Stellaris

Stellaris

Superior Species for 2.6
 This topic has been pinned, so it's probably important
Mugi  [developer] 22 Mar, 2020 @ 12:16pm
Governor Traits
Arcologist
Possible Trait: Resourceful
Modifiers: -10% Building and District Upkeep
This leader is able to solve urban challenges with an ultra-efficient, self-sufficient, eco-friendly infrastructure.

For the Horde
Possible Trait: Fertile
Modifiers: -50% Army Cost, +50% Army Build Speed
Quantity has a quality all its own.

Grand Carnival
Possible Trait: Sanguine
Modifiers: +20% Pop Growth Speed, +10% Pop Happiness, -10% Pop Output
This leader organizes orgiastic festivals of galactic proportions.

Survivalist
Possible Trait: Robust
Modifiers: +20% Habitability, -20% Pop Upkeep, -10% Pop Happiness
This leader is determined to conquer even the most hostile environments.

Socialite
Possible Trait: Artisanal (not Gestalt Consciousness)
Modifiers: +25% Unity Output, +25% Consumer Goods Output, +20% Amenities Usage
This leader goes to great lengths to create and maintain the image of high society on their planets.

Cornucopia
Possible Trait: Artisanal (Gestalt Consciousness)
Modifiers: +20% Unity Output, +40% Food Output, +20% Amenities Usage
This leader is an expert hand in extracting all it can from a planet's organics, be it delicious biomatter or a closer connection to the hive.

Negawatt Revolution
Possible Trait: Modular Neural Network
Modifiers: -10% Building and District Upkeep
This leader practically cheats the laws of thermodynamics.

Logistic Growth
Possible Trait: Dynamic Neural Network
Modifiers: +15% Pop Growth Speed, +15% Pop Assembly Speed
This leader is an expert on population dynamics.

Strategic Allocation
Possible Trait: Recurrent Neural Network
Modifiers: -10% Job Upkeep, +5% Pop Output
This leader manages resources with outstanding efficiency.

Power Protocols
Possible Trait: Superconductors
Modifiers: +20% Energy Output, -10% Food and Minerals Output
This leader emphasises the development and output of their solar panels and power plants.

Industry Protocols
Possible Trait: Power Drills
Modifiers: +20% Minerals Output, -10% Food and Energy Output
This leader emphasises the development and output of their mining vehicles and industrial centres.

Farming Protocols
Possible Trait: Harvesters
Modifiers: +20% Food Output, -10% Energy and Minerals Output
This leader emphasises the development and output of their hydroponic zones and aquaponic harvests.

Law and Order
Possible Trait: Conservative (Presapient)
Modifiers: +30% Governing Ethics Attraction, -20% Planetary Crime, +10% Unity Output
This leader favors long-term stability above all else.

Master of Works
Possible Trait: Earthbound (Presapient)
Modifiers: +1 Max Districts, +1 Max Buildings
This leader's cities are in fact immense multi-layered, unified buildings, forming superstructures that span entire continents.
Last edited by Mugi; 22 Mar, 2020 @ 12:17pm