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Traits are bonuses applied to your race throughout the game, and reflect unique characteristics and qualities of your race. Traits are picked on the game setup screen before starting a game. Each race has pre-set default traits, but you may pick your own traits to customize the way you wish to play. Positive traits give you an advantage while negative traits apply a disadvantage. Each race starts with 8 points to spend on traits; picking positive traits costs points while picking negative traits give you extra points to spend on more positive traits.

Physical[]

Positive[]

Name Description Effect Cost
Alluring Alluring races gain a +20 (out of 100) starting relationship with other races due to their majestic and charismatic natures. (+20)
Diplomacy Modifier.
3
Eagle-Eyed Incredible eyesight gives pilots from this race a 20% gunnery bonus to damage inflicted from projectiles. (+.20)
Cannon Damage Modifier.
2
Efficient Metabolism Races with highly efficient metabolisms require 25% less food each turn. (-.25)
Consumption Modifier.
3
Fertile Promiscuous natures, short gestation periods, and large litter sizes increases a races reproduction significantly. Minimum population growth is 1% per turn. (.01)
Minimum Population Growth
3
Reflexes Ultra-fast reflexes grant fighter pilots from this race a 25% bonus chance to dodge projectiles that otherwise would be hits. (+.25)
Dodge Modifier.
3
Savage Savage races gain a +30% bonus in ground combat due to a ferocious temperament and various lethal physical characteristics. (+.30)
Ground Combat Modifier.
2
Smart Intelligent races gain a 35% bonus to research efforts. (+.35)
Research Modifier.
3

Negative[]

Name Description                                                                       Effect                    Cost    
Blind Races that evolve weak optical sensory organs suffer a penalty in space combat, causing projectiles to miss 10% of the time (-.20)
Cannon Damage
-3
Dumb Dumb races suffer a 35% penalty to research efforts due to their slow grasp of complex ideas (-.35)
Research Modifier
-3
Gluttonous Gluttonous Races will gorge themselves at every opportunity, eating 25% more food every turn (+.25)
Consumption Modifer
-3
Less Fertile Longer gestation periods and smaller family sizes lead to lower reproduction rates

(.02%)
Max Population Growth

-3
Ponderous Races with ponderous and deliberate natures make terrible fighter pilots. As a result, their fighters take 25% more damage then normal

(-.25)
Dodge Modifier

-3
Repulsive Offensive smells and revolting countenances earn repulsive races a -20 penalty (out of 100) to initial relationships with other races (-20)
Diplomacy Modifier
-3
Timid Timid races are instinctively terrified of combat and suffer a 30% penalty to ground combat (-.30)
Ground Combat Modifier
-2

Sociological[]

Positive[]

Name Description                                                            Effect                    Cost
Efficient Efficent races earn a 25% reduction on ship and building maintenance costs due to their conservative and intelligent use of resources. (-.25)
Maintenance Modifier
4
Industrious Industrious races enjoy a 35% bonus to Production efforts due to their tireless and efficient natures. (+.35)
Production Modifier
3
Mercantile Mercantile races are natural traders, and gain .5 Credits for each unit of food or production moved via freighter within the empire. (+.5)
Mercantile
3
Meticulous Meticulous races honor actuarial professions, earning 25% bonus to tax income for their attention to details. (+.25)
Tax Modifier
1
Skilled Engineers Races with a natural engineering inclination build studier ship components, resulting in a 20% overall increase to module hit points. (+.20)
Module HP Modifier
2

Negative[]

Name     Description                     Effect                      Cost
Corrupt Races with strong tradition of political corruption have a 25% corruption penalty to tax income. (-.25)
Tax Modifier
-1
Haphazard Engineers Races who follow haphazard ships construction techniques have shoddier equipment overall, earning a 20% penalty to module hit points. (-.20)
HP Modifier
-2
Lazy Lazy races just dont like to work, and as a result suffer a 35% penalty to production efforts. (-.35)
Production Modifier
-3
Wasteful Wasteful races lead lives of excess and care little for concepts like recycling or austerity. Ship building maintenance cost 25% more. (+.25)
Maintenance Modifier
-4

History and tradition[]

Positive[]

Name Description                                                           Effect Cost
Astronomers

Races that have extensively studied the stars start the game with the closest 20 star systems fully explored.

But it can see planet's name & traits only. so you can't find drones without your ship.

Begin Game With 20 Star Systems Explored 2
Cybernetic Cybernetic races have inorganic bodies and do not eat food, instead eating production. Do Not Require Food 8
Duplicitous Duplicitous races are natural deceivers. (+10)
To All Agent Rolls.
2
Huge Homeworld The racial homeworld is much larger than the average planet, allowing 25% more population maximum (+.25)
Home World Max Population
3
Manifest Destiny Races possessing a pioneering spirit believe that their destiny lies out among the stars. As a result, your passenger transports carry three times as many colonists to new planets. (x3)
Colonist Freighters
3
Militaristic Races with strong military traditions are prepped and ready to meet alien threats. As a result, they begin the game with the Military Outpost and Corvette Hull technologies. Begin game with:
Military Outpost
Armor Theory
Corvette Hull
4
Naval Tradition Races with strong naval traditions gain a 35% reduction to ship building costs due to having well developed economic practices concerning ship construction. (-.35)
Ship Cost Modifier
4
Pack Mentality Races with a pack mentality receive a 25% damage penalty to all ship weapons. They receive a 5% bonus to damage, up to 50%, for each nearby ship.

(.25)
Damage Penalty, But Gain:

(.05)
Damage For Every Nearby Friendly Ship Up To A Maximum Of (.50).

2
Prototype Flagship Begin the game with an advanced prototype flagship equipped with technologies that otherwise would not be available at the game's start. Begin Game With One Advanced Prototype Flagship 1
Spiritual Spiritual races are ritualistic and religious. They gain a 50% bonus to all effect received from artifacts. (+.50)
Artifact Effects
2

Negative[]

Name Description Effect Cost
Honest Honest races do not understand the concept of secrets. (-10)
to all agent rolls.
-2
Polluted Homeworld Races that have been foolish enough to heavily pollute their own homeworld have a -.5 Fertility penalty on their homeworld, making quick colonization a top priority. (-.5)
Home World Fertility Modifier
-2
Small Homeworld The racial homeworld is much smaller than the average planet, allowing 25% less population maximum. (-.25)
Home World Max Population
-3