JOB LABELS
Agrarian (farmer, angler, pearl diver, wrangler, zookeper, hunter, warden)
Extractive (miner, scrap miner, rare resource miner, angler)
Technical (technician, artisan, artificier, augmentor)
Physical (miner, farmer, technician, soldier, enforcer, duelist, knight, labourer, hunter, toiler)
Social (entertainer, priest, high priest, bio-trophy, storm dancer, spa attendant, prosperity preacher, duelist, educator, knight, squire, telepath, merchant)
Administrative (bureucrat, politician, knight, priest, high priest, acolyte, noble, skywatcher, memorialist, science director, telepath, Executive)
Knowledge (physicist, engineer, biologist, science director, medical worker, archeo-engineer, educator, knight, astral researcher, skywatcher, memorialist, telepath)
Commercial (trader, merchant, prosperity preacher, Executive, pearl diver, artificier, cybernetic merchant)
Engineering (engineer, roboticist, cybernetic merchant, archeo-engineer, artificier)
Sociology (biologist, medical worker, spa attendant, wrangler, zookeeper, warden, educator)
Physicist (physicist, astral researcher, storm dancer, telepath, astrometeorologist, astral researcher)
Fabrile (metallurgist, artisan, rare resource syntetizer, catalyzer, artificier, roboticist)
LABEL-BOOSTING TRAITS
Ingenious (1): +10% job efficiency to technical jobs
Industrious (1): +10% job efficiency to extractive jobs
Agrarian (1): +10% job efficiency to agrarian jobs
Strong (1): +5% job efficiency to physical jobs, +20% army damage
Very strong (3): +10% job efficiency to physical jobs, +5% slave strata job efficiency, +50% army damage, +15% XP gain to commanders
Traditional (2): +10% job efficiency in administrative jobs, +15% XP gain to officials
Charismatic (2): +10% job efficiency to social jobs, +30 opinion from regular empires if present on the empire ruler
Thrifty (2): +10% job efficiency to commercial jobs, -15% leader maintenance costs
Long-lived (1): +5% job efficiency in administrative jobs, +10 years lifespan in leaders
Venerable (3): +5% job efficiency in administrative jobs, +5% elite strata job efficiency, +50 years lifespan in leaders
Intelligent (3): +10% job efficiency to knowledge jobs, +15% XP gain to scientists
Quick-learner (1): -50% pop demotion time, +15% XP gain in all leader types
Talented (1): +10% civilian job efficiency, -1 max negative trait in leaders
Resilient (1): +5% worker strata job efficiency, +50% army HP, leaders have a 10% chance to lose negative traits each passing year, as well as a 50% chance of surviving deathly events
Communal (1): -10% housing usage, -30% housing usage in colonies with 1000 pops or more
Nomadic (1): -25% resettlement costs, +15% growth from immigration, +15% habitability in colonies with less than 1000 pops on them
Conformist (1): +50% governing ethics attraction, -50% unhappiness from living standards
Docile (1): -10% size from pops, -20% size from pops if enslaved
Natural sociologists (1): +10% job efficiency in Sociologists jobs, +1 social research alternative if present on empire ruler
Natural engineers (1): +10% job efficiency in physicist jobs, +1 engineering research alternative if present on empire ruler
Natural physicist (1): +10% job efficiency in physicist jobs, +1 physics research alternative if present on empire ruler
Conservationist (1): −10% pop consumer goods & food upkeep, -5% per natural blocker, -5% in gaias (those might stack up)