
Dry Climate Mods
Dry Climate Mods is a cyborg species trait in Stellaris 4.5.2 that costs 1 trait point. It is for Biological and Lithoid species, added later, not at species creation. It gives +70% Arid Habitability, +70% Savanna World Habitability and +70% Desert Habitability. Opposite of Wet Climate Mods and Cold Climate Mods.
What Dry Climate Mods does
Modifier lines by where they apply, as the game prints them; then the trait's own effect text.
- +70%Arid Habitability
- +70%Savanna World Habitability
- +70%Desert Habitability
Dry Climate Habitability: +$@cyborg_hab_preference|0%$
- Grants up to 125% Habitability on planets with a Dry Climate, granting the following for every 10% Habitability above 100%:
- Job Efficiency: $@auto_adapted_production|2%$
- Pop Housing Usage: $@auto_adapted_housing|2%$
- Pop Amenities Usage: $@auto_adapted_amenities|%2$
Opposite traits
A species cannot have this trait together with any of these.
When modification offers it
species_potential_add and species_possible_add: when genetic or robotic modification shows and allows the trait (the wording is ours).
- Can add cybernetic traits
- Trait: Cybernetic
- Requires the Integrated Anatomy Tradition.
- The Aquatic trait requires the Ocean planet preference or Wet Climate Mods.
In the game
Bespoke modifications like fluid recycling and radiation shielding are perfect for enduring a dry climate, but less suitable in others.
Dry Climate Mods: questions
How many trait points does Dry Climate Mods cost?
Dry Climate Mods costs 1 trait point (common/traits, Stellaris 4.5.2).
What traits are opposite to Dry Climate Mods?
Wet Climate Mods and Cold Climate Mods: a species cannot have both.
Can I pick Dry Climate Mods at species creation?
No — it is not offered when a species is created (initial = no); it comes from genetic or robotic modification, events or other effects.
What is the ID of Dry Climate Mods?
trait_cyborg_climate_adjustment_dry
Source: common/traits/10_species_traits_cyborg.txt, Stellaris Cygnus v4.5.2 (9776).