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Green: Adaptive 20%
Blue: Venerable 80 years
You're right, I forgot it was Adaptive, but ya Red gives Very Strong, or maybe just strong. Strong gives +20% Army Damage and +5% Minerals, and Very Strong gives +40% Army Damage and +10% Minerals.
I also had a similar problem regarding the brain slugs and cyborgs. My leaders kept the bonus trait, but none of my pops did. 3 out of my 25 or so pops took on the brain slug trait at the time.
Anybody know how this works with Biological Ascension?
You can gene tailor from your original species. At least it put mine as a subspecies of the original.
It seems that if your species has a negative trait that corresponds with the new trait, you get the lesser trait and the negative trait is removed. If your species is neutral, you get the better trait. I do not know what happens if you have the trait that you would get already.
So this is what I know from personal experience using biological species (mechanical should be different).
Blue: Adds venerable trait. If species has fleeting trait, remove fleeting, add enduring.
Red: Add very strong trait.
Green: Add extremely adaptive trait.
I assume red and green follow suit with if you have the corresponding negative trait. The logical conclusion would be no change if your species has the trait that would be added (so if you already have venerable, very strong, or extremely adaptive). I have not tested that yet.
i got 3tp used with 1 free, and it now becomes -2tp