Adamant Mod Racial Traits

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Database Section:


Database
Racial Traits
Components
Facilities
Technologies


Physical Race: (0) Gains access to the Physics Technology Tree. This represents the "normal" SE4 race type.
Organic Race: (0) Gains access to the Genetics Technology Tree.
Magical Race: (0) Gains access to the Magic Technology Tree.
Rock World Natives: (0) Choose this if you picked a Rock homeworld.
Ice World Natives: (0) Choose this if you picked an Ice homeworld.
Gas World Natives: (0) Choose this if you picked a Gas Giant homeworld.
Advanced Power Conservation: (750) Supply usage by all space vehicles is reduced by 25%.
Endemic Wastefulness: (-2000) Supply usage by all space vehicles is doubled.
Lucky: (250) Half the chance for bad events.
Unlucky: (-500) Double chance for bad events.
Natural Merchants: (1000) Systems do not require spaceports to get resources to the Empire.
Trans-dimensional: (1500) Trans-dimensional beings are able to fold the fabric of space with their minds, resulting in their space vehicles gaining 1 extra movement point.
Propulsion Experts: (1500) All engines give higher propulsion rates (+1 Standard Move).
Ancient Race: (1000) Empire has seen the entire galaxy at the start of the game.
Hardy Industrialists: (1000) Changed into a tech area that gives Space Yards with 25% higher construction rate. Does not affect Temporal Space Yards.
Zero Gravity Engineers: (1000) Ship/Base Space Yards produce at 125% of their normal rate.
Natural Engineers: (750) Repairs are made at 150% of their normal rate.
Subterranean Race: (1500) Race prefers living in subterranean areas to terranean areas. Planets can store 120% of normal capacity.
Naturalists: (-3000) Race goes to great lengths to preserve the natural beauty of planets. Planets can store 60% of normal capacity.
Advanced Storage Techniques: (1000) Race can employ advanced methods of storing cargo on planets and in ships.
Advanced Minerals Storage: (250) Mineral Storage facilities store 200% of normal capacity. Costs 250 points.
Advanced Organics Storage: (250) Organics Storage facilities store 200% of normal capacity. Costs 250 points.
Advanced Radioactives Storage: (250) Radioactives Storage facilities store 200% of normal capacity. Costs 250 points.
Emotionless: (1750) Populations do not grow angry or happy.
Stoic Race: (400) Stoic crews are able to live in cramped conditions without any weariness problems. No benefit to Organic races.
Basic Psionic Capacity: (0) Gains access to the Basic Psionics Development Tree. This trait is required for any Psionic Discipline trait to function. It does nothing by itself.
Discipline - Clairsentience: (400) Focuses on the ability to see other locations.
Discipline - Metacreation: (300) Gains access to the Metacreation Discipline.
Discipline - Psychokinesis: (500) Focuses on telekinetic weapons.
Discipline - Psychometabolism: (300) Gains access to the Psychometablism Discipline.
Discipline - Psychoportation: (500) Gains access to the Psychoportation Discipline.
Discipline - Telepathy: (750) Focuses on telepathic weapons.
Deeply Religious: (0) Gains access to the Applied Religion Technology Tree. This trait is required for any Religious trait to function. It does nothing by itself.
Religious - Death: (500) Focuses on Death Shrines. Gets a portable ship version of them.
Religious - Fate: (500) Focuses on Fate Shrines.
Religious - Industry: (500) Focuses on Labor Shrines, which increase production of resources.
Religious - Life: (500) Focuses on Birth and Healing Shrines, which increase rates of reproduction, happiness, and have minor plague prevention.
Religious - Nature: (500) Focuses on Nature Shrines, which improve values and conditions of planets.
Religious - War: (500) Focuses on War Shrines, which increase to hit chances. Gets a portable ship version of them.
Religious - Wisdom: (500) Focuses on Wisdom Shrines, which increase research levels.
Temporal Knowledge: (1500) Gains access to the Temporal Technology Tree.
Crystallurgy: (1500) Gains access to the Crystallurgy Technology Tree.
Organic Manipulation: Slated for removal.
Mechanoids: (1500) Expanded from the normal game to include Mechanoid Bridge, Mechanoid Immunity Lab, Mechanoid Labor Force, Effeciency Algorithm, and Programing Language Research Computer.
Master Strategists: (500) Gains access to superior fleet training facilities.
Master Tacticians: (400) Gains access to superior ship training facilities.
Inherent Regeneration: (500) Gains access to the Regeneration Technology Tree. Requires the Organic Race trait.
Arcane Loremastery: (1000) Expertise in gathering lost and obscure information. Only beneficial to Magical races.
Conjuration Mastery: (1000) Mastery of the arts of conjuration and summoning. Only beneficial to Magical Races.
Illusion Mastery: (1000) Mastery of the arts of illusiary magics. Only beneficial to Magical races.