Species

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This article has been verified for the current PC version (3.11) of the game.

Any habitable world has the potential of developing different populations of intelligent beings that may, naturally or not, develop technologically. Sometimes, such beings reach a crucial point in their development that allows them access to FTL technology and, as a consequence, the ability to become full-fledged interstellar empires.

A species is distinct from an empire, as a population of any given species can in theory function as fully-fledged citizens of any given empire, however every empire will be assigned a specific founder species (designed through the empire creation screen) that is treated as the default in species rights and other mechanics. At first, every empire will be made up entirely of its original species but may eventually come to include other species through conquest, migration pacts, enlightening pre-FTL cultures, accepting refugees, or some events.

Species identity[edit | edit source]

At galaxy generation species are divided into species class groups, parent species and sub-species.

Playable portraits are divided into twelve phenotypes representing the basic commonalities of their biology as well as their closest analogues on Earth, including their morphology or physical form and structure, their developmental processes and their biochemical and physiological properties. The thirteenth Machine phenotype is available either through constructing robot pops or by playing a Machine Intelligence and includes mechanical representations of each of the twelve biological phenotypes. Some classes allow access to special traits or civics and/or are only available with DLC.

Species within the same class will be less affected by xenophobia and xenophilia, with the effect increasing if they share the same portrait. If two species are created during galaxy generation with the same portrait and name one will be considered the subspecies of the other.

A parent species is whichever subspecies can be considered the "default" that other subspecies can be derived from. A sub-species consists of a pop modification template created from the parent species or another sub-species, which can then be applied either through a modify species special project, through assimilation citizenship, or through pop construction. Subspecies are considered to be the same species for the purposes of xenophobia, xenophilia and species rights. All species templates will also remember the parent species' homeworld, with a +30% habitability bonus if not using the Lost Colony origin.

The portrait of a species can be changed through pop modification if the Tradition genetics genetic resequencing.png Genetic Resequencing technology is researched, but the nameset or species class cannot be changed. Some species do not allow changing portraits.

Species classes[edit | edit source]

Species are grouped by species classes, determining the core mechanics and features available to their pops.

Species class Trait Phenotype Upkeep resource Multiplication Modification Additional mechanics Available on start
Biological Any Organic phenotype besides Lithoid Food.png Food Mod pop growth req.png Growth Tech gene tailoring.png Genetic Can create hybrid species with all biological groups Yes.png
Lithoid Trait lithoid.png Lithoid Lithoid Minerals.png Minerals Mod pop growth req.png Growth Tech gene tailoring.png Genetic
  • Can use some natural resource traits
  • Can use the Origins lithoid.png Calamitous Birth origin
Lithoids.png
Machine Machine (trait) Machine Machine Energy Credits.png Energy Mod pop robot build speed mult.png Assembly Tech robomodding.png Cybernetic Must use Auth machine intelligence.png Machine Intelligence authority Synthetic Dawn.png
Robotic Trait mechanical.png Mechanical Machine Energy Credits.png Energy Mod pop robot build speed mult.png Assembly Tech robomodding.png Cybernetic
  • Unlocked through Tech robotic workers.png Robotic Workers technology
  • Requires additional technologies to use most jobs
Origins mechanist.png
Extradimensional Trait exd.png Extradimensional Crisis Energy Credits.png Energy Mod pop growth req.png Growth No.png Cannot be modified No.png
Pre-Sapient Trait primitive.png Any pre-sapient trait Any Organic No.png None No.png Cannot multiply Tech epigenetic triggers.png Uplifting Pre-Sapient Strata
Does not wear clothes
Can be Trait uplifted.png Uplifted into a species of Biological or Lithoid class.
No.png

List of phenotypes[edit | edit source]

Each species portrait available to start a new empire will belong to one of the following phenotypes: Arthropoid (insect-like), Avian (bird-like), Fungoid (fungus-like), Humanoid (human-like), Mammalian (mammal-like), Molluscoid (invertebrates), Reptilian (reptile-like), Plantoid (part of the Plantoids Species Pack DLC), Lithoid (part of the Lithoids Species Pack DLC), Necroid (part of the Necroids Species Pack DLC), Aquatic (part of the Aquatics Species Pack DLC), Toxoid (part of the Toxoids Species Pack DLC) and Machine (part of the Synthetic Dawn DLC).

Each species can have traits and will have climate preference based on its homeworld.

The first ruler of every empire can be customized.

Humanoid[edit | edit source]

The humanoid phenotype uses different models and voices for each gender. Some portraits feature hairstyle customization and their own diplomacy voices. (Note: Humanoid shipset and city appearance are accessible only with DLC humanoids species pack.png Humanoids species pack launched.)

Portrait Female voice sample Male voice sample
Human female body african hazel eyes.png
Human.png
Humanoid 02.png
Humanoid 03.png
Humanoid 04.png
Humanoid 05.png
Humanoid hp 01.png
Humanoid hp 02.png
Humanoid hp 06.png
Humanoid hp 07.png
Humanoid hp 08.png
Humanoid hp 09.png
Humanoid hp 10.png
Humanoid hp 11.png
Humanoid hp 12.png
Humanoid hp 13.png
Humanoid hp 15 purple.png
Humanoids elf 01 outfit ruler.png
Humanoid hp 16 f blue.png

Mammalian[edit | edit source]

Most mammalian portraits have a unique dialogue when targeted with a diplomacy insult.

Portrait Voice sample
Any

Reptilian[edit | edit source]

Few portraits have their own diplomacy voices.

Portrait Voice sample
Reptilian 17.png
Reptilian 16.png
All else

Avian[edit | edit source]

Few portraits have their own diplomacy voices.

Portrait Voice sample
Avian 18.png
All else

Note: The Chirpy portrait (Massive #16) is available to those who login to their Paradox account while in-game.[1]

Arthropoid[edit | edit source]

Few portraits have their own diplomacy voices.

Portrait Voice sample
Arthropoid 20.png
Arthropoid 18.png
All else

Note: The Arachnoid (#16) portrait is included only in the Nova Edition or the Galaxy Edition of Stellaris.

Molluscoid[edit | edit source]

Few portraits have their own diplomacy voices.

Portrait Voice sample
Molluscoid 17.png
Molluscoid 18.png
All else

Fungoid[edit | edit source]

Few portraits have their own diplomacy voices.

Portrait Voice sample
Fungoid massive 12.png
Fungoid prettyshroom.png
All else

Plantoid[edit | edit source]

The Homo Plantae portrait features hairstyle customization and different models for each gender. (Note: Plantoid shipset and city appearance are accessible only with DLC plantoids species pack.png Plantoids species pack launched.)

Portrait Voice sample
Any

Lithoid[edit | edit source]

Most portraits have their own diplomacy voices. The Theian portrait features hairstyle customization and different models for each gender.

Portrait Voice sample
Lithoid human purple.png
Lithoid 01.png
Lithoid 02.png
Lithoid 03.png
Lithoid 04.png
Lithoid 05.png
Lithoid 06.png
Lithoid 07.png
Portrait Voice sample
Lithoid 08.png
Lithoid 09.png
Lithoid 10.png
Lithoid 11.png
Lithoid 12.png
Lithoid 13.png
Lithoid 14.png
Lithoid 15.png

Necroid[edit | edit source]

Each portrait has its own diplomacy voice.

Portrait Voice sample
Necroids 01 portrait purple.png
Necroids 02 portrait brass.png
Necroids 03 portrait green.png
Necroids 04 portrait purple.png
Necroids 05 portrait green.png
Necroids 06 portrait blue.png
Necroids 07 portrait black.png
Necroids 08 portrait orange.png
Portrait Voice sample
Necroids 09 portrait teal.png
Necroids 10 portrait blue.png
Necroids 11 portrait v3.png
Necroids 12 portrait green.png
Necroids 13 portrait blue.png
Necroids 14 portrait blue.png
Necroids 15 portrait grey.png

Aquatic[edit | edit source]

Some portraits of this phenotype feature different models for each gender. Each portrait has its own diplomacy voice.

Portrait Voice sample
Aquatic-01.png
Aquatic-02.png
Aquatic-03.png
Aquatic-04.png
Aquatic-05.png
Aquatic-06.png
Aquatic-07.png
Aquatic-08.png
Portrait Voice sample
Aquatic-09.png
Aquatic-10.png
Aquatic-11.png
Aquatic-12.png
Aquatic-13.png
Aquatic-14.png
Aquatic-15.png

Toxoid[edit | edit source]

Some portraits of this phenotype feature different models for each gender. Each portrait has its own diplomacy voice.

Portrait Voice sample
TOX.01.PNG
TOX.02.PNG
TOX.03.PNG
TOX.04.PNG
TOX.05.PNG
TOX.06.PNG
TOX.07.PNG
TOX.08.PNG
Portrait Voice sample
TOX.09.PNG
TOX.10.PNG
TOX.11.PNG
TOX.12.PNG
TOX.13.PNG
TOX.14.PNG
TOX.15.PNG

Machine[edit | edit source]

Machines are not a naturally evolved species but rather an artificial one that can be constructed with the required technology or if by starting as a machine empire. The initial species template ucreated by the Tech robotic workers.png Robotic Workers technology or the Origins mechanist.png Mechanist origin will always match the phenotype of the empire's founder species.

Portrait Voice sample Original species class
Synthetic dawn portrait humanoid.png Humanoid
Synthetic dawn portrait mammalian.png Mammalian
Synthetic dawn portrait reptilian.png Reptilian
Synthetic dawn portrait avian.png Avian
Synthetic dawn portrait arthopoid.png Arthropoid
Synthetic dawn portrait molluscoid.png Molluscoid
Synthetic dawn portrait fungoid.png Fungoid
Synthetic dawn portrait plantoid.png Plantoid
Lithoid machine.png Lithoid
Necroids machine portrait red.png Necroid
Aquatic-machine.png Aquatic
TOX.ROBOT.PNG Toxoid
Rick the cube.png None
Alien AI.png Any if no DLC

Note: The Cube portrait is available only to those who pre-purchased Stellaris Season 08 expansion pass.

Extradimensional[edit | edit source]

Extradimensional species are not selectable at empire creation and only appear as the Extradimensional Invaders crisis. However if the Astral Planes.png Astral Planes DLC is installed extradimensional pops can be obtained by conquering the Formless or subjugating them and forming a Diplomacy migration pact.png Migration Treaty.

Portrait Voice sample
All

Unplayable[edit | edit source]

The following species are not playable and will only appear as a crisis or enclave.

Portrait Voice sample
Alien Swarm.png
Shroudwalker .png
Salvager portrait.png

Species-specific text[edit | edit source]

Each species will be assigned a Nameset at generation, which can be chosen from a total of 57 options consisting of four sets for each of the thirteen species phenotypes, in addition to two sets for Hive Minds and United Nations of Earth, Commonwealth of Man, and Senatus Populusque Romanus sets for Humans. A nameset outlines the different pools of random names used for leaders, ships (disincluding ship prefixes), colonies, and fleets within an empire of that founder species, though leader names will also carry over to full citizenship pops in other empires. Synthetic pops created by organic empires will typically adopt the nameset of the species that created them.

Each phenotype contains a small bank of preset names for the species, homeworld, and home star system in matching sets. Computer-generated empires will always use a matched species-planet-system set in addition to one of the four phenotype namesets. Human empires will instead use either the UNE or CoM namesets at random. The Hive Mind and SPQR sets do not appear except through the custom empire creation options.

Phenotype dialogue[edit | edit source]

When contacted, empires with a high opinion may compliment you while those with a low opinion may insult you. The flavor text depends on the ruler's species. Species that wear and do not wear clothes also have a special diplomatic insult with each other. Species phenotype also determines the name of the pre-FTL world in the starting system of empires with the Origins fear of the dark.png Fear of the Dark origin.

Phenotype Compliment Insult Origins fear of the dark.png Fear of the Dark world name
Human angel ape Haven
Humanoid sphinx
  • beast
  • troll
  • orc
  • ugly bag of mostly water
Haven
Mammalian sphinx beast Den
Reptilian dragon
  • newt
  • lizard
Burrow
Avian phoenix
  • bird
  • chicken
  • dodo
  • buzzard
Nest
Arthropoid scarab bug Hidden Web
Molluscoid kraken parasite Mantle
Fungoid chanterelle shroom Hyphae
Plantoid rose weed Pyrophyte
Lithoid gem coprolite Geode
Necroid specimen husk Necropolis
Aquatic
  • ichthyes
  • merfolk
  • chum
  • kraken
  • sea beast
  • gooberfish
Anemone
Toxoid
  • treasure
  • scavenger
  • refuse defiler
  • reeker
  • filth
Bunker
Machine
  • elegant automaton
  • technological marvel
  • tin can
  • toaster
No.png

In addition, many messages will use strings specific to species phenotypes to refer to other things (e.g. organs and fossils).

Phenotype Juvenile Sound Organ Mouth Ear Hand Tooth Fossil Remnant
Machine immature processing unit
  • whirring
  • clanging
  • wheezing
  • scraping
  • beeping
  • chattering
chipset energy intake port audio transducer grappling clamp nutrition compactor rusted component circuit board
Human baby
  • growling
  • grunting
  • yapping
  • yowling
  • mewling
stomach mouth ear hand tooth fossil skeleton
Humanoid cub
  • growling
  • grunting
  • yapping
  • yowling
  • mewling
stomach mouth ear hand tooth fossil skeleton
Mammalian cub
  • growling
  • grunting
  • yapping
  • yowling
  • mewling
stomach mouth ear paw tooth fossil skeleton
Reptilian hatchling
  • hissing
  • coughing
  • whizzing
  • whishing
  • wheezing
venom gland mouth tympanum claw tooth fossil skeleton
Avian chick
  • tooting
  • chirping
  • hooting
  • shrieking
  • warbling
gizzard beak ear claw beak mandible fossil skeleton
Arthropoid larva
  • clicking
  • cricking
  • cheeping
  • peeping
  • keening
mesenteron mandible tympanum pincer mandible shell remnant shell
Molluscoid larva
  • squelching
  • sloshing
  • slurping
  • burping
  • burbling
cecum radula aural pad tentacle tooth remnant faint residue
Fungoid spore
  • swooshing
  • squirting
  • swishing
  • dribbling
  • spewing
ascus gill sensory hypha gripper nutrition absorber remnant faint residue
Plantoid seedling
  • whispering
  • cracking
  • swishing
  • dribbling
  • wilting
nucellus calyx sensory stalk tendril root fossil dessicated stump
Lithoid pebble
  • tapping
  • cracking
  • scraping
  • crackling
  • rapping
vug maw vescicle appendage masticatory shard shard lifeless boulder
Necroid yearling
  • creaking
  • murmuring
  • cracking
  • grumbling
  • rasping
brumation sac maw ear claw tooth fossil skeleton
Aquatic fry
  • glugging
  • blubbing
  • splashing
  • grunting
  • clicking
  • thwoping
  • trilling
  • blubbering
swim bladder maw otolith grappling fin tooth fossil skeleton
Toxoid spawn
  • coughing
  • whizzing
  • wheezing
  • grunting
  • hissing
  • yapping
digestive tract maw otolith grappler fang fossil skeleton

References[edit | edit source]

Game concepts
Exploration ExplorationFTLUnique systemsL-ClusterPre-FTL speciesFallen empireSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Discovery DiscoveryAnomalyArchaeological siteAstral riftRelics
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others EventsThe ShroudPreset empiresAI playersEaster eggsModifiers