StellarisDB

Best species traits in Stellaris 4.5.2, by goal

The species traits of Stellaris 4.5.2 ranked for each goal by the numbers in the game files: research: Cranial Megatrophy; unity: Chromalogs; energy: Ingenious; minerals: Industrious; food: Agrarian. Traits a species can take at creation; a trait's unconditional effects count (effects under a condition — a planet type, a job — are left out).

Best species traits for research

  1. 1Cranial MegatrophyTrait · 4 pt · +25% Researcher Workforce+25%
  2. 2Cranial HypertrophyTrait · 2 pt · +15% Researcher Workforce+15%
  3. 3IntelligentTrait · 2 pt · +10% Researcher Workforce+10%
  4. 3Logic EnginesTrait · 2 pt · +10% Researcher Workforce+10%
  5. 3Logic EnginesTrait · 1 pt · +10% Researcher Workforce+10%
  6. 6ChromalogsTrait · 4 pt · +20% Physicist Workforce+6.7%
  7. 7Bionic EngineersTrait · 1 pt · +15% Engineer Workforce+5%
  8. 7Engineering CoreTrait · 1 pt · +15% Engineer Workforce+5%
  9. 7Natural EngineersTrait · 1 pt · +15% Engineer Workforce+5%
  10. 7Natural PhysicistsTrait · 1 pt · +15% Physicist Workforce+5%

How it's counted: All research speed % + researcher output % (researcher workforce, researcher jobs) + (physics, society and engineering speed %, and physicist, biologist and engineer workforce %) ÷ 3. One-category bonuses are listed, not added. 6 more score above zero. Every source of research →

Best species traits for unity

  1. 1ChromalogsTrait · 4 pt · +20% Bureaucrat Workforce+20%
  2. 2Propaganda MachinesTrait · 1 pt · +15% Bureaucrat Workforce+15%
  3. 3Compliance FiltersTrait · 1 pt · +10% Bureaucrat Workforce+10%
  4. 3TraditionalTrait · 1 pt · +10% Bureaucrat Workforce+10%
  5. 5Art GeneratorTrait · 0 pt · +2% Bureaucrat Workforce+2%

How it's counted: Unity output % of the whole empire, of all jobs and of bureaucrats (workforce %), added. Every source of unity →

Best species traits for energy

  1. 1IngeniousTrait · 2 pt · +15% Technician Workforce+15%
  2. 1SuperconductiveTrait · 2 pt · +15% Technician Workforce+15%
  3. 3SuperconductiveTrait · 1 pt · +10% Technician Workforce+10%

How it's counted: Energy output % of the whole empire, of all jobs and of technicians (their energy output, their workforce %), added. Every source of energy →

Best species traits for minerals

  1. 1IndustriousTrait · 2 pt · +15% Miner Workforce+15%
  2. 1Power DrillsTrait · 2 pt · +15% Miner Workforce+15%
  3. 3Power DrillsTrait · 1 pt · +10% Miner Workforce+10%
  4. 4WorkerbotsTrait · 0 pt · +5% Miner Workforce+5%

How it's counted: Mineral output % of the whole empire, of all jobs and of miners (their mineral output, their workforce %), added. Every source of minerals →

Best species traits for food

  1. 1AgrarianTrait · 2 pt · +15% Farmer Workforce+15%
  2. 1HarvestersTrait · 2 pt · +15% Farmer Workforce+15%
  3. 3HarvestersTrait · 1 pt · +10% Farmer Workforce+10%

How it's counted: Food output % of the whole empire, of all jobs and of farmers (their food output, their workforce %), added. Every source of food →

Best species traits for trade

  1. 1ThriftyTrait · 2 pt · +25% Trader Workforce+25%
  2. 1Trading AlgorithmsTrait · 2 pt · +25% Trader Workforce+25%
  3. 1Trading AlgorithmsTrait · 1 pt · +25% Trader Workforce+25%
  4. 4Conversational AITrait · 0 pt · +5% Trader Workforce+5%
  5. 4ReaverTrait · 2 pt · +5% Trader Workforce+5%

How it's counted: Trade output % of the whole empire, of all jobs and of traders (workforce %), added. Every source of trade →

Best species traits for job output (workforce)

  1. 1Efficient ProcessorsTrait · 3 pt · +5% Job Efficiency+5%
  2. 2Very StrongTrait · 3 pt · +5% Worker And Simple Drone Cat Bonus Workforce+1.7%
  3. 3StrongTrait · 1 pt · +2.5% Worker And Simple Drone Cat Bonus Workforce+0.8%

How it's counted: All jobs' output % and all pops' workforce % in full, plus one stratum's output or workforce % (workers, specialists, rulers) ÷ 3. Every source of job output (workforce) →

Best species traits for pop growth

  1. 1Mass-ProducedTrait · 1 pt · +15% Mechanical Pop Assembly Speed+15%
  2. 2Rapid BreedersTrait · 2 pt · +10% Pop Growth Speed+10%
  3. 2Refurbished ImplantsTrait · 1 pt · +10% Pop Growth Speed+10%

How it's counted: Pop growth and assembly %: logistic growth, founder species growth, bonus growth and pop assembly, added. Every source of pop growth →

Goals with no species trait scoring above zero are left out: Alloys, Stability, Fleet power, Naval capacity, Empire size.

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