StellarisDB

Species traits: most effect per trait point (4.5.2)

What one trait point buys in Stellaris 4.5.2: each positive species trait's score for a goal divided by its trait-point cost, from the game files. Unconditional effects only.

Research per trait point

  1. 1Logic EnginesTrait · 1 pt · +10% Researcher Workforce+10% per point
  2. 2Cranial HypertrophyTrait · 2 pt · +15% Researcher Workforce+7.5% per point
  3. 3Cranial MegatrophyTrait · 4 pt · +25% Researcher Workforce+6.3% per point
  4. 4Bionic EngineersTrait · 1 pt · +15% Engineer Workforce+5% per point
  5. 4Engineering CoreTrait · 1 pt · +15% Engineer Workforce+5% per point
  6. 4IntelligentTrait · 2 pt · +10% Researcher Workforce+5% per point
  7. 4Logic EnginesTrait · 2 pt · +10% Researcher Workforce+5% per point
  8. 4Natural EngineersTrait · 1 pt · +15% Engineer Workforce+5% per point
  9. 4Natural PhysicistsTrait · 1 pt · +15% Physicist Workforce+5% per point
  10. 4Natural SociologistsTrait · 1 pt · +15% Biologist Workforce+5% per point

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. 5 more score above zero.

Unity per trait point

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

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

Energy per trait point

  1. 1SuperconductiveTrait · 1 pt · +10% Technician Workforce+10% per point
  2. 2IngeniousTrait · 2 pt · +15% Technician Workforce+7.5% per point
  3. 2SuperconductiveTrait · 2 pt · +15% Technician Workforce+7.5% per point

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

Minerals per trait point

  1. 1Power DrillsTrait · 1 pt · +10% Miner Workforce+10% per point
  2. 2IndustriousTrait · 2 pt · +15% Miner Workforce+7.5% per point
  3. 2Power DrillsTrait · 2 pt · +15% Miner Workforce+7.5% per point

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

Food per trait point

  1. 1HarvestersTrait · 1 pt · +10% Farmer Workforce+10% per point
  2. 2AgrarianTrait · 2 pt · +15% Farmer Workforce+7.5% per point
  3. 2HarvestersTrait · 2 pt · +15% Farmer Workforce+7.5% per point

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

Trade per trait point

  1. 1Trading AlgorithmsTrait · 1 pt · +25% Trader Workforce+25% per point
  2. 2ThriftyTrait · 2 pt · +25% Trader Workforce+12.5% per point
  3. 2Trading AlgorithmsTrait · 2 pt · +25% Trader Workforce+12.5% per point
  4. 4ReaverTrait · 2 pt · +5% Trader Workforce+2.5% per point

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

Job output (workforce) per trait point

  1. 1Efficient ProcessorsTrait · 3 pt · +5% Job Efficiency+1.7% per point
  2. 2StrongTrait · 1 pt · +2.5% Worker And Simple Drone Cat Bonus Workforce+0.8% per point
  3. 3Very StrongTrait · 3 pt · +5% Worker And Simple Drone Cat Bonus Workforce+0.6% per point

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

Pop growth per trait point

  1. 1Mass-ProducedTrait · 1 pt · +15% Mechanical Pop Assembly Speed+15% per point
  2. 2Refurbished ImplantsTrait · 1 pt · +10% Pop Growth Speed+10% per point
  3. 3Rapid BreedersTrait · 2 pt · +10% Pop Growth Speed+5% per point

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

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