Stellaris

Stellaris

Svafa's Expanded Species Traits
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Svafa  [developer] May 13, 2016 @ 12:14pm
Complete List of Added Traits
General Traits
  • Trait Name (cost): Effects
    - Exclusions
    - Description
    - Trait Key for Console Commands

  • Multidextrous (2): +5% Food/Energy/Minerals Production
    - Members of this species are able to efficiently manipulate multiple limbs simultaneously, increasing their production capabilities multiplicatively.
    - trait_svafa_multidextrous

  • Lithovore (0): -25% Food Consumption, -10% Minerals Production
    - Excludes: Carnivorous, Herbivorous, Autotrophic
    - This species can, and will, eat anything. Their mineral stores take a hit due to their appetite, but they do not require as much organic nourishment as other species. (Starting Trait Only)
    - trait_svafa_lithovore

  • Carnivorous (0): +20% Army Damage, -10% Food Production
    - Excludes: Lithovore, Herbivorous, Autotrophic
    - Members of this species are strictly carnivores. Though their diet is inefficient, their training in hunting serves the military well. (Starting Trait Only)
    - trait_svafa_carnivorous

  • Herbivorous (2): +10% Faction Influence Gain, +10% Other Species Happiness
    - Excludes: Lithovore, Carnivorous, Autotrophic
    - This species of herbivores evolved from prey animals and is viewed as mostly harmless if overly paraoid.
    - trait_svafa_herbivorous

  • Autotrophic (2): +5% Habitability, +10% Food Production
    - Excludes: Lithovore, Carnivorous, Herbivorous
    - This species nourishes itself using photosynthesis or chemosynthesis, reducing its reliance on its environment and access to organic matter.
    - trait_svafa_autotrophic

  • Electovore (0): -25% Food Consumption, -10% Energy Production
    - Excludes: Bioelectrogenesis
    - This species is able to consume electricity to power their bodily functions, reducing their need for food but putting a drain on their energy production. (Starting Trait Only)
    - trait_svafa_electrovore

  • Bioelectrogenesis (0): +10% Food Consumption, +10% Energy Production
    - Excludes: Electrovore
    - Members of this species have a specialized organ for the production and discharge of electricity. (Starting Trait Only)
    - trait_svafa_bioelectrogenesis

  • Electrogenic Defense (1): +5% Energy Production, +500 Energy Storage, +5% Energy Weapon Damage
    - Members of this species are able to discharge electricity for defense. The study of this ability has led them to advances in energy usage.
    - trait_svafa_electrogenic_defense

  • Electroreceptors (2): +1 Sensor Range
    - This species evolved with the ability to detect electromagnetic pulses and have efficiently applied it to their technology.
    - trait_svafa_electroreceptors

  • Scavengers (1): +10% Survey Speed
    - This species evolved in a harsh environment where the ability to quickly forage and locate shelter was necessary for survival.
    - trait_svafa_scavengers

  • Eidetic Memory (5): +20% Engineering/Physics/Society Production
    - Members of this species have near perfect recall, greatly benefiting their research in a variety of areas.
    - trait_svafa_eidetic_memory

  • Neural Network (2): +10% Research Speed
    - Members of this species have a network of ganglia, brains, or neural nodes allowing for extraordinary feats of multitasking and parallel thinking.
    - trait_svafa_neural_network

  • Subterranean (1): 10% Bombardment Damage, -5% Building Cost, -10% Building Build Speed
    - This species is native to caves and caverns, which offer greater protection from its enemies but require extensive excavation to be habitable.
    - trait_svafa_subterranean

  • Spaceborn (0): -20% Habitability, -20% Migration Time, +10% Megastructure Build Speed
    - This species originated from the void between the stars before evolving into a terrestrial species. (Starting Trait Only)
    - trait_svafa_spaceborn

  • Amphibious (1): +5% Tropical/Ocean Habitability
    - Excludes: Hydrophobic
    - This species evolved to live comfortably in aquatic environments.
    - trait_svafa_amphibious

  • Hydrophobic (0): +10% Desert/Arid/Savannah Habitability, -10% Tropical/Continental/Ocean Habitability
    - Excludes: Amphibious
    - This species evolved in an extremely dry environment and retains a severe aversion to water. (Starting Trait Only)
    - trait_svafa_hydrophobic

  • Homeothermic (0): +20% Continental/Savannah/Tundra Habitability, -10% Arctic/Desert Habitability
    - Excludes: Ectothermic, Thermogenic
    - This species is able to maintain its body temperature despite variations in its environment, but struggles at the extremes. (Starting Trait Only)
    - trait_svafa_homeothermic

  • Ectothermic (0): +10% Desert/Arid/Savannah Habitability, -10% Arctic/Tundra/Alpine Habitability
    - Excludes: Homeothermic, Thermogenic
    - This species is cold-blooded and requires consistent warmer temperatures to manage its body temperature. (Starting Trait Only)
    - trait_svafa_ectothermic

  • Thermogenic (0): +10% Arctic/Tundra/Alpine Habitability, -10% Desert/Arid/Savannah Habitability
    - Excludes: Homeothermic, Thermogenic
    - This species creates heat internally by chemical or metabolic means, making it well suited to colder environs but prone to hyperthermia in warmer climes. (Starting Trait Only)
    - trait_svafa_thermogenic

  • Parthenogenetic (1): -40% Growth Time, -15% Governing Ethics Attraction
    - Excludes: Rapid Breeders, Slow Breeders
    - This species reproduces asexually at an explosive rate, but is largely independent and solitary as a result.
    - trait_svafa_parthenogenetic

  • Relic of the Past (3): +1 Research Alternative, +1 Montly Influence
    - This species is descended from the forgotten remnants of a fallen empire reduced to a pre-space civilization. (Starting Trait Only)
    - trait_svafa_relic_of_the_past

  • Quick Reflexes (2): +5% Kinetic/Energy/Explosive Weapon Attack Speed
    - Members of this species have superior coordination and reaction times.
    - trait_svafa_quick_reflexes

  • Toxic (0): +20% Army Damage, -10% Habitability, +10% Tomb World Habitability
    - This species produces a toxin lethal to most galactic species, but struggle in environments where it cannot be found. (Starting Trait Only)
    - trait_svafa_toxic

  • Empathic (2): +10% Other Species Happiness
    - Excludes: Charismatic, Repugnant, Abhorrent
    - Members of this species have a preternatural ability to console and befriend others.
    - trait_svafa_empathic

  • Abhorrent (-2): -10% Other Species Happiness
    - Excludes: Charistmatic, Empathic, Repugnant
    - The mere thought of this species drives others to disgust and vehemence.
    - trait_svafa_abhorrent

  • Bloodthirsty (0): +10% Army Damage, -15 Years Leadership Lifespan
    - Members of this species are inclined toward expressing themselves through violence and brutality. (Starting Trait Only)
    - trait_svafa_violent

  • Cannibalistic (-2): -10% Growth Speed, -5% Other Species Happiness
    - Members of this species practice cannibalism and see nothing wrong with it, much to the chagrin of their neighbours.
    - trait_svafa_cannibalistic

  • Parasitic (-1): +10% Habitability, -5% Other Species Happiness, +10% Food Consumption
    - This species lives in dependence on a host organism that it parasitises and controls.
    - trait_svafa_parasitic

  • Symbiotic (1): +5% Other Species Happiness, +5% Trust Growth, +5% Food Consumption
    - This species lives in symbiosis with a native organism from its homeworld, and has evolved a closeknit communal society because of it.
    - trait_svafa_symbiotic

  • Bioships (3): -10% Ship Upkeep Cost, +0.5% Daily Hull/Armor Regen
    - The ships of this species are partly organic in nature, allowing them to gradually heal from damage they sustain.
    - trait_svafa_bioships

  • Organic Construction (2): -5% Building Cost, +5% Building Build Speed
    - This species has a strong affinity for the natural world, manipulating and shaping the wildlife into its buildings and structures.
    - trait_svafa_organic_construction

  • Drone Mentality (2): +40% Governing Ethics Attraction, -10% Research Speed
    - This species has evolved from a highly communal species and its members are naturally subservient to leadership, but find independent thought and creativity unnatural.
    - trait_svafa_drone_mentality

  • Swarm Tactics (3): +10 Fleet Command Limit, -10% Ship Upkeep, -10% Army Upkeep
    - This prolific species isn't given to strategy, instead preferring to overwhelm its enemies with sheer numbers.
    - trait_svafa_swarm_tactics

  • Deferential (1): +5% Trust Growth
    - Excludes: Compliant, Quarrelsome, Combative
    - This species has a natural inclination to befriend and accept others.
    - trait_svafa_deferential

  • Compliant (2): +10% Trust Growth
    - Excludes: Deferential, Quarrelsome, Combative
    - Members of this species are unusually accepting of others, willing to set aside their own traditions and desires to please others.
    - trait_svafa_compliant

  • Quarrelsome (-1): -5% Trust Growth
    - Excludes: Deferential, Compliant, Combative
    - This species is naturally confrontational and hostile to others.
    - trait_svafa_quarrelsome

  • Combative (-2): -10% Trust Growth
    - Excludes: Deferential, Compliant, Quarrelsome
    - Members of this species are especially aggressive and confrontational, seeking to exert dominance over others.
    - trait_svafa_combative

  • Epimorphosis (2): +10% Army Health, -10% Army Upkeep
    - Members of this species are able to naturally regenerate tissues and organs that are damaged or lost.
    - trait_svafa_epimorphosis

  • Carapace (2): +25% Army Health
    - Members of this species have a hardened carapace that protects their vitals.
    - trait_svafa_carapace

  • Transgenic (2): +5% Happiness, +5% Habitability
    - This species has undergone minor genetic modifications using genes from similar species to increase its adaptability and resistance to foreign environments.
    - trait_svafa_transgenic

  • Cisgenic (1): +15 Years Leader Lifespan, +10% Army Health
    - This species has used genetic engineering to select genes advantageous to increased health and longevity.
    - trait_svafa_cisgenic

  • Natural Psionics (1): +10% Army Morale, +10% Army Morale Damage
    - Members of this species demonstrate a natural proficiency in psionics.
    - trait_svafa_natural_psionics

Machine Unique Traits
  • Lithovore (1): -10% Minerals Production, -20% Robot Upkeep
    - Advanced mineral processers and automated repair systems make these machines more resilient and less reliant on regular maintenance.
    - trait_svafa_lithovore_machine

  • Autotrophic (2): +10% Habitability, +10% Energy Credits
    - Excludes: Electrovore(Machine)
    - Specialized chemosynthetic systems allow units to remain functional even in the most hostile environments.
    - trait_svafa_autotrophic_machine

  • Electrovore (-1): -10% Energy Credits
    - Excludes: Autotrophic(Machine)
    - These machines are heavily dependent upon electricity to power their bodily functions, putting a drain on their energy production.
    - trait_svafa_electrovore_machine
Last edited by Svafa; Mar 10, 2018 @ 4:22pm
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Showing 1-8 of 8 comments
Nord Sep 28, 2016 @ 10:55am 
Complete List of Added Traits and Descriptions

  • Trait Name (cost): Effects and Exclusions
    - Description

  • Multidextrous (2): +5% Food/Energy/Minerals Production
    - Members of this species are able to efficiently manipulate multiple limbs simultaneously, increasing their production capabilities multiplicatively.

  • Lithovore (0): -10% Food Consumption, -10% Minerals Production, excludes: Carnivorous, Herbivorous, Autotrophic
    - This species can, and will, eat anything. Their mineral stores take a hit due to their appetite, but they do not require as much organic nourishment as other species.

  • Carnivorous (0): +20% Army Damage, -10% Food Production, excludes: Lithovore, Herbivorous, Autotrophic
    - Members of this species are strictly carnivores. Though their diet is inefficient, their training in hunting serves the military well.

  • Herbivorous (0): +10% Xenophobia, +2% Other Species Happiness, excludes: Lithovore, Carnivorous, Autotrophic
    - This species of herbivores evolved from prey animals and is viewed as mostly harmless if overly paraoid.

  • Autotrophic (2): +5% Habitability, +10% Food Production, excludes: Lithovore, Carnivorous, Herbivorous
    - This species nourishes itself using photosynthesis or chemosynthesis, reducing its reliance on its environment and access to organic matter.

  • Electovore (0): -10% Food Consumption, -10% Energy Production, excludes Bioelectrogenesis
    - This species is able to consume electricity to power their bodily functions, reducing their need for food but putting a drain on their energy production.

  • Bioelectrogenesis (0): +10% Food Consumption, +10% Energy Production, excludes Electrovore
    - Members of this species have a specialized organ for the production and discharge of electricity.

  • Electrogenic Defense (1): +5% Energy Production, +250 Energy Storage, +5% Energy Weapon Damage
    - Members of this species are able to discharge electricity for defense. The study of this ability has led them to advances in energy usage.

  • Electroreceptors (1): +10% Planet Sensor Range
    - This species evolved with the ability to detect electromagnetic pulses and have efficiently applied it to their technology.

  • Scavengers (1): +10% Survey Speed
    - This species evolved in a harsh environment where the ability to quickly forage and locate shelter was necessary for survival.

  • Eidetic Memory (5): +20% Engineering/Physics/Society Production
    - Members of this species have near perfect recall, greatly benefiting their research in a variety of areas.

  • Neural Network (2): +10% Research Speed
    - Members of this species have a network of ganglia, brains, or neural nodes allowing for extraordinary feats of multitasking and parallel thinking.

  • Subterranean (1): +50% Fortification Bonus, -5% Building Cost, +10% Construction Time
    - This species is native to caves and caverns, which offer greater protection from its enemies but require extensive excavation to be habitable.

  • Spaceborn (0): -20% Habitability, -20% Migration Time, +20% Border Range
    - This species originated from the void between the stars before evolving into a terrestrial species.

  • Amphibious (1): +5% Tropical/Ocean Habitability
    - This species evolved to live comfortably in aquatic environments.

  • Homeothermic (0): +20% Continental Habitability, -10% Arid/Tundra Habitability, excludes: Ectothermic, Thermogenic
    - This species is able to maintain its body temperature despite variations in its environment, but struggles at the extremes.

  • Ectothermic (0): +10% Desert/Arid Habitability, -10% Arctic/Tundra Habitability, excludes: Homeothermic, Thermogenic
    - This species is cold-blooded and requires consistent warmer temperatures to manage its body temperature.

  • Thermogenic (0): +10% Arctic/Tundra Habitability, -10% Desert/Arid Habitability, excludes: Homeothermic, Thermogenic
    - This species creates heat internally by chemical or metabolic means, making it well suited to colder environs but prone to hyperthermia in warmer climes.

  • Parthenogenetic (1): -20% Growth Time, +10% Ethics Divergence, excludes: Rapid Breeders, Slow Breeders
    - This species reproduces asexually at an explosive rate, but is largely independent and solitary as a result.

  • Relic of the Past (3): +1 Research Alternative, +1 Montly Influence Gain
    - This species is descended from the forgotten remnants of a fallen empire reduced to a pre-space civilization.

  • Quick Reflexes (2): +5% Kinetic/Energy/Explosive Weapon Fire Rate
    - Members of this species have superior coordination and reaction times.

  • Toxic (0): +20% Army Damage, -10% Habitability
    - This species produces a toxin lethal to most galactic species, but struggle in environments where it cannot be found.

  • Empathic (2): +2% Other Species Happiness, excludes: Charismatic, Repugnant, Abhorrent
    - Members of this species have a preternatural ability to console and befriend others.

  • Abhorrent (-2): -2% Other Species Happiness, excludes: Charistmatic, Empathic, Repugnant
    - The mere thought of this species drives others to disgust and vehemence.

  • Violent (0): +10% Army Damage, -15 Years Leadership Lifespan
    - Members of this species are inclined toward expressing themselves through violence and brutality.

  • Cannibalistic (-2): +10% Growth Time, -1% Other Species Happiness
    - Members of this species practice cannibalism and see nothing wrong with it, much to the chagrin of their neighbours.

  • Parasitic (0): +10% Habitability, -1% Other Species Happiness, +5% Food Consumption
    - This species lives in dependence on a host organism that it parasitises and controls.

  • Symbiotic (1): -10% Ethics Divergence
    - This species lives in symbiosis with a native organism from its homeworld, and has evolved a closeknit communal society because of it.

  • Bioships (3): -10% Ship Upkeep Cost, +0.5% Monthly Hull Regeneration
    - The ships of this species are partly organic in nature, allowing them to gradually heal from damage they sustain.

  • Organic Construction (2): -5% Building Cost, -5% Construction Time
    - This species has a strong affinity for the natural world, manipulating and shaping the wildlife into its buildings and structures.

  • Drone Mentality (2): -50% Ethic Divergence, -10% Research Speed
    - This species has evolved from a highly communal species and its members are naturally subservient to leadership, but find independent thought and creativity unnatural.

  • Swarm Tactics (3): +25% Naval Capacity, -10% Ship Upkeep, -10% Army Upkeep
    - This prolific species isn't given to strategy, instead preferring to overhwelm its enemies with sheer numbers.

  • Deferential (1): -5% Xenophobia, excludes: Compliant, Quarrelsome, Combative
    - This species has a natural inclination to befriend and accept others.

  • Compliant (2): -10% Xenophobia, excludes: Deferential, Quarrelsome, Combative
    - Members of this species are unusally accepting of others, willing to set aside their own traditions and desires to please others.

  • Quarrelsome (-1): +5% Xenophobia, excludes: Deferential, Compliant, Combative
    - This species is naturally confrontational and hostile to others.

  • Combative (-2): +10% Xenophobia, excludes: Deferential, Compliant, Quarrelsome
    - Members of this species are especially aggressive and confrontational, seeking to exert dominance over others.

  • Epimorphosis (2): +10% Army Health, -10% Army Upkeep
    - Members of this species are able to naturally regenerate tissues and organs that are damaged or lost.

  • Natural Psionics (1): +10% Army Morale, +10% Army Morale Damage
    - Members of this species demonstrate a natural proficiency in psionics.

  • Transgenic (2): -5% Xenophobia, +5% Habitability
    - This species has undergone minor genetic modifications using genes from similar species to increase its adaptability and resistance to foreign environments.

  • Cisgenic (1): +15 Years Leader Lifespan, +10% Army Health
    - This species has used genetic engineering to select genes advantageous to increased health and longevity.
Last edited by Nord; Sep 28, 2016 @ 11:06am
Stangle Khan Apr 30, 2017 @ 9:22am 
So out of curiousity, does the natural psionics trait allow non-spiritualist empires to research psionics?
Briggs May 9, 2017 @ 12:07pm 
Originally posted by Stangle Khan:
So out of curiousity, does the natural psionics trait allow non-spiritualist empires to research psionics?
Looking at the files, it doesn't seem so.
prassel May 26, 2017 @ 4:14pm 
Is there a way to add/remove traits via console? I keep getting "trait not found" every time I try these new traits. Vanilla traits works fine.
Svafa  [developer] May 26, 2017 @ 4:43pm 
The mod description should still include the note on the change, but in order to ensure compatibility I've used the naming pattern trait_svafa_ followed by the traits name. This way two trait_violent or trait_abhorrent or whatever won't conflict should another mod or the base game use the same name. Bloodthirsty is the only exception, being named trait_svafa_violent in the files.
Svafa  [developer] Mar 10, 2018 @ 4:26pm 
I've updated the list using NordikaMan's formatting, as well as adding the trait keys for console commands.
Hyperlynx Apr 3, 2019 @ 1:25am 
"Cannibalistic (-2): -10% Growth Speed, -5% Other Species Happiness
- Members of this species practice cannibalism and see nothing wrong with it, much to the chagrin of their neighbours.
- trait_svafa_cannibalistic"

You probably don't want the word "chagrin" here. That means "distress from being humiliated", specifically, rather than "distress" in general.
edwin gibson May 5, 2020 @ 6:59pm 
Can we have a new trait called. "Queens"
The basic idea is that the Majority of this race's Pops is Created by just a Fraction of the populace or just a few individuals. Think how Ants, Bees, Wasps, and Termites, have queens that Give birth to the whole colony by them selves. And if they die. the Colony will die, Unless a replacement is found.

I was thinking maybe this could be done by a combination of these 2 traits you listed.
1) Drone Mentality, 2) Parthenogenetic.
But if you have a better or cooler idea for how this trait could work. I would love to hear it. :)

OOO. Here is an idea for the "Queens" Trait.
1) Leaders of all kinds get a character trait that Boosts Pop Growth Massively. But now your Race can't Create pops normally. So the more leaders you have the Greater your pop Growth is, in that Sector/system/Planet.
2) Also All Leaders can Now Produce Troops right where they are at. Even if they are a Science ship, An Admiral with a fleet, Or a General with Troops on a Planet(even while attacking or defending,)
3) This race Trait Could Give a special Colony ship. Called "Young Queens Escort". Which Puts a special pop on a planet, that pop would have a trait called "Queens". Where they Give a Massive boost to Pop Growth. But all other Pops that are made after the planet is colonized, has a Trait called Infertile. Meaning they will not make new pops by them selves. also if your queen pops die. You can replace them. in the same way, as how the tree of Life Origin replaces a New sapling tree if the one you all ready had is destroyed.
4) I guess maybe this Trait could have similarities with the Tree of Life . But these are just My ideas what are your thoughts? :)
5) Your Administrative Buildings Replace some administrators with Queens. Who Buff Pop Growth, and Give some thing else. Like Stability or some thing.
Last edited by edwin gibson; May 5, 2020 @ 7:03pm
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