Stellaris

Stellaris

V_TRAITS
 This topic has been pinned, so it's probably important
Xyre  [developer] 2 Feb, 2023 @ 11:49am
Trait List WIP
A list of traits with their costs and avilability.


Cutting Room Floor Traits

Tough
Cost = 1
Army Health: +25%

Frail
Cost = -1
Army Health: -25%

Stoic
Cost = 2
Army Morale: +50%
Leader Maximum Negative Traits: -1

Timid
Cost = -2
Army Morale: -50%
Leader Maximum Negative Traits: +1

Indolent
Cost = -2
Worker Pop Resource Output: -5%

Poor Engineers
Cost = -1
Engineering Research from Jobs: -15%

Poor Physicists
Cost = -1
Physics Research from Jobs: -15%

Poor Sociologists
Cost = -1
Society Research from Jobs: -15%




Generic Traits

Parasitic Host
Cost = 0
Over time other species located on the planet will be turned into subspecies of the original parasite species.
Chance for defeated armies to infect a pop on the planet: +33%
Happiness in the presence of any number pops with Parasitic Hosts: -10%
Trust Growth from Rulers: -20%

Because of how the game works, you need to put a SPACE in front of your species name, so your original species won't become a subspecies of some other species.

Parasite Immunity
Cost = 1
Leader Lifespan: +10 Years
This species can't be infected by parasite pops.

Genetic Assimilation
Cost = 2
Each pop working as a slave or better produces 0.5 society research Society Research per month.
This species can add Species Class restricted traits through genetic modification, as long as there exists at least one species with that trait in the empire. (Origin, Presapient and Advanced Negative traits can't be added)

Precise
Cost = 1
Army Collateral Damage: -20%
Army Damage: +10%
Specialist Pop Resource Output: +2.50%

Imprecise
Cost = -1
Army Collateral Damage: +20%
Army Damage: -10%
Specialist Pop Resource Output: -2.50%

Efficient Digestion
Cost = 1
Pop Food/Mineral Upkeep: -10%

Inefficient Digestion
Cost = -1
Pop Food/Mineral Upkeep: +10%

Pack Behavior
Cost = 2
Worker Happiness: +10%
Slave Happiness: +10%

Weak Immune System
Cost = -4
This species will start to decline when any Non-Robotic pop without Weak Immune System is present.

EDC Sensitive
Cost = -3
Pop Growth Speed per City, Industrial and Agriculture/Mining district: -2.5%

Dry Adaptation
Cost = 1
Habitability on Dry Worlds: +20%
Habitability on Wet and Frozen Worlds: -10%

WetAdaptation
Cost = 1
Habitability on Dry Worlds: +20%
Habitability on Dry and Frozen Worlds: -10%

Frozen Adaptation
Cost = 1
Habitability on Dry Worlds: +20%
Habitability on Dry and Wet Worlds: -10%

Frozen Adaptation
Cost = 1
Habitability on Dry Worlds: +20%
Habitability on Dry and Wet Worlds: -10%

Difficult Reproduction
Cost = -2
Species can't procreate if the planet habitability is below 80%

Asexual Reproduction
Cost = -2
Each pop working as a slave or better produces 0.05 Monthly Organic Pop Assembly.

Neuroplasticity
Cost = 2
Monthly chance to remove all Negative Traits from Leader: +1%
For each Trait removed, lose -300 experience.

Hale
Cost = 2
Leader Lifespan: +20%

Sickly
Cost = -2
Leader Lifespan: -20%

Piezobiont
Cost = -3
Habitability on non-Ocean worlds for each Ocean world trait selected: -20%
Effect halved on other Wet worlds.

Large
Cost = 2
Leader Lifespan: +25%
Pop Food/Minerals Upkeep for each selected trait: -5%
Resettlement Cost for each selected trait: +10%

Small
Cost = -2
Leader Lifespan: -25%
Pop Food/Minerals Upkeep for each selected trait: +5%
Resettlement Cost for each selected trait: -10%

Leviathanic
Cost = 2
Leader Lifespan: +25%
Pop Food/Minerals Upkeep for each selected trait: -7.5%
Resettlement Cost for each selected trait: +15%

Extremophile
Cost = 3
Doubles the Habitability from non-triggered Species Traits.




Ethic Traits

True Belivers / Ascended Programming
Cost = 2
Ethic: Any non-Gestalt
Government Ethics Attraction per Ascention Tier: +2.5%
Resources from Jobs per Ascention Tier: +2.5%
Resettlement Cost per Ascention Tier: +10%

Useful Idiots / Logic Exploits
Cost = -1
Ethic: Any non-Gestalt
Ethics Shift Chance per Rival: +5%
Governing Ethics Attraction per Rival: -5%

Dogmatic Mindset / Hardcoded Paradigms
Cost = -1
Ethic: Any non-Gestalt
Leader Expericence Gain: -10%
Ethics Shift Chance: -50%

Organizational Culture /Organizational Programming
Cost = 2
Ethic: Any Authoritarian
Authoritarian Ethics Attraction: +10%
Governing Ethics Attraction: +5%
Authoritarian pops generate no Crime.

Parasocial / Parasocial Programming
Cost = 2
Ethic: Any Authoritarian
Authoritarian Ethics Attraction per Ruler skill Level: +2%
Happiness per Ruler skill Level: +2%

Lawful / Justiciary Programming
Cost = 1
Ethic: Any Authoritarian
Authoritarian Ethics Attraction: +5%
Enforcer Upkeep: -25%
Enforcer Crime Reduction: +5

Forensic Specialty / Forensic Algorithm
Cost = 1
Ethic: Any Authoritarian
Authoritarian Ethics Attraction per planetary Crime: +1%
Society Research from Enforcers per planetary Crime: +0.05
Society Research from Researchers per planetary Crime: +1%

Hard Workers / Overdrive Protocols
Cost = 1
Ethic: Any Authoritarian
Authoritarian Ethics Attraction: +5%
Specialist Pop Resource Output from Worker Pop Resource Output modifiers: +50%

Masterful Rulers / Governance Driven Design
Cost = 3
Ethic: Any Authoritarian
Authoritarian Ethics Attraction: +5%
Ruler Pop Resource Output: +50%
Ruler Pop Resource Output per per Ascention Tier: +10%
Leader Starting Skill: +1

Competetive / Competetive Programming
Cost = 2
Ethic: Any Egalitarian
Egalitarian Ethics Attraction: +10%
Leader Cost: -25%
Leader Upkeep: -25%
Resources from Jobs worked by egalitarian Pops: +5%
Last edited by Xyre; 30 Dec, 2024 @ 8:49am