability
1
Migratory
Mammalian, Avians, Arthropoids, and Aquatics
-50% Resettlement Cost, up to +30% pop growth on worlds with less than 2500 pops
2
Melodic
Avians, Aquatics
+20 opinion with other empires, +15% entertainer and Bureaucrat job efficiency, turns bureaucrats into culture workers
3
Irradiated
Arthropoid, Necroids, Toxoids
+100% tomb world habitability, +5% habitability, +30 leader lifespan
Requires: Not Post-Apocalyptic
3
Decomposer
Arthropoid, Fungoid, Necroids, Toxoids
-25% food upkeep, +25% habitability floor
2
Pearlescent
Moluscoid, Aquatic
Equivalent of Scintillating Skin
2
Marine
Moluscoid, Aquatic
+10% Worker Job Efficiency on wet worlds, -20% dry habitability, +10% hull strength from Commanders, allows taking the Hydrocentric perk if your homeworld is wet
1
Ancient
Fungoid, Plantoid
+300 leader lifespan
4
Tropical
Plantoid
+20% wet habitability, -10% dry habitability
1
Succulent
Plantoid
+20% dry habitability, -10% cold habitability
1
Coniferous
Plantoid
+20% cold habitability, -10% dry habitability
1
Hardened
Lithoid
Pops produce +0.05 alloys per month
2
Preserved
Necroid, Toxoid
+300 leader lifespan
4
Auspicious
Necroid
+10% bureaucrat job efficiency, -10% leader upkeep, chance for leaders to become psionic, +5% / +10% bureaucrat job efficiency if already Latent Psionic / Psionic
3
Peacockish
Avian
+15% consumer goods upkeep, +15% amenities usage
Requires: Not Hive-Mind
-2
Anamniotic
Moluscoid, Aquatic, some Reptillian
-10% habitability and pop growth on dry planets
Requires: Wet or Cold Homeworld
-2
Voracious
Arthropoid
+20% food upkeep
-2
Soft-Bodied
Arthropoid, Moluscoid, Toxoid
-40% army damage, -4% worker output
-2
Seasonal
Fungoid, Plantoid
-25 leader lifespan
-2
Abhorrent
Necroid, Toxoid, some Arthropoid
-30% entertainer job efficiency, rulers suffer -20 opinion with other empires (except gestalts, necroids, and toxoids)
-3
Tormented
Necroid
-10% happiness, -10 leader lifespan
-2

New Advanced Traits
  • Titanic Strength, +60% army damage, +8% worker job production, costs 3
  • Engineered Pheromones (improved charismatic), +10 opinion from other empires, +40% entertainer job efficiency, costs 3
  • Obedient, +50% governing ethics attraction, -15% empire size from pops, -10% amenities usage, -0.2 crime per pop, costs 3
  • Supersaturated Growth, replaces Rapid Breeder for Lithoids, also gives +10% pop assembly speed
  • Solid Shape, Lithoid equivalent of Titanic Strength
  • Shiny, Lithoid equivalent of Engineered Pheromones
  • Compact, Lithoid only, gives -25% housing required, -50% resettlement cost, +5% Happiness (-5% amenities usage if Hive Mind), costs 3

New Genetic Mastery Traits
The Genetic Mastery Tech is unlocked by Genetic or Purity Finisher. It gives +3 gene mod points, -20% modify species project cost, and unlocks the following traits:
- Ageless, +15% habitability, +5% happiness, immortal leaders, costs 4
- Imprinted Knowledge, +100% leader experience gain, -1 negative leader trait, -25% leader upkeep, costs 4
- Sleepless, +25% job efficiency, +25% organic food/mineral upkeep, costs 4
- Complex Genetic Code, -10% habitability, +10% organic food upkeep, costs -5
- Engineered Byproducts, Lithoid only, produces +0.02 monthly rare resources, costs 5

New Overtuned Traits
Sculpted Physique, +20 opinion from other empires, +40% entertainer job efficiency, -30 Leader Lifespan, costs 2
Neurochemical Modulation, +50% governing ethics attraction, -10% empire size from pops, -10% amenities usage, -0.2 crime per pop, -30 Leader Lifespan, costs 2
New Advanced Traits:
Circadian Stimulation, +20% job efficiency, +20% organic food/mineral upkeep, -30 Leader Lifespan, costs 2
Congenital Memory, +100% leader experience gain, -1 negative leader trait, -25% leader upkeep, -30 Leader Lifespan, costs 2


Changed Organic Traits
  • Inorganic Breath also gives +5% metallurgist job efficiency
  • Aquatic now also gives bonuses on gaia worlds, no penalties on ring worlds
  • Noxious gives -1% amenities usage per non-noxious pops (up to -20%)
  • Nomadic and double jointed gives up to +15% pop growth / assembly on worlds with less than 2500 pops
  • Sedentary and bulky gives up to -15% pop growth / assembly on worlds with less than 2500 pops
  • Communal gives +5% Happiness (-5% amenities usage if Hive Mind)
  • Solitary gives -5% Happiness (+5% amenities usage if Hive Mind)
  • Decadent gives +25% pop demotion time
  • Enduring gives +30 leader lifespan
  • Venerable gives +90 leader lifespan, costs 3
  • Very Strong costs 2
  • Repugnant gives -20% livestock Job Efficiency
  • Resilient also gives +25% army morale
  • Deviant gives +15% Ethics Shift Chance
  • Docile and Conformist give -0.1 crime per pop
  • Unruly and Deviant give +0.1 crime per pop
  • Effects of Conservational, Wasteful, and Low Maintenance increased to 15%
  • Auto-Modding can give a greater variety of traits

  • Lithoids only get -20% pop growth and assembly speed (from -25%), get +1 minerals from miners, but -1 food from farmers
  • Doubled resources gained from Lithoid traits, Drake Scale, and Inorganic Breath
  • Flight / Spatial Mastery get +10% sublight speed from commanders
  • Spatial Mastery get +10% strike craft fire rate from commanders
  • Camouflage / Chromalogs get +1 disengagement chance and +25% army disengagement from commanders

  • Dedicated Miner, Farm Appendages, Technical Talent, and Crafted Smiles gives +20% resources
  • Gene Mentorship gives +50% leader xp

  • Brain Slug gives +15% unity and research, can be gene modded onto pops
  • Serviles cost 0 points
  • Nerve Stapled gives +20% job efficiency and empire size
  • Nerve Stapled and Zombie pops cannot be full citizens, can be enslaved and purged even if a subspecies of your dominant species
  • Nerve Stapled and Zombie pops cannot be Indentured Servants
  • Latent Psionic gives +5% happiness, Psionic gives +10%

Robotic and Cyborg Traits

New Robotic Traits
  • Unsynchronized, -10% unity from jobs, costs -1, machine empire only
  • Obsolescent, -5% research, costs -1, machines and synths only
  • Cloud Memory, +100% leader experience gain, -1 negative leader trait, cost 4, requires physical synth or virtuality tradition finisher
  • Over-Engineered, -10% habitability, +10% energy upkeep, costs -5, requires physical synth or modularity tradition finisher

Changed Robotic Traits
  • Loyalty Circuits (cyborg) gives -0.2 crime from pops
  • Robots have an inherent +2.5% bonus to worker and simple drone jobs
  • Repurposed Hardware costs -2 and also gives +1 negative leader trait
  • Bulky and Double-Jointed adjusts resettlement costs by 25%
  • Harvester can be used by machines that use food
  • Advanced traits now also available to physical synths

New Cyborg Traits
  • Propaganda Feed, +15% unity, +25% governing ethics attraction, +0.3 energy upkeep, costs 1, requires not gestalt
  • Eusocial Software, +15% unity, -0.2 crime from pops, +0.3 energy upkeep, costs 1, requires gestalt
  • Synthetic Metabolism, -50% food and mineral upkeep, +0.3 energy upkeep, costs 1
  • Reinforced Exoskeleton, +30% army damage, +3% worker output, +0.3 energy upkeep, costs 1
  • Augmented Machinist, +10% alloys and consumer goods from jobs, +0.3 energy upkeep, costs 1

Cybernetic Tradition Finisher gives access to additional advanced traits
  • Subdermal Musculature, +50% army damage, +5% worker job production, +0.3 energy upkeep, cost 2
  • Overclocking Hardware, +20% resources from jobs, +0.6 energy upkeep, costs 3
  • Modular Assembly, +30% Pop Growth, −10% Pop Housing Usage, cost 3
  • Over-Engineered, -10% pop growth speed, +10% organic food upkeep, costs -5

Leader Traits
New Leader Traits
  • Private Investments, +1/+2 Trader on home planet, + trade when governing a sector
  • Private Laboratories, +1/+2 Researchers on home planet, + research when governing a sector
  • Eager III, -30% upkeep, +20% exp, does not use leader capacity until level 8

Other Trait and Leader Changes
  • Integrated kuyan-judith's Trait Upgrader and Better AI Trait-Modding
  • Gene Modding base cost reduced to 2500 (down from 3000)
  • If your chosen one dies, you can get another one from the shroud
Last edited by Tovius; 29 Jun @ 10:55pm