Question about species traits and possible empire-wide effects.

Help

I've been working a bit on a little mod that contains new species traits and civics, to spice up the randomization a bit. I've got an odd question based on what I'm seeing other traits mods include. I'm still pretty new to modding this game so I'm not sure how some things work. Let's use Extended Traits as an example:

https://steamcommunity.com/sharedfiles/filedetails/?id=681816257

To my knowledge, species traits only engage if they are things that pops can affect. So a bonus to mineral production would make all pops of that species produce more minerals. But it seems like there are some empire-wide effects in here and I'm not sure how the game resolves that. Here's an example:

Politically Adept
Cost: 1
+1 max rivalries
-25% influence cost for diplomatic actions
25% increased trust growth

This is a species trait, not an edict or civic or something that would typically contain empire-wide bonuses. Would this even work? If I genetically modified multiple species in my empire to have this trait, would it stack? Does it only apply to the founder species? Maybe only if my ruler has these traits? Influence and rivalries are empire-wide, not on the species level, so I'm not sure how this is meant to function. Here's another:

Natural Architects
Cost: 1
Building time: -5%
Building cost: -10%

Correct me if I'm wrong, but I believe building production is the same way. Since pops don't directly build buildings (at least to my knowledge), would a bonus like this even kick in?

Basically, I'm just confused when it comes to empire-wide effects working as a species trait and what the implications are.

Thanks to anyone/everyone who takes the time to help or make things clearer. I appreciate it very much.

Posted Apr 26, 2017, 5:57 PM UTC · edited

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