Traits modding - Stellaris Wiki (2024)

This page is about Traits modding, both Species Traits and Leader Traits. Traits are defined at "common/traits/xxx.txt".

PropertyRequired/DefaultSpecies TraitsLeader Traitscost = <int>Traits modding - Stellaris Wiki (1)The cost of this trait.Leader traits do also have "costs", see Leader modding for details.icon = <gfx file path>gfx/interface/icons/traits/<trait key>.ddsAlternative icon of this trait. gfx/interface/icons/traits/<trait key>.ddsLeader traits always have this property specified because their icons are stored at "gfx/interface/icons/traits/leader_traits/xxx.dds".initial = <yes/no>yesIf no, this trait cannot be picked in the empire creator and it cannot be added to a species template.If no, this trait cannot be given to a leader upon leader generation.randomized = <yes/no>yesIf no, this trait can't be picked by species random generator.It's still unclear, because Armchair Commander has randomized = no but can stll be given to a newly generated leader.modification = <yes/no>yesIf no, this trait cannot be added to or removed from a species template.It's still unclear, because leader traits always have modification = no.improves_leaders = <yes/no>noIf yes, this trait will have a tooltip that says leaders from this species will have traits that enhance them. Actually, those leader traits must be implemented elsewhere.Traits modding - Stellaris Wiki (3)advanced_trait = <yes/no>noIf yes, this trait is considered an advanced trait and can be added to or removed from a species template only if the empire has researched any technology with the feature flag "add_advanced_traits".

This permission overrides initial = no, but doesn't override modification = no.

forced_happiness = <yes/no>noIf yes, Pops of a species with this trait will not be affected by happiness.valid_for_all_ethics = <yes/no>yesWhether this trait is valid for all ethics. Will also need to list which ethics it's compatible with.allowed_ethics = {ethic_xx ethic_yy}Traits modding - Stellaris Wiki (4)The ethics this trait is valid for. Only put this if you have valid_for_all_ethics set to no.sapient = <yes/no>yesVanilla pre-sapient traits have sapient = no. Seems to allow the trait to be selected by trait = random_presapient_trait in a create_species effectimmortal_leaders = <yes/no>noIf yes, leaders from a species with this trait will be immortal. This will also generate an entry of "Immortal" in tooltip.If yes, leaders with this trait will be immortal. This will also generate an entry of "Immortal" in tooltip.hide_age = <yes/no>Traits modding - Stellaris Wiki (5)Traits modding - Stellaris Wiki (6)If yes, leaders with this trait will have their age hidden in the leader tooltip. Only work for ruler traits.modifierTraits modding - Stellaris Wiki (7)A block of Modifiers to be applied to Pops, Armies and Leaders of a species with this trait.A block of Modifiers to be applied to the scope this Leader is assigned at.
  • If this leader was a non-heir ruler, its traits will apply to the entire Empire.
  • If this leader was a governor, its traits will apply to the Sector it's governing.
  • If this leader was a scientist leading a research, only modifiers related to research speed will apply to the category it's researching.
  • If this leader was a scientist commanding a science ship, the modifiers will apply to the science ship.
  • If this leader was an admiral, its traits will apply to the fleet it's commanding.
  • If this leader was a general, its traits will apply to the armies it's commanding.

triggered_pop_modifier = {

potential = { <triggers> }
<modifiers>

}

Traits modding - Stellaris Wiki (8)Similar to the above, except it only applies if the potential property evaluates true. Multiple allowed (Pop scope). Modifiers in this block will not show in tooltips, and should be used in addition to a custom tooltip.Traits modding - Stellaris Wiki (9)growing_modifier
assembling_modifier
declining_modifierTraits modding - Stellaris Wiki (10)Blocks of Modifiers to be applied to the Planet while a Pop of this species is growing / assembling / declining.

The trait Recycled uses assembling_modifier to reduce Robot Assembler jobs upkeep by −20% to implement its effect.

Traits modding - Stellaris Wiki (12)self_modifierTraits modding - Stellaris Wiki (13)Traits modding - Stellaris Wiki (14)A block of Modifiers to be applied only to the leader itself. Modifiers that affect leader experience gain, leader lifespan and leader cost / upkeep go here.custom_tooltip = <localisation key>Traits modding - Stellaris Wiki (15)If specified, it will overwrite the generated tootlips based on modifiers.custom_tooltip_with_modifiers = <localisation key>Traits modding - Stellaris Wiki (16)If specified, will show the given tooltip in addition to the generated tootlips based on modifiers.prerequisites = { tech_xxx }Traits modding - Stellaris Wiki (17)This trait can't be added or removed by an Empire unless all technologies listed here have been researched. Vanilla unused.This trait can't be given to a leader upon leader generation unless all technologies listed here have been researched.opposites = { trait_xx trait_yy }Traits modding - Stellaris Wiki (18)List of trait keys to be mutually exclusive with this trait.Only relevant upon leader generation, but only rulers will generate with 2 traits. This doesn't prevent excluded leader traits from being added by events.ai_weight100How much should the AI prioritize this trait when modifying species. The block can also contain conditional modifier tags, (empire scope, ROOT is the species).How much should AI prioritize this trait when recruiting leaders and when assigning leaders to tasks. Although Vanilla only uses this on scientist traits it works for all classes.leader_age_min = <int>
leader_age_max = <int>As set in common/defines/New leaders from this species will have their age randomized ranged among these properties. Vanilla use these to make Hive Mind leaders younger than usual and Lithoid leaders older than usual.Traits modding - Stellaris Wiki (21)sorting_priority = <int>0Species traits with same soring priority are sorted by alphabet order.potential_crossbreeding_chance = <float>0The chance this trait is inherited by crossbreeding. Relevant to the ascension perk Xeno Compatibility.allowed_archetypes = { xxx yyy }ALLA list of Species Archetype keys that is required by this species trait. See Species modding for details.species_class = { xxx yyy }ALLA list of Species Class keys that is required by this species trait. See Species modding for details.allowed_planet_classes = { xxx yyy }ALLA list of Planet Class keys that is required (as preferred planet class) by this species trait.random_weight = { <species class key> = <float> <species class key> = <float> }1 for allAdjusts the chance of species randomly receiving this trait depending on their species class. However, currently there is a bug where this block works incorrectly if combined with allowed_planet_classes and has no effect if species_potential_add is also present.slave_cost = { <resource key> = <int> }0The cost of a Pop of this species on slave market is added by this.species_potential_add
species_possible_removealways = yesBlocks of Conditions to determine can this trait be added to / removed from a species template. (Species scope, FROM is the empire)

With "species_potential_add" be evaluated false, a template with this trait can still be applied to Pops lacking it.

Similarly, "species_possible_remove" doesn't prevent Pops with this trait from being applied with a template laking it.

leader_trait = { ... }allTraits modding - Stellaris Wiki (22)A list of leader classes. Vanilla generic leader traits have leader_trait = all.leader_class = { ... }?A list of leader classes. Vanilla leader traits always have it the same as leader_trait. Actual difference between the two is unclear.ai_categories = { ... }Traits modding - Stellaris Wiki (23)What kind of tasks the AI will consider this leader be suit of. Only relevant to scientists. Can be consist of any number of the following four: engineering, physics, society, survey.leader_potential_addalways = yesA block of Conditions to determine can the trait be added to a leader upon leader generation. (Leader scope, FROM is the empire)trade_acceptance_weight1How much extra should the AI value leaders with this trait in trade (multiplied by 10) (not used in Vanilla)
Traits modding - Stellaris Wiki (2024)
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