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== 有机生物特质 == Traits are purchased from a points pool, with 2 points being available at the start of the game. Some traits are negative and have a negative cost, refunding points into the pool. 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 [[origin]]s, [[events]], or [[ascension perks]]. === Initial traits === {{SVersion|3.3}} Initial traits are available when first creating a species. They can all be changed later via genetic modification. Initial traits can be both positive and negative, with the two being mutually exclusive. Traits that affect {{iconify|Happiness}} cannot be added to species with the {{iconify|Hive-Minded}} trait. The {{iconify|Adaptive}} and {{iconify|Rapid Breeders}} traits are not normally available to species with the {{iconify|Lithoid}} trait but can be added if the {{iconify|Genetic Resequencing|24px}} technology has been researched. {| class="mildtable plainlist" width="100%" ! colspan=4 | Positive traits ! colspan=4 | Negative traits |- ! Trait ! Effects ! {{icon|trait point}} ! {{icon|energy}} Slave Price ! Trait ! Effects ! {{icon|trait point}} ! {{icon|energy}} Slave Price |- id="Adaptive" | [[File:Adaptive.png]] Adaptive | {{icon|Habitability}} Habitability {{green|+10%}} | align=center | {{red|2}} | align=center | {{red|+50}} | rowspan=2 | [[file:Nonadaptive.png]] Nonadaptive{{anchor|Nonadaptive}} | rowspan=2 | {{icon|habitability}} Habitability {{red|−10%}} | rowspan=2 align=center | {{green|−2}} | rowspan=2 align=center | {{green|−50}} |- id="Extremely Adaptive" | [[File:Extremely Adaptive.png]] Extremely Adaptive | {{icon|Habitability}} Habitability {{green|+20%}} | align=center | {{red|4}} | align=center | {{red|+100}} |- id="Agrarian" | [[File:Agrarian.png]] Agrarian | {{icon|pop food}} Food from Jobs {{green|+15%}} | align=center | {{red|2}} | align=center | {{red|+50}} | | | | |- id="Charismatic" | [[File:Charismatic.png]] Charismatic | {{icon|amenities}} Amenities from Jobs {{green|+20%}} | align=center | {{red|2}} | align=center | '''0''' | [[file:Repugnant.png]] Repugnant{{anchor|Repugnant}} | {{icon|amenities}} Amenities from Jobs {{red|−20%}} | align=center| {{green|−2}} | align=center | '''0''' |- id="Communal" | [[File:Communal.png]] Communal | {{icon|pop housing usage}} Pop housing usage {{green|−10%}} | align=center | {{red|1}} | align=center | '''0''' | [[file:Solitary.png]] Solitary{{anchor|Solitary}} | {{icon|pop housing usage}} Pop housing usage {{red|+10%}} | align=center |{{green|−1}} | align=center | '''0''' |- id="Conformists" | [[File:Conformists.png]] Conformists | {{icon|Governing ethics attraction}} Governing Ethics Attraction {{green|+30%}} | align=center | {{red|2}} | align=center | '''0''' | [[file:Deviants.png]] Deviants{{anchor|Deviants}} | {{icon|Governing ethics attraction}} Governing Ethics Attraction {{red|−15%}} | align=center | {{green|−1}} | align=center | '''0''' |- id="Conservationist" | [[File:Conservationist.png]] Conservationist | {{icon|pop consumer goods upkeep}} Pop consumer goods upkeep {{green|−10%}} | align=center | {{red|1}} | align=center | '''0''' | [[file:Wasteful.png]] Wasteful{{anchor|Wasteful}} | {{icon|pop consumer goods upkeep}} Pop consumer goods upkeep {{red|+10%}} | align=center| {{green|−1}} | align=center | '''0''' |- id="Docile" | [[File:Trait_docile.png]] Docile | {{icon|empire sprawl}} Empire Size from Pops {{green|−10%}} | align=center | {{red|2}} | align=center | '''0''' | [[File:Trait_unruly.png]] Unruly{{anchor|Unruly}} | {{icon|empire sprawl}} Empire Size from Pops {{red|+10%}} | align=center | {{green|−2}} | align=center | '''0''' |- id="Enduring" | [[File:Enduring.png]] Enduring | {{icon|leader lifespan}} Leader lifespan {{green|+20}} years | align=center | {{red|1}} | align=center | '''0''' | rowspan=2 | [[file:Fleeting.png]] Fleeting{{anchor|Fleeting}} | rowspan=2 | * {{icon|leader lifespan}} Leader lifespan {{red|−10}} years if Biological * {{icon|leader lifespan}} Leader lifespan {{red|−25}} years if Lithoid | rowspan=2 align=center | {{green|−1}} | rowspan=2 align=center | '''0''' |- id="Venerable" | [[File:Venerable.png]] Venerable | {{icon|leader lifespan}} Leader lifespan {{green|+80}} years | align=center | {{red|4}} | align=center | '''0''' |- id="Industrious" | [[File:Industrious.png]] Industrious | {{icon|pop min}} Minerals from Jobs {{green|+15%}} | align=center | {{red|2}} | align=center | {{red|+50}} | | | | |- id="Ingenious" | [[File:Ingenious.png]] Ingenious | {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}} | align=center | {{red|2}} | align=center | {{red|+50}} | | | | |- id="Intelligent" | [[File:Intelligent.png]] Intelligent | {{icon|research}} Research from Jobs {{green|+10%}} | align=center | {{red|2}} | align=center | '''0''' | | | | |- id="Natural Engineers" | [[File:Natural Engineers.png]] Natural Engineers | {{icon|pop eng}} Engineering Research from Jobs {{green|+15%}} | align=center | {{red|1}} | align=center | '''0''' | | | | |- id="Natural Physicists" | [[File:Natural Physicists.png]] Natural Physicists | {{icon|pop phy}} Physics Research from Jobs {{green|+15%}} | align=center | {{red|1}} | align=center | '''0''' | | | | |- id="Natural Sociologists" | [[File:Natural Sociologists.png]] Natural Sociologists | {{icon|pop soc}} Society Research from Jobs {{green|+15%}} | align=center | {{red|1}} | align=center | '''0''' | | | | |- id="Nomadic" | [[File:Nomadic.png]] Nomadic | * {{icon|pop growth from immigration}} Pop growth from immigration {{green|+15%}} * {{icon|resettlement cost}} Resettlement Cost {{green|−25%}} | align=center | {{red|1}} | align=center | '''0''' | [[file:Sedentary.png]] Sedentary{{anchor|Sedentary}} | * {{icon|pop growth from immigration}} Pop growth from immigration {{red|−15%}} * {{icon|resettlement cost}} Resettlement Cost {{red|+25%}} | align=center| {{green|−1}} | align=center | '''0''' |- id="Quick Learners" | [[File:Quick Learners.png]] Quick Learners | {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}} | align=center | {{red|1}} | align=center | '''0''' | [[file:Slow Learners.png]] Slow Learners{{anchor|Slow Learners}} | {{icon|leader experience gain}} Leader Experience Gain {{red|−25%}} | align=center | {{green|−1}} | align=center | '''0''' |- id="Rapid Breeders" | [[File:Rapid Breeders.png]] Rapid Breeders | {{icon|growth speed}} Growth Speed {{green|+10%}} | align=center | {{red|2}} | align=center | {{red|+100}} | [[file:Slow Breeders.png]] Slow Breeders{{anchor|Slow Breeders}} | {{icon|growth speed}} Growth Speed {{red|−10%}} | align=center| {{green|−2}} | align=center| {{green|−100}} |- id="Resilient" | [[File:Resilient.png]] Resilient | * {{icon|Army Damage}} Defense Army Damage {{green|+50%}} | align=center | {{red|1}} | align=center | '''0''' | | | | |- id="Strong" | [[File:Strong.png]] Strong | * {{icon|Army Damage}} Army Damage {{green|+20%}} * {{icon|pop resource output}} Worker and Menial Drone Pop Resource Output {{green|+2.5%}} | align=center | {{red|1}} | align=center | {{red|+50}} | rowspan=2 | [[file:Weak.png]] Weak{{anchor|Weak}} | rowspan=2 | * {{icon|army damage}} Army Damage {{red|−20%}} * {{icon|pop resource output}} Worker and Menial Drone Pop Resource Output {{red|−2.5%}} | rowspan=2 align=center | {{green|−1}} | rowspan=2 align=center | {{green|−50}} |- id="Very Strong" | [[File:Very Strong.png]] Very Strong | * {{icon|Army Damage}} Army Damage {{green|+40%}} * {{icon|pop resource output}} Worker and Menial Drone Pop Resource Output {{green|+5%}} | align=center | {{red|3}} | align=center | {{red|+150}} |- id="Talented" | [[File:Talented.png]] Talented | {{icon|Leader Skill Levels}} Leader Level Cap {{green|+1}} | align=center | {{red|1}} | align=center | '''0''' | | | | |- id="Thrifty" | [[File:Thrifty.png]] Thrifty | {{icon|trade value}} Trade value from Jobs {{green|+25%}} | align=center | {{red|2}} | align=center | '''0''' | | | | |- id="Traditional" | [[File:Trait_traditional.png]] Traditional | {{icon|unity}} Unity from Jobs {{green|+10%}} | align=center | {{red|1}} | align=center | '''0''' | [[File:Trait_quarrelsome.png]] Quarrelsome{{anchor|Quarrelsome}} | {{icon|unity}} Unity from Jobs {{red|−10%}} | align=center | {{green|−1}} | align=center | '''0''' |- id="Decadent" | | | | |[[file:Decadent.png]] Decadent | * {{icon|happiness}} Worker Happiness {{red|−10%}} * {{icon|happiness}} Slave Happiness {{red|−10%}} | align=center| {{green|−1}} | align=center | '''0''' |} ==== Botanic traits ==== {{expansion|pln}} Botanic traits are only available to species with the [[Species#Fungoid|Fungoid]] or [[Species#Plantoid|Plantoid]] archetype. {| class="mildtable plainlist" width="100%" ! Type ! Effects ! Excludes ! {{icon|trait point}} ! {{icon|energy}} Slave Price ! style="width:50%" | Description |- id="Phototrophic" | [[File:Trait plantoid phototrophic.png]] Phototrophic | {{icon|energy}} Replaces half of the Food upkeep with Energy | {{iconify|Radiotrophic}} | align=center| {{red|1}} | align=center | {{red|+100}} |''This species is sustained by a combination of both food and sunlight.'' |- id="Radiotrophic" | [[File:Trait plantoid radiotrophic.png]] Radiotrophic | * {{icon|energy}} Replaces half of the Food upkeep with Energy * {{icon|energy}} No Energy upkeep on Tomb Worlds * {{icon|growth speed}} Tomb World Pop Growth Speed {{green|+10%}} * {{icon|habitability}} Tomb World Habitability {{green|+10%}} | {{iconify|Phototrophic}} | align=center| {{red|2}} | align=center | {{red|+150}} |''This species is sustained by a combination of both food and low-energy radiation, and as such can thrive on the most inhospitable of worlds.'' |- id="Budding" | [[File:Trait plantoid budding.png]] Budding | {{icon|growth speed}} Each pop produces {{green|0.02}} monthly Organic Pop Assembly | * {{iconify|Slow Breeders}} * {{iconify|Rapid Breeders}} * {{iconify|Clone Soldier}} * {{iconify|Necrophage}} | align=center| {{red|2}} | align=center | {{red|+250}} |''This species is capable of reproduction by budding, in addition to the more usual fertilization of seeds or spores.'' |} ==== Lithoid traits ==== {{expansion|lit}} Lithoid traits are only available to species with the [[Species#Lithoid|Lithoid]] archetype. The Lithoid trait is always present on such species. {| class="mildtable plainlist" width="100%" ! Type ! Effects ! Excludes ! {{icon|trait point}} ! {{icon|energy}} Slave Price ! style="width:50%" | Description |- id="Lithoid" | [[File:Trait lithoid.png]] Lithoid | * {{icon|growth speed}} Pop Growth Speed {{red|−25%}} * {{icon|pop assembly speed}} Pop assembly speed {{red|−25%}} * {{icon|habitability}} Habitability {{green|+50%}} * {{icon|army health}} Army health {{green|+50%}} * {{icon|leader lifespan}} Leader lifespan {{green|+50}} years * {{icon|leader lifespan}} Leader initial age {{red|+22~30}} * Consumes {{iconify|Minerals}} instead of {{iconify|Food}} | * {{iconify|Agrarian}} * {{iconify|Extremely Adaptive}} * {{iconify|Nonadaptive}} * {{iconify|Slow Breeders}} | align=center| '''0''' | align=center| '''0''' |''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.'' |- id="Gaseous Byproducts" | [[File:Trait lithoid gaseous byproducts.png]] Gaseous Byproducts | {{icon|exotic gases}} Each pop produces {{green|0.01}} monthly Exotic Gases | * {{iconify|Scintillating Skin}} * {{iconify|Volatile Excretions}} | align=center| {{red|2}} | align=center | {{red|+100}} |''The metabolic processes of this species cause regular venting of gases useful to industry.'' |- id="Scintillating Skin" | [[File:Trait lithoid scintillating.png]] Scintillating Skin | {{icon|rare crystals}} Each pop produces {{green|0.01}} monthly Rare Crystals | * {{iconify|Gaseous Byproducts}} * {{iconify|Volatile Excretions}} | align=center| {{red|2}} | align=center | {{red|+100}} |''The outermost layer of this species is studded with sparkling crystals and gemstones that occasionally flake off.'' |- id="Volatile Excretions" | [[File:Trait lithoid volatile excretions.png]] Volatile Excretions | {{icon|volatile motes}} Each pop produces {{green|0.01}} monthly Volatile Motes | * {{iconify|Gaseous Byproducts}} * {{iconify|Scintillating Skin}} | align=center| {{red|2}} | align=center | {{red|+100}} |''The highly compressed spoor created by this species is unstable and contains an unbelievable amount of power.'' |} ==== Origin traits ==== These traits can only be given by certain empire [[Origin]]s. The {{iconify|Serviles}} trait can be removed after researching the {{iconify|Genetic Resequencing|24px}} technology but other origin traits are permanent. {| class="mildtable plainlist" ! Type ! Effects ! Excludes ! {{icon|trait point}} ! {{icon|energy}} Slave Price ! [[File:Ap xeno compatibility.png|24px]] Inherit chance ! Origin ! style="width:30%" | Description ! DLC |- id="Serviles" | [[File:Trait primitive.png]] Serviles | * {{icon|happiness}} Happiness {{green|+10%}} * {{icon|pop resource output}} Resources from Jobs {{green|+10%}} * {{icon|worker}} Cannot be employed in {{yellow|Ruler}} or {{yellow|Specialist}} Jobs * {{icon|no}} Cannot generate governors or scientists | * {{iconify|Zombie}} * {{iconify|Intelligent}} * {{iconify|Erudite}} * {{iconify|Natural Physicists}} * {{iconify|Natural Sociologists}} * {{iconify|Natural Engineers}} | align=center|{{red|1}} | align=center|'''0''' | align=center|33% | [[File:Origins syncretic evolution.png]] Syncretic Evolution |''This species evolved alongside a second, more advanced species. Never particularly intelligent to begin with, selective breeding for physical prowess and docility has reduced them to servile proles.'' | {{icon|utp}} |- id="Clone Soldier" | [[File:Trait clone soldier.png]] Clone Soldier | * {{icon|governing ethics attraction}} Governing Ethics Attraction {{green|+50%}} * {{icon|army damage}} Army Damage {{green|+50%}} * {{icon|leader lifespan}} Leader Lifespan {{red|-40}} years * {{icon|clone soldier}} Admirals gain the Clone Army Admiral trait * {{icon|no}} Cannot be genetically modified * {{icon|growth speed}} {{red|Cannot reproduce naturally}} | * {{iconify|Rapid Breeders}} * {{iconify|Slow Breeders}} * {{iconify|Budding}} | align=center|'''0''' | align=center|'''0''' | align=center|{{icon|no}} | [[File:Origins clones.png]] Clone Army |''Engineered for compliance and war: short-lived, unable to reproduce naturally, and very efficient.'' | {{icon|hum}} |- id="Survivor" | [[File:Trait survivor.png]] Survivor | * {{icon|leader lifespan}} Leader lifespan {{green|+10}} years * {{icon|habitability}} Tomb World Habitability {{green|+70%}} | | align=center|'''0''' | align=center|{{red|+50}} | align=center|33% | [[File:Origins post apocalyptic.png]] Post-Apocalyptic |''This species has survived the horrors of a nuclear apocalypse. Their capacity for thriving in the most inhospitable circumstances should not be underestimated.'' | {{icon|apc}} |- id="Void Dweller" | [[File:Trait void dweller positive.png]] Void Dweller | * {{icon|pop resource output}} Pop Output on Habitats {{green|+15%}} * {{icon|pop resource output}} Pop Output on Planets {{red|−15%}} * {{icon|growth speed}} Pop Growth Speed {{red|−10%}} * {{icon|happiness}} Pop Happiness on Planets {{red|−30%}} | | align=center|'''0''' | align=center|'''0''' | align=center|33% | [[File:Origin void dwellers.png]] Void Dwellers | ''This species thrives in orbital habitats, with an instinctive ability to efficiently navigate their maze-like corridors and complicated architecture. However their weakened immune systems do not respond well to a planetary environment.'' | {{icon|fed}} |- id="Necrophage" | [[File:Trait necrophage.png]] Necrophage | * {{icon|leader lifespan}} Leader lifespan {{green|+80}} years * {{icon|upkeep}} Pop Upkeep {{green|−50%}} * {{icon|pop resource output}} Resources from Ruler and Specialist Jobs {{green|+5%}} * {{icon|pop resource output}} Resources from Worker Jobs {{red|−10%}} * {{icon|growth speed}} Pop Growth Speed {{red|−75%}} * {{icon|pop assembly speed}} Pop assembly speed {{red|-50%}} | {{iconify|Budding}} | align=center|'''0''' | align=center|'''0''' | align=center| 0% | [[File:Origins necrophage.png]] Necrophage | ''This species of near-immortals procreates by consuming pops of other species.'' | {{icon|nec}} |} === Special traits === {{SVersion|3.3}} These traits are required for special cases of species and cannot be removed from the creation menu. The {{icon|Hive Mind (trait)}} Hive-Minded trait can only be added by hive mind empires and can only be removed by empires that are not hive minds. Pops with this trait in an non-Hive Mind empire will slowly die while pops without the Hive-Minded trait in a Hive Mind empire can only be displaced, purged or used as livestock. Special traits that cost trait points can be removed via the biological ascension path. Special traits that do not cost trait points have a fixed chance of being inherited by hybrid species. {| class="mildtable sortable plainlist" ! Type ! Effects ! Excludes ! {{icon|trait point}} ! {{icon|energy}} Slave Price ! [[File:Ap xeno compatibility.png|24px]] Inherit chance ! Requirements ! style="width:15%" | Description ! DLC |- id="Uplifted" |[[File:Trait uplifted.png]] Uplifted | {{iconify|Happiness}} {{green|+10%}} while living in the empire that uplifted them | |align=center|0 |align=center|'''0''' |align=center|0% | {{iconify|Epigenetic Triggers|24px}} technology |''This species was uplifted from a primitive origin, and its members are happier when living on planets belonging to their benefactor.'' | |- id="Self-Modified" | [[File:Trait cybernetic.png]] Self-Modified | * {{icon|no}} Cannot colonize if not primary species * {{icon|no}} Cannot be removed | |align=center|0 |align=center|'''0''' |align=center|0% | [[A New Species]] event |''Members of this offshoot species have spontaneously altered their genetic makeup to give themselves an advantage.'' | |- id="Nivlac" | [[File:Leader trait resilient.png|link=]] Nivlac | * {{iconify|Habitability}}: {{green|+50%}} * {{icon|growth speed}} Pop Growth Speed: {{green|+15%}} | | align=center|{{red|2}} | align=center|{{red|+100}} |align=center|random | [[Impossible Organism]] event species |''This species possessed perplexing adaptability, allowing it to thrive in most environments and survive virtually everywhere.'' | |- id="Bioadaptability" | [[File:Bioadaptability.png]] Bioadaptability | {{iconify|Habitability}} {{green|+5%}} | |align=center|0 |align=center|{{red|+25}} |align=center|33% | [[Orbital Speed Demon]] event |''This species has been modified to be slightly more adaptive and can now better endure harsh climates.'' | |- id="Limited Regeneration" | [[File:Limited Regeneration.png]] Limited Regeneration | * {{iconify|Army Damage}}: {{green|+10%}} * {{iconify|Leader lifespan}}: {{green|+10}} years | |align=center|0 |align=center|{{red|+25}} |align=center|33% | [[Orbital Speed Demon]] event |''This species is has been modified to heal faster, making them more dangerous in battle and somewhat longer-lived in general.'' | |- id="Social Pheromones" | [[File:Social Pheromones.png]] Social Pheromones | * {{icon|pop housing usage}} Pop housing usage: {{green|−5%}} | |align=center|0 | align=center|{{red|+25}} |align=center|33% | [[Orbital Speed Demon]] event |''This species has been modified to be more social and accepting of crowded conditions.'' | |- id="Cybernetic" | {{iconify|Cybernetic|29px}} | * {{iconify|Army Damage}}: {{green|+10%}} * {{iconify|Habitability}}: {{green|+20%}} * {{iconify|Leader lifespan}}: {{green|+40}} years | * {{iconify|Latent Psionic}} * {{iconify|Psionic}} | align=center|0 |align=center|'''0''' | align=center|0% | * {{iconify|The Flesh is Weak}} ascension perk * {{iconify|Driven Assimilator}} civic * [[File:Origins elder race.png|24px]] Keepers of Knowledge fallen empire | ''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.'' | |- id="Psionic" | {{iconify|Psionic|29px}} | * {{iconify|Energy}} from Jobs: {{green|+10%}} * {{iconify|Research}}: from Jobs: {{green|+10%}} * {{iconify|Happiness}}: {{green|+5%}} * {{icon|Psychic}} Leaders have the Psychic trait | {{iconify|Cybernetic}} |align=center|0 |align=center|'''0''' |align=center|25% | * {{iconify|Transcendence}} ascension perk * [[File:Origins elder race.png|27px]] Holy Guardians fallen empire pops * {{iconify|Ketling Star Pack}} pops * {{iconify|Racket Industrial Enterprise}} pops | ''All members of this species possess powerful psionic abilities. They typically communicate with each other through telepathy.'' | |- id="Latent Psionic" | {{icon|Psionic|29px}} Latent Psionic | * {{iconify|Energy}} from Jobs: {{green|+5%}} * {{iconify|Research}}: from Jobs: {{green|+5%}} * {{icon|Psychic}} Leaders have a chance to gain the Psychic trait | {{iconify|Cybernetic}} |align=center|0 |align=center|'''0''' |align=center|25% | {{iconify|Mind over Matter}} ascension perk | ''This species has latent psionic abilities, which are dormant in most of its members. Although quite rare, these powers will manifest in some leaders.'' |{{icon|utp}}<br>{{icon|mgc}} |- id="Hive-Minded" | [[File:Hive-minded.png|29px]] Hive-Minded | * {{icon|no}} Not affected by Happiness * {{icon|leader lifespan}} Leader initial age {{green|−10}} * {{icon|leader lifespan}} Leader lifespan {{green|+20}} | |align=center|0 |align=center|'''0''' |align=center|{{icon|no}} | {{iconify|Hive Mind}} |''This species is made up of semi-autonomous individuals slaved to a single, unfathomably vast consciousness.'' |{{icon|utp}} |- id="Clone Soldier Ascendant" | [[File:Trait clone soldier ascendant.png]] Clone Soldier Ascendant | * {{icon|governing ethics attraction}} Governing Ethics Attraction {{green|+50%}} * {{icon|habitability}} Habitability {{green|+20%}} * {{icon|pop resource output}} Resources from Ruler Jobs {{green|+40%}} * {{icon|pop resource output}} Resources from Specialist Jobs {{green|+25%}} * {{icon|army damage}} Army Damage {{green|+75%}} * {{icon|army health}} Army Health {{green|+25%}} * {{icon|Ascendant Clone Army Admiral}} Admirals gain the Ascendant Clone Army Admiral trait * {{icon|no}} Cannot be genetically modified * {{icon|growth speed}} {{red|Cannot reproduce naturally}} | * {{iconify|Rapid Breeders}} * {{iconify|Slow Breeders}} * {{iconify|Budding}} |align=center|0 |align=center|'''0''' |align=center|{{icon|no}} | {{icon|Clone Army origin}} [[Genetic Crossroads]] event |''Clones at their genetically-engineered peak, with further improved strength, efficiency, durability, and longevity - but forever infertile.'' |{{icon|hum}} |- id="Clone Soldier Descendant" | [[File:Trait clone soldier descendant.png]] Clone Soldier Descendant | * {{icon|governing ethics attraction}} Governing Ethics Attraction {{green|+20%}} * {{icon|army damage}} Army Damage {{green|+20%}} * {{icon|Descendant Clone Army Admiral}} Admirals gain the Descendant Clone Army Admiral trait | |align=center|0 |align=center|'''0''' |align=center|random | {{icon|Clone Army origin}} [[Genetic Crossroads]] event |''Once infertile, engineered for compliance and war. Their genetic edge diminished, they are now stable enough for natural reproduction.'' |{{icon|hum}} |- id="Docile Livestock" |[[File:Trait primitive.png]] Docile Livestock | * {{icon|growth speed}} Pop Growth Speed: {{green|+30%}} * {{iconify|Unity}} from Jobs: {{green|+10%}} * {{iconify|Energy}} from Jobs: {{red|−50%}} * {{iconify|Research}} from Jobs: {{red|−75%}} * {{icon|no}} Cannot generate Leaders * {{icon|no}} Cannot be employed in Ruler or Specialist Jobs * {{icon|no}} Not affected by Happiness | * {{iconify|Intelligent}} * {{iconify|Erudite}} * {{iconify|Natural Physicists}} * {{iconify|Natural Sociologists}} * {{iconify|Natural Engineers}} |align=center|{{red|1}} |align=center|'''0''' |align=center|random | {{icon|dst}} Wild Eukaryotes event species |''Docile and delicious, this species has had its higher brain functions genetically altered to create a kind of harmless livestock that can care for itself, without the pesky need for social interaction or self-determination.'' |{{icon|dst}} |- id="Brain Slug Host" | [[File:Trait brainslugged.png]] Brain Slug Host | * {{iconify|Research}} from Jobs: {{green|+10%}} * {{iconify|Unity}} from Jobs: {{green|+10%}} * {{icon|growth speed}} Pop Growth Speed {{red|−25%}} | |align=center|0 |align=center|'''0''' |align=center|0% | {{icon|dst}} Neural Symbiosis event |''This species is enjoying the presence of a neural symbiont: a helpful slug that attaches itself to the brain stem of its host.'' |{{icon|dst}} |- id="Unlifted" | [[File:Trait uplifted.png]] Unlifted | * {{iconify|Research}} from Jobs {{red|−60%}} | * {{iconify|Intelligent}} |align=center|0 |align=center|'''0''' |align=center|0% | {{icon|dst}} [[Enigmatic Cache]] event |''This species has suffered the tragic consequences of an uplifting gone wrong.'' |{{icon|dst}} |- id="Somewhat Uplifted" | [[File:Trait uplifted.png]] Somewhat Uplifted | * {{iconify|Research}} from Jobs {{green|+10%}} | * {{iconify|Intelligent}} |align=center|0 |align=center|'''0''' |align=center|0% | {{icon|dst}} [[Enigmatic Cache]] event |''This species was partially uplifted by a benevolent extragalactic intellect and has left some of its primitive origins behind.'' |{{icon|dst}} |- id="Uplifted" | [[File:Trait uplifted.png]] Uplifted | * {{icon|research}} Researcher Output {{green|+10%}} * {{icon|leader experience gain}} Leader Experience Gain {{green|+25%}} | * {{iconify|Slow Learners}} * {{iconify|Erudite}} * {{iconify|Nerve Stapled}} |align=center|0 |align=center|'''0''' |align=center|0% | {{icon|dst}} [[Enigmatic Cache]] event |''This species was uplifted by a benevolent extragalactic intellect and has left its primitive origins behind.'' |{{icon|dst}} |- id="Numistic Administration" | [[File:Leader trait nuumismatic administration.png]] Numistic Administration | * {{icon|pop enc}} Energy Credits from Jobs {{green|+15%}} {{Collapse list | type= {{icon|trade value}} {{green|Extra Trade Value}} from certain Jobs | body= ** {{iconify|Angler}}: {{green|+0.2}} ** {{iconify|Artificer}}: {{green|+0.2}} ** {{iconify|Pearl Diver}}: {{green|+0.2}} ** {{iconify|Manager}}: {{green|+0.75}} ** {{iconify|Clerk}}: {{green|+1}} ({{green|+1.1}} with [[File:Tradition_mercantile_trickle_up_economics.png|21px]] Trickle up economics) ** {{iconify|Preacher}} {{green|+1}} ** {{iconify|Executive}} {{green|+1.5}} ** {{iconify|Subterranean Liaison Officer}} {{green|+1.5}} ** {{icon|warrior}}Titan Hunter: {{green|+2}} ** {{iconify|Merchant}}: {{green|+3}} }} | |align=center|{{red|1}} |align=center|'''0''' |align=center|random | {{iconify|Numistic Order}} pops |''This species has been trained in the holy art of Numistic Administration.'' | {{icon|mgc}} |- id="Zombie" |[[File:Trait zombie.png]] Zombie | * {{icon|pop resource output}} Resources from Jobs {{red|−25%}} * {{icon|upkeep}} Pop Upkeep {{green|−100%}} * {{icon|no}} Not affected by Happiness * {{icon|no}} Cannot generate Leaders * {{icon|no}} Cannot be employed in Ruler or Specialist Jobs * {{icon|no}} Cannot colonize * {{icon|no}} Cannot reproduce naturally | * {{iconify|Serviles}} * {{iconify|Nerve Stapled}} | align=center| 0 | align=center| {{red|+150}} | align=center| {{icon|no}} | * {{iconify|Permanent Employment}} civic |''The remains of a once-proud sapient being, this husk is not suitable for much more than the simplest tasks.'' | {{icon|nec}} |- id="Aquatic" |[[File:Trait aquatic.png]] Aquatic | * {{icon|habitability}} Ocean Habitability {{green|+20%}} * {{icon|housing}} Housing Usage on Ocean Worlds {{green|−10%}} * {{icon|pop resource output}} Worker Output on Ocean Worlds {{green|+10%}} * {{icon|habitability}} Dry and Frozen planet Habitability {{red|−20%}} * {{icon|housing}} Housing Usage on Dry and Frozen planets {{red|+30%}} * {{icon|hydrocentric}} '''Hydrocentric ascension boosts this trait's effects by 50%''' | | align=center| {{red|1}} | align=center| '''0''' | align=center| random | * {{iconify|Ocean Preference}} trait * {{iconify|Anglers}} civic * {{iconify|Ocean Paradise}} origin * {{iconify|Evolutionary Mastery}} ascension perk |''This species is perfectly adapted to living in the depths of the ocean. However, on dry land, it is like a fish out of water.'' | {{icon|aqu}} |} === Biological ascension traits === {{SVersion|3.3}} There are 5 advanced traits which are made available for [[genetic modification]] if the [[File:Ap_evolutionary_mastery.png|link=Ascension perk#Evolutionary Mastery|24px]] Evolutionary Mastery ascension perk is taken and {{iconify|Genetic Resequencing|24px}} has been researched. Biological ascension traits are only half as likely as standard traits to be inherited by hybrid species. {| class="mildtable plainlist" width="100%" ! Type ! Effects ! Excludes ! {{icon|trait point}} ! {{icon|energy}} Slave Price ! width=30% | Description |- id="Erudite" |[[File:Erudite.png]] Erudite | * {{icon|Research}} Researcher Output {{green|+20%}} * {{icon|Leader Skill Levels}} Leader Level Cap {{green|+1}} * {{iconify|Erudite}} Leaders have special traits | * {{iconify|Intelligent}} * {{iconify|Nerve Stapled}} * {{iconify|Uplifted}} | align=center| {{red|4}} | align=center| '''0''' |''Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.'' |- id="Fertile" |[[File:Fertile.png]] Fertile | * {{icon|growth speed}} Pop Growth Speed {{green|+30%}} * {{icon|pop housing usage}} Pop housing usage {{green|−10%}} | * {{iconify|Lithoid}} * {{iconify|Rapid Breeders}} * {{iconify|Slow Breeders}} | align=center| {{red|4}} | align=center| {{red|+200}} |''The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.'' |- id="Robust" |[[File:Robust.png]] Robust | * {{icon|Habitability}} Habitability {{green|+30%}} * {{icon|Pop Resource Output}} Resources from Jobs {{green|+5%}} * {{icon|Leader Lifespan}} Leader lifespan {{green|+50}} years | * {{iconify|Lithoid}} * {{iconify|Extremely Adaptive}} * {{iconify|Adaptive}} * {{iconify|Nonadaptive}} | align=center| {{red|4}} | align=center| {{red|+200}} |''Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.'' |- id="Delicious" |[[File:Delicious.png|28px]] Delicious | * {{icon|food}} Food from Livestock and Processing: {{green|+2}} | * {{iconify|Lithoid}} | align=center| {{red|2}} | align=center| {{red|+100}} |''This species has the curious evolutionary adaptation of being highly nutritious when eaten.'' |- id="Nerve Stapled" |[[File:Nerve Stapled.png]] Nerve Stapled | * {{icon|pop resource output}} Resources from Jobs {{green|+5%}} * {{icon|no}} Cannot be employed in {{yellow|Ruler}}, {{yellow|Specialist}} or {{yellow|Complex Drone}} jobs * {{icon|no}} Cannot generate {{yellow|Leaders}} * {{icon|no}} {{yellow|Not Affected by Happiness}} * {{icon|no}} Can't join a faction | * {{iconify|Zombie}} * {{iconify|Erudite}} * {{iconify|Intelligent}} * {{icon|Natural Physicists}}{{icon|Natural Sociologists}}{{icon|Natural Engineers}} Natural Inclination * {{iconify|Talented}} * {{iconify|Communal}} * {{iconify|Solitary}} | align=center| {{red|3}} | align=center| {{red|+150}} |''Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.'' |} === Pre-Sapient traits === {{SVersion|3.3}} Pre-Sapient species have exclusive traits that cannot otherwise be chosen when creating or modifying a species. They retain these traits after being uplifted as a sapient species. All of these traits cost 1 trait point. {| class="mildtable plainlist" width="100%" ! Type ! Effects ! Description |- id="Conservative" |[[File:Trait primitive.png]] Conservative | * {{icon|happiness}} {{green|+5%}} Happiness * {{icon|governing ethics attraction}} {{green|+25%}} Governing Ethics Attraction * {{icon|leader experience gain}} {{red|−33%}} Leader Experience Gain |''Members of this species often prefer old wisdom over new experiences.'' |- id="Earthbound" |[[File:Trait primitive.png]] Earthbound | * {{icon|energy}} {{green|+10%}} Energy from Jobs * {{icon|army damage}} {{green|+50%}} Defense Army Damage |''Members of this species are very possessive of the planets they call home.'' |- id="Irradiated" |[[File:Trait primitive.png]] Irradiated | * {{icon|habitability}} {{green|+100%}} Tomb World Habitability * {{icon|leader lifespan}} {{green|+30}} Years Leader Lifespan |''This species has evolved to thrive in environments subject to extremely high levels of background radiation.'' |- id="Natural Intellectuals" |[[File:Trait primitive.png]] Natural Intellectuals | * {{icon|unity}} {{green|+5%}} Unity from Jobs * {{icon|research}} {{green|+10%}} Research from Jobs * {{icon|minerals}} {{red|−10%}} Minerals from Jobs |''Members of this species are more philosophically inclined than most.'' |- id="Proles" |[[File:Trait primitive.png]] Proles | * {{icon|army damage}} {{green|+10%}} Army Damage * {{icon|minerals}} {{green|+10%}} Minerals from Jobs * {{icon|food}} {{green|+10%}} Food from Jobs * {{icon|research}} {{red|−15%}} Research from Jobs |''This species has traditionally shunned intellectual pursuits in favor of physical labor.'' |- id="Starborn" |[[File:Trait primitive.png]] Starborn | * {{icon|migration time}} {{green|+25%}} Pop Growth from Immigration * {{icon|resettlement cost}} {{green|−25%}} Resettlement Cost * {{icon|habitability}} {{green|+10%}} Habitability |''This species has always, consciously or not, longed to traverse the void between the stars.'' |} === Climate preference traits === {{SVersion|3.3}} Each organic species has a climate preference trait that determines their base {{iconify|Habitability}} on the various types of planets, 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. The Habitability of other celestial body types is unaffected by these traits. {| class="mildtable plainlist" ! style="width:13%" | Preference ! style="width:7%" | Climate ! style="width:20%" | {{icon|habitability}} {{green|80%}} Habitability ! style="width:20%" | {{icon|habitability}} {{yellow|60%}} Habitability ! style="width:40%" | {{icon|habitability}} {{red|20%}} Habitability |- id="Arid Preference" | [[File:Trait_pc_arid_preference.png]] Arid || Dry | [[File:Planet arid.png|link=Arid]] Arid | * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah | {{MultiColumn| * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical |2}} |- id="Desert Preference" | [[File:Trait_pc_desert_preference.png]] Desert || Dry | [[File:Planet desert.png|link=Desert]] Desert | * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet savannah.png|link=Savannah]] Savannah | {{MultiColumn| * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical |2}} |- id="Savannah Preference" | [[File:Trait_pc_savannah_preference.png]] Savannah || Dry | [[File:Planet savannah.png|link=Savannah]] Savannah | * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert | {{MultiColumn| * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical |2}} |- id="Alpine Preference" | [[File:Trait_pc_alpine_preference.png]] Alpine || Frozen | [[File:Planet alpine.png|link=Alpine]] Alpine | * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra | {{MultiColumn| * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical |2}} |- id="Arctic Preference" | [[File:Trait_pc_arctic_preference.png]] Arctic || Frozen | [[File:Planet arctic.png|link=Arctic]] Arctic | * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet tundra.png|link=Tundra]] Tundra | {{MultiColumn| * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical |2}} |- id="Tundra Preference" | [[File:Trait_pc_tundra_preference.png]] Tundra || Frozen | [[File:Planet tundra.png|link=Tundra]] Tundra | * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic | {{MultiColumn| * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical |2}} |- id="Continental Preference" | [[File:Trait_pc_continental_preference.png]] Continental || Wet | [[File:Planet continental.png|link=Continental]] Continental | * [[File:Planet ocean.png|link=Ocean]] Ocean * [[File:Planet tropical.png|link=Tropical]] Tropical | {{MultiColumn| * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra |2}} |- id="Ocean Preference" | [[File:Trait_pc_ocean_preference.png]] Ocean || Wet | [[File:Planet ocean.png|link=Ocean]] Ocean | * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet tropical.png|linkTropical]] Tropical | {{MultiColumn| * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra |2}} |- id="Tropical Preference" | [[File:Trait_pc_tropical_preference.png]] Tropical || Wet | [[File:Planet tropical.png|link=Tropical]] Tropical | * [[File:Planet continental.png|link=Continental]] Continental * [[File:Planet ocean.png|link=Ocean]] Ocean | {{MultiColumn| * [[File:Planet arid.png|link=Arid]] Arid * [[File:Planet desert.png|link=Desert]] Desert * [[File:Planet savannah.png|link=Savannah]] Savannah * [[File:Planet alpine.png|link=Alpine]] Alpine * [[File:Planet arctic.png|link=Arctic]] Arctic * [[File:Planet tundra.png|link=Tundra]] Tundra |2}} |} ==== Exotic climate preferences ==== Exotic climate preferences can only be obtained through [[Origins]], [[events]], conquest of a unique species, or when the [[File:R omnicodex.png|24px|link=Omnicodex]] Omnicodex relic creates a species on a matching celestial body. {| class="mildtable plainlist" ! Preference Trait ! {{icon|Habitability}} Habitability <br>on native climate ! {{icon|Habitability}} Habitability <br>on regular planets ! Sources other than the Omnicodex |- id="Tomb World Preference" | [[File:Trait_pc_nuked_preference.png]] Tomb World Preference | {{green|80%}} [[File:Planet nuked.png|link=Tomb World]] Tomb World | {{yellow|60%}} | Pre-FTL or pre-sapient species inhabiting a Tomb World<br>[[Horizon Signal]] event<br>[[A New Species]] event on a Tomb World |- id="Gaia World Preference" | [[File:Trait_pc_gaia_preference.png]] Gaia World Preference | {{green|100%}} [[File:Planet gaia.png|link=Gaia World]] Gaia World | {{red|0%}} | [[Primitive]] or [[pre-sapient]] species inhabiting a Gaia World<br> {{iconify|Life-Seeded}} Origin<br>[[File:Decision_resort_colony.png|link=Planetary_management#Nu-Baol Life Seeding|24px]] [[Baol]] pops created by the Nu-Baol Life Seeding decision<br> {{icon|terraform}} The ''Unexpected Mutations'' [[Terraforming events|Terraforming event]] |- id="Habitat Preference" | [[File:Trait_pc_ring_preference.png]] Habitat Preference | {{green|100%}} [[File:Planet habitat.png|link=Habitat]] Habitat | {{red|0%}} | {{iconify|Void Dwellers}} Origin <br> [[Marauders|Marauder]] and [[Enclave]] pops |- id="Ring World Preference" | [[File:Trait_pc_ring_preference.png]] Ring World Preference | {{green|100%}} [[File:Planet ringworld.png|link=Celestial_body#Ring World]] Ring World | {{red|0%}} | {{iconify|Shattered Ring}} Origin <br> [[Sanctuary]] pre-FTL civilizations |- id="AI World Preference" | [[File:Trait_pc_ai_preference.png]] AI World Preference | {{green|100%}} [[File:Planet ai.png|link=AI World]] AI World | {{red|1%}} | |- id="Hive World Preference" | [[File:Trait_pc_ring_preference.png]] Hive World Preference | {{green|100%}} [[File:Planet infested.png|link=Hive World]] Hive World | {{red|0%}} | |- id="Machine World Preference" | [[File:Trait_pc_ai_preference.png]] Machine World Preference | {{green|100%}} [[File:Planet ai.png|link=Machine World]] Machine World | {{red|0%}} | |- id="Relic World Preference" | [[File:Trait_pc_ai_preference.png]] Relic World Preference | {{green|80%}} [[File:Planet nuked.png|link=Relic World]] Relic World | {{red|0%}} | |}
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