
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
Logic EnginesTrait · 1 pt · +10% Researcher Workforce
+10% per point - 2
Cranial HypertrophyTrait · 2 pt · +15% Researcher Workforce
+7.5% per point - 3
Cranial MegatrophyTrait · 4 pt · +25% Researcher Workforce
+6.3% per point - 4
Bionic EngineersTrait · 1 pt · +15% Engineer Workforce
+5% per point - 4
Engineering CoreTrait · 1 pt · +15% Engineer Workforce
+5% per point - 4
IntelligentTrait · 2 pt · +10% Researcher Workforce
+5% per point - 4
Logic EnginesTrait · 2 pt · +10% Researcher Workforce
+5% per point - 4
Natural EngineersTrait · 1 pt · +15% Engineer Workforce
+5% per point - 4
Natural PhysicistsTrait · 1 pt · +15% Physicist Workforce
+5% per point - 4
Natural 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
Propaganda MachinesTrait · 1 pt · +15% Bureaucrat Workforce
+15% per point - 2
Compliance FiltersTrait · 1 pt · +10% Bureaucrat Workforce
+10% per point - 2
TraditionalTrait · 1 pt · +10% Bureaucrat Workforce
+10% per point - 4
ChromalogsTrait · 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
SuperconductiveTrait · 1 pt · +10% Technician Workforce
+10% per point - 2
IngeniousTrait · 2 pt · +15% Technician Workforce
+7.5% per point - 2
SuperconductiveTrait · 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
Power DrillsTrait · 1 pt · +10% Miner Workforce
+10% per point - 2
IndustriousTrait · 2 pt · +15% Miner Workforce
+7.5% per point - 2
Power 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
HarvestersTrait · 1 pt · +10% Farmer Workforce
+10% per point - 2
AgrarianTrait · 2 pt · +15% Farmer Workforce
+7.5% per point - 2
HarvestersTrait · 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
Trading AlgorithmsTrait · 1 pt · +25% Trader Workforce
+25% per point - 2
ThriftyTrait · 2 pt · +25% Trader Workforce
+12.5% per point - 2
Trading AlgorithmsTrait · 2 pt · +25% Trader Workforce
+12.5% per point - 4
ReaverTrait · 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
Efficient ProcessorsTrait · 3 pt · +5% Job Efficiency
+1.7% per point - 2
StrongTrait · 1 pt · +2.5% Worker And Simple Drone Cat Bonus Workforce
+0.8% per point - 3
Very 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
Mass-ProducedTrait · 1 pt · +15% Mechanical Pop Assembly Speed+15% per point - 2
Refurbished ImplantsTrait · 1 pt · +10% Pop Growth Speed+10% per point - 3
Rapid 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.