Talk:Species traits - Stellaris Wiki (2024)

Assessment

Talk:Species traits - Stellaris Wiki (1)

B - This article is considered a B-class article on the wiki quality scale

  • 1 Can some habitability traits appear in the game?
  • 2 Choosing Traits
  • 3 Resilient
  • 4 Uplifted (previously pre-sentient) species' traits
  • 5 Empire bonuses from traits
  • 6 Renaming the page
  • 7 Robot reproduction and migration
  • 8 Speed Demon event special traits
  • 9 The habitability listed on tomb world preferance is wrong
  • 10 I think this page should have Robot、Droid and Synthetic
  • 11 Research output
  • 12 species traits
  • 13 Incubators trait in ~3.9

Can some habitability traits appear in the game?[edit source]

There are three special habitability types listed on the page:

  • Habitat
  • AI World
  • Machine World

Can these actually appear in the game?

I've checked the events, but none seem to use them except for the Horizon Signal, which removes the AI and Machine traits if present.If these traits cannot appear without mods, I would suggest removing them from the page.

Echo 418 (talk) 15:29, 6 October 2018 (CEST)

Events which create a new species, such as the refugees event from bordering a marauder empire, will give the pops created the preference of the planet the pops are created on, including gaia worlds, habitats and ringworlds.
As for the others, since they are in the game, I argue they should be listed on the wiki, even if they can't appear in an unmodded playthrough. Bearmarshal (talk) 16:14, 1 October 2018 (CEST)
I would argue they shouldn't be listed as the AI World and Machine World traits are effectively "dead code". If we would include this kind of information, we would also have to include the "excluded" column for the pre-sapient traits, even though a species can only spawn with a single pre-sapient trait. And I'm sure I can find many more examples in the code that don't actually appear in the game and would only serve to confuse the reader if included. Echo 418 (talk) 15:29, 6 October 2018 (CEST)
Maybe a command-only traits table should be added?--Galactic Ascension (talk) 09:20, 8 March 2020 (UTC)
These are NOT command-only traits because of Omnicodex. It will create a brand new species and create three pops of that species on one of your planet and that species will have planet preference trait of that colony. Habitat habitability can be obtained this way. The same is true for Hive World and Machine World, but the brand new species will NOT be allowed to live on that kind of planet even if they had a preference trait of that planet class.
If that planet was a Hive World, the new pops will be allowed to live in as though they had 100% habitability. Actually, they have. The limitations of Hive World merely makes the GUI to display 0% habitability and prevents you from colonizing a planet of that class with this species. A phrase of "ideal = yes" is enough to make Hive Worlds effectively 100% habitability. The new pops will NOT have increased upkeep. However, they might can't grow on that planet as well.
If that planet was a Machine World, although it has 0% habitability, a climate preference trait gives Machine World habitability +100%.
AI world habitability trait is surely dead code. Old-school AI worlds are nearly equivalent of tomb worlds. New implementation made them uninhabitable.
Dazz (talk) 19:12, 29 March 2020 (UTC)

Choosing Traits[edit source]

Trait example includes four negative and two positive traits. Game is capped at four traits, is it not? This example build would be impossible. Perhaps a better idea to tailor it differently to not create an example that the engine would not accept?

It is indeed the case that you are allowed to pick a max of 4 traits (negative and positive combined), this makes the example incorrect. VNobility (talk) 11:59, 13 May 2016 (CEST)

Resilient[edit source]

On the newest version shown during Extraterrestrial Thursday the "Resilient" trait now gives +10% habitability (see 4:55) KaTiON (talk) 21:41, 28 March 2016 (CEST)

Where so? I don't see this trait appearing in the linked video. Perhaps in the complete Twitch version, but it's somewhat difficult to find such detail in the two-hour stream. Could you please extrapolate? -Anonymous
http://i.imgur.com/9UR9cxX.png KaTiON (talk) 23:01, 28 March 2016 (CEST)
Thanks. I think it's a bug of a sort, though: it appears before trait selection with the same bonus as "Adaptable" and with a clearly placeholdery description instead of the previous "Members of this species are physiologically resilient" etc. -and it would makes no sense to go back to a placeholder after having written a neat text! -Same Anonymous
Okay, I assumed the effect description just got accidentally overwritten somewhere in the editing process, given that the new effect was inconsistent with the flavor text and a duplicate of Adaptive, so it's all good. ElectricEel (talk) 23:54, 28 March 2016 (CEST)

Uplifted (previously pre-sentient) species' traits[edit source]

On the article, it says that pre-sentient species, upon being uplifted, can be given exclusive traits (such as "irradiated", "star-born", "proles" etc...). Do you also get a choice of normal traits as well as the exclusively pre-sentient ones? For example, if I want to make a species that would be great fighters and make up most of my armies, I could get +20% army damage with the trait "Earthbound" (for uplifted species only), but I would much rather give it the normal trait "very strong", which gives it +40% army damage. Could I give an uplifted species normal traits as well? Thanks in advance. —Preceding unsigned comment added by 94.173.221.249 (Talk) 18:32, 5 June 2016 (CEST)

The exclusive trait a pre-sentient species has is ramdomised upon their creation, but you can add whatever beneficial traits you like depending on the number of gene points available, just like genetic modification. Here's a handy video on Youtube summarizing the process --Bel3338 (talk) 19:35, 5 June 2016 (CEST)
Ok thanks, so if I find a pre-sentient species with the trait 'Irradiated', I will never be able to give it 'Earthbound', or 'proles' or another of those exlusively pre-sentient traits; I can only give it normal traits? —Preceding unsigned comment added by 94.173.221.249 (Talk) 21:03, 6 June 2016‎ (CEST)

Empire bonuses from traits[edit source]

Certain traits seem to have unlisted bonuses which apply to your empire if the primary species start with this trait. For example, Charismatic and Repugnant give a (negative in the latter case) bonus to diplomacy, but are there any other such bonuses? Bearmarshal (talk) 03:41, 26 August 2016 (CEST)

Renaming the page[edit source]

I would like to suggest the page be renamed to 'Species Traits' to distinguish it from leader traits. Echo 418 (talk) 15:29, 6 October 2018 (CEST)

Robot reproduction and migration[edit source]

I know robots don't produce new pops, so you can only get new ones by building them. They also don't migrate on their own, so you must manually resettle them. I think droids are the same, but what about synthetics? I haven't quite got that far. Hairy Dude (talk) 03:08, 5 December 2018 (CET)

I don't know, but I'm guessing they're the same. After all, they're buildable pops. 206.246.144.10
Depends on living standards.--Galactic Ascension (talk) 11:08, 29 March 2020 (UTC)

Speed Demon event special traits[edit source]

I was not sure if the Speed Demon event is from Distant Stars or vanilla. Would be nice if someone would check it. ShiroSWR (talk) 18:01, 7 December 2018 (CET)

Got it In Vanilla. Changing the wiki text now. —Preceding unsigned comment added by 131.204.254.87 (talk) 23:16, 15 January 2019‎ (CET)

The habitability listed on tomb world preferance is wrong[edit source]

The habitability listed on tomb world preferance is wrong. When i tested it, the tomb world preferance only adds 70% havitability to tomb worlds, and it does not replace your normal planet preferance. This means you get 70% havitability on tomb worlds and the rest of your habitabilities are dependent upon your normal planetary preferance. The data for Gaia World preferance is correct, and replaces the normal preferance instead of being in adittion to.

Do you mean preference or survivor? the first changes them all i.e. replaces your previous preference with 80% tomb world and 60% for all base planet types, while the second just adds 70% habitability and +10 leader lifespan.--Galactic Ascension (talk) 11:14, 8 March 2020 (UTC)

I think this page should have Robot、Droid and Synthetic[edit source]

I'm sorry that I cannot find these traits in this page.--Galactic Ascension(talk) 11:29, 5 March 2021 (CET)

Those traits have been removed from the game in 2.2. Now robots only have the Mechanical trait (and any robot traits you add once you have them) and what robots can do is determined solely by your technology. It is mentioned in Population#Robots. Kami-sama (talk) 10:37, 5 March 2021 (UTC)

Research output[edit source]

Currently the page say " +10% Research from Jobs" for Intelligent trait but " +20% Resources from researcher category jobs" for Erudite trait. Maybe harmonize? 2A01:CB14:D52:1200:141:C262:8BA7:4741 12:06, 21 January 2023 (UTC)

species traits[edit source]

I might be usefull to rename the page into Species traits. 2A01:CB14:D52:1200:619E:DB5F:C304:60A2 13:58, 25 May 2023 (UTC)

Incubators trait in ~3.9[edit source]

It appears that Incubators were buffed recently - they now provide a full +30% growth all the way down to 1 pop, instead of scaling up from 7 to 37, then only having maximum growth bonus at precisely 37 pops:

I updated the table with the following expression of this fact:

Talk:Species traits - Stellaris Wiki (8)

ELLIOTTCABLE (talk) 21:52, 18 October 2023 (UTC)

I'm an idiot; this is precisely the same as what the previous description was saying. Well, at least, now, my edit is hopefully clearer? So nobody makes the same mistake I did? 🤣 ELLIOTTCABLE (talk) 22:00, 18 October 2023 (UTC)
Talk:Species traits - Stellaris Wiki (2024)

FAQs

What is the max number of traits in Stellaris? ›

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.

How do traits work in Stellaris? ›

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. Habitability to adding an additional positive trait or removing a negative one.

What are the Lithoid traits in Stellaris? ›

The Lithoid trait is always present on Lithoid species. 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.

Is very strong a good trait Stellaris? ›

For a whopping 3 points Very Strong provides a +40% bonus to army damage and a +5% bonus to worker jobs. Everyone asks the same question. "Why does it cost three points?" The Strong trait provides half the bonuses but is only one point and so the first option for improvement here will surprise no one.

How many traits can a leader have Stellaris? ›

Leaders tend to get traits related to their current assignment. Leaders have a Maximum Negative Traits number of 4 at base.

How big can a planet be in Stellaris? ›

Planets can have various sizes, but habitable ones will always be within the following margins: Planets have a size between 12 and 25. Moons have a size between 10 and 15. Homeworlds have a size between 18 and 21, unless otherwise determined by the empire's origin.

What is the average lifespan of a leader in Stellaris? ›

The mean lifespan with no modifiers is 88 years, 6 months.

What is the max population on a planet Stellaris? ›

Pops start to decline when a planet is 25% overcrowded. Planet capacity is capped at 500, regardless of free housing or unblocked districts. Pops can go over 500 and will not stop growing (or decline) until the required housing exceeds available housing by 15% (or 25%). species growth by −0.5%.

Is budding better than rapid breeders Stellaris? ›

Entirely depends on how many pops you have. Early on, rapid breeders is better. Later, budding is better. If you're going biological-only you can instead replace fast breeders with "fertile" with genetic engineering.

What is the invasive trait in Stellaris? ›

The invasive species trait grants a race a +5% increase in population growth and a +5% boost in habitability for each negative trait chosen.

What are the best human traits in Stellaris? ›

Stellaris is surprisingly chill game that focuses on world building and story/lore/sci-fi and one does not need to totally dominate the universe to enjoy the game. I find the best traits are hardworking, ethical, intelligent, and charismatic. That combination will get you pretty far in life.

Can Lithoid be psionic? ›

Transcendance assimilation sais that only organics can be psionics, yet lithoids, despite being inorganic, can also be psionics.

What are the benefits of cyborgs Stellaris? ›

Cyborgs also get double trade value, -3 negative traits, and the reduced upkeep effects are super-strong. Just the cyborg ruler gives -25% buiilding and district upkeep, which stacks with Architectural Interest and the Urbanist destiny trait for Officials.

What are the best traits for humans in Stellaris? ›

I find the best traits are hardworking, ethical, intelligent, and charismatic. That combination will get you pretty far in life. I just picked intelligent with no negatives. Then whenever I get the chance I pick anything that boosts research speed.

What is the best authority and civics Stellaris? ›

Widely regarded as one of the best Civics, Masterful Crafters provides access to Artificers. These specialty artisans are much more effective than the regular breed, providing the empire with an array of bonuses that remain useful well into the late game.

How do you get a strong economy in Stellaris? ›

General tips:
  1. Specialize your planets.
  2. Disable low-production jobs like Clerk and Colonist.
  3. Watch out for Worker pops promoting themselves to Specialist after you build new job sites.
  4. Don't neglect basic resource production, either directly from Worker pops or through vassal taxes.
Oct 31, 2023

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