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