Traits

Plantoid (0 cost, required w/ portrait)

-15% Habitability on foreign biomes

-5% Army Damage

-10% Housing Usage

+20% Pop Growth Speed

-25% Food Upkeep

Consumes energy depending on system star

(Excludes Communal, Fast Breeders, Slow Breeders, Nonadaptive) This species is comprised of sentient plants that are partly able to sustain themselves via photosynthesis. While they grow faster and live more communally than their animalian counterparts, they also tend to evolve specialized more for specific biomes.​ (0 cost, required w/ portrait)

Fruit-Bearing (2 cost)

Each pop produces 0.01 monthly Consumer Goods

+1 Food from Livestock and Processing

(Excludes Delicious) The life cycle of this species produces unique resources that can be harvested and repurposed.

​ (2 cost)



Woody (1 cost)

+10% Army Health

+2% Worker Resource Output

-5% Pop Growth from Immigration

(Replaces Strong, Very Strong) This species' body uses wood as structural tissue, granting them a hardier build compared to their primarily leafy counterparts.

​ (1 cost)



Coniferous (1 cost)

+5% Habitability

+5% Army Damage

(Replaces Adaptable, Very Adaptable) This species has uniquely water-retaining photosynthetic organs, helping to offset their reliance on their native biome.

​ (1 cost)



Brittle (-1 cost)

-10 Leader Lifespan

-10% Army Health

(Replaces Weak) This species has a brittle physiology, tending to break or crumple when exposed to pressure as opposed to bending or warping.

​ (-1 cost)

Since the release of the Lithoids pack, I saw a lot of people asking for plantoid-specific traits as well. I agree with them, because although plants and animals share a lot of similarities in real life, even more so if the plants are walking, talking, and thinking, their biology does have some fundamental differences. Here are some ideas based on those differences:Unlike Humans and a wide variety of animals, most plants on Earth tend to do notably poorly when taken out of their home climate. Plants like water-retaining cacti or wide-leafed rainforest trees are specialized for the climate, humidity, and rainfall of their respective biomes; an oak tree planted in a desert wouldn't perform very well. Hence, the habitability malus.The majority of plants also tend to grow larger in less amount of time compared to animals, while using less space out in the wild. I'm not too sure how a sentient plant would act in reality, but from what we've seen it is safe to assume they don't really need too much personal space.The thing here that's probably going to catch the most flak is the change I suggest to food upkeep. Plants do receive nutrients from the ground and other sources yes, but a lot of their energy comes from photosynthesis, a process that turns light and CO2 into energy. Ergo, a plantoid in a system lacking a lot of natural light would need to find other sources of light to photosynthesize, yes? The amount of energy consumed by the plantoid would depend on their system's star class:0 Energy upkeep0.25 Energy upkeep0.5 Energy upkeep1 Energy upkeepIf a system contains multiple stars, the highest-present tier is used.Similar to the three lithoid-added traits, plantoid species could be made to produce fruit that is turned into consumer goods or food, depending on the species' rights. Excluding Delicious out of fear of an overpowered slave food source.Woody plants in real life, such as trees, obviously tend to be more resistant to physical damage. We use them for our houses, after all. It's also kind of silly to assume that all plantoid species would be made of wood or stem.I thought to myself one day, why are coniferous trees found almost everywhere I go? I've seen them in the southern US, I've seen them in northern Canada, and they're probably everywhere else in the world too. Why not make them more habitable? Army damage is because coniferous plants usually have needles. Anyone who has ever given a pine tree a hug understands.Because of the makeup of their cells, plants also tend to be more brittle than animals, causing them to snap rather than bend in many cases. It's easier to break a blade of grass or a stick than it is to break a finger.