With the 4.0 overhaul, many traits got updated to yield Job Efficiency or a stronger version of resources from jobs as it’s a separate multiplier that expands the Workforce. Yet some traits seemingly got left in the cold so I figure I’d give them a much needed update.
Talented: 2 points(up from 1)
+1 Leader Trait picks
-1 Maximum Negative Leader Traits
-20% Leader upkeep
Talented is currently a must pick for Leader builds but that’s only because it yields a must have Negative Leader Trait perk. Yet I find it needs more so opted to give Talented Leaders an additional Trait pick to go with a stronger upkeep reduction but increasing the Trait cost to 2.
Quick Learners: 2 points(up from 1)
+5 Base XP gain
+1 Starting Traits
Starting Leader Age: -5 Years
I never pick this trait, even for Leader builds, because +10% XP roughly translates to 0.5 XP per month on a passive basis. Getting a +5 Base XP gain would do a lot for Leader XP gain since that would bump the base XP from 5 to 10 or a 100% increase. From that all Leader XP sources would amplify the new Base XP mark(hence are twice as effective). I also feel Leaders that are Quick Learners would have more capabilities when recruited, hence the +1 Starting Leader Traits. I then tied everything in a bow by reducing their starting age by 5 years(hence a modest Lifespan increase). All for an increased Trait cost of 2.
Conservationist: 2 points
-10% Pop Upkeep
-10% Job Upkeep
When it comes to species that try to conserve or recycle the limited resources at their disposal that it would apply to Food as well as Consumer Goods with respect to Pop upkeep. Additionally, they should be mindful of being efficient at their job p, hence have a native 10% Job upkeep for all jobs. Keep in mind this is incompatible with Seasonal Dormancy so you can’t stack this in a Civilian build.
Communal: 2 points
-15% Housing usage
-15% Amenity usage
+15% Civilian Job Efficiency
Took a bit of inspiration from the Nucleotide traits but unlike them, this costs 2 points and can be used from the start of the game and in particular for Civilian builds where the extra Housing and Job Efficiency can come in real handy.
Talented: 2 points(up from 1)
+1 Leader Trait picks
-1 Maximum Negative Leader Traits
-20% Leader upkeep
Talented is currently a must pick for Leader builds but that’s only because it yields a must have Negative Leader Trait perk. Yet I find it needs more so opted to give Talented Leaders an additional Trait pick to go with a stronger upkeep reduction but increasing the Trait cost to 2.
Quick Learners: 2 points(up from 1)
+5 Base XP gain
+1 Starting Traits
Starting Leader Age: -5 Years
I never pick this trait, even for Leader builds, because +10% XP roughly translates to 0.5 XP per month on a passive basis. Getting a +5 Base XP gain would do a lot for Leader XP gain since that would bump the base XP from 5 to 10 or a 100% increase. From that all Leader XP sources would amplify the new Base XP mark(hence are twice as effective). I also feel Leaders that are Quick Learners would have more capabilities when recruited, hence the +1 Starting Leader Traits. I then tied everything in a bow by reducing their starting age by 5 years(hence a modest Lifespan increase). All for an increased Trait cost of 2.
Conservationist: 2 points
-10% Pop Upkeep
-10% Job Upkeep
When it comes to species that try to conserve or recycle the limited resources at their disposal that it would apply to Food as well as Consumer Goods with respect to Pop upkeep. Additionally, they should be mindful of being efficient at their job p, hence have a native 10% Job upkeep for all jobs. Keep in mind this is incompatible with Seasonal Dormancy so you can’t stack this in a Civilian build.
Communal: 2 points
-15% Housing usage
-15% Amenity usage
+15% Civilian Job Efficiency
Took a bit of inspiration from the Nucleotide traits but unlike them, this costs 2 points and can be used from the start of the game and in particular for Civilian builds where the extra Housing and Job Efficiency can come in real handy.
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