Traits

Traits are the properties of factions that distinguish them from each other in ways beyond appearance. Each of the core factions has a specific set of Traits to go with it, but it is also possible to create custom factions based on the traits of the core ones, as well as a number of traits that don't appear in the core factions. When making a custom faction, 80 points are available to purchase traits with; different traits have different costs depending on their potency, and some negative traits have a negative trait value, allowing for the purchase of more positive traits than would normally be available.

While most of the traits in the faction editor are available in any situation, there are some that have specific restrictions or prerequisites. If a trait has any prerequisites it will be mentioned in under the trait's effects as there are only a few that have prerequisites, but traits with restrictions are far more common and varied, and so those restrictions will not be specified. In general, it is impossible to take two traits that contradict each other. For example, a custom faction cannot have the Fast Travelers trait, which increases unit movement speed, and the Slow Travelers trait, which decreases movement speed, at the same time, as they would simply cancel each other out. A less obvious example is that a faction with the Diplomatic Pressure trait is unable to also have the Pitiless trait, as the inability to be in a state of peace or alliance from the Pitiless trait would contradict the ability to force peace or alliance from the Diplomatic Pressure trait. An extension of this is that a faction with the Appetite for Dust trait cannot take any traits involving  Food, and a faction with the Science Phobic trait cannot take any traits involving  Science.

Aside from the Affinities, all traits will be shown with the core faction that they came from. If instead a trait is labeled as "custom", then it is a trait that does not appear in any of the core factions, but is available for use in creating custom factions. Some of these custom-specific traits also have 2 or more "levels", each of increasing intensity. For these kinds of traits, you must have level 1 of the trait to select level 2, and must have level 2 to select level 3 if there is one. The trait of higher level will replace the lower level one. Generally, upgrading one of these traits from level 1 to level 2 will double the effect and the cost, and upgrading from level 2 to level 3 will increase both by the same amount. For example, Businessmen 1 costs 8 points and gives +10%  on Cities, Businessmen 2 costs 16 and gives +20%, Businessmen 3 costs 24 and gives +30%.

## Affinity

Affinities are the "core" trait of the faction. They are what the faction is built around, and each one comes with the visual style, units, effects during a Dust Eclipse, and main quest of the faction it's from attached. For example, taking The Sharing trait comes with the visuals, units, Dust Eclipse effect, and main quest of the Wild Walkers, and there is no way to change this. As such, the affinities are going to be organized by which faction they come from, and have the associated units, Dust Eclipse effect, and quest attached to them.

## Diplomacy

Traits which offer diplomatic (dis)advantages. Includes traits affecting Diplomacy with other Empires, Empire Plans, the Marketplace, and relations with Minor Factions.

## Economy

Traits which offer economic (dis)advantages. Includes traits affecting FIDSI from terrain and Cities, City construction, Strategic and Luxury Resources, Trade Routes, and a few other miscellaneous traits.

## Military

Traits which offer military (dis)advantages. Includes traits affecting Unit Attributes, City Fortification, Army Actions, and a few other miscellaneous traits.

## Starting Blessing

Traits which offer Blessings unlocked at start. All except the Garth of the Allayi are available to be unlocked from the Altar of Auriga in-game.

## Starting Technology

Traits which offer technologies unlocked at start. All except the Arcana of Agility and Arcana of Matter are available to be unlocked via Research in-game.

## Technology

Traits which offer technologies. These technologies are not unlocked at start, and must be researched in-game, but cannot be researched without the associated trait.

## Various

Unsorted traits. These are traits that, for some reason or another, were not sorted into one of the other categories by the developers.

* Are lost to their original owner
* Give all advantages of pacified villages to the main City of the new owner, no matter their location
* Will exploit FIDS on their tile and the 6 tiles around for the main city of the new owner
* Will leech Strategic and Luxury Resources (with the adequate technologies)
* Regularly spawn a mercenary unit (cannot be retrofit) for the new owner
* Will increase by 10 the upkeep  of the main city and by 20% the Influence  cost of each tier of the empire plan