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DoYouReadThis' Guide to the Galaxy!^42. v0.1.4 (12/26/08)  XML
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DoYouReadThis


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DoYouReadThis' Guide To the Galaxy!
My 42 to the game.

Last update: 12/26/08
The Guide's Update Log can be found here: http://forum.spore.com/jforum/posts/list/3071.page#24994
This will show when and what was changed. I'll try to keep it as accurate as possible.




Well I've recently seen a lot of the same questions be asked over and over, again and again, with people giving the same answer to new people. So I decided to put some time into this and basically make a complete guide of the game, with all the knowledge I've picked up over the past two weeks.

First off, we have the index, listed right below this text, it will more or less show what you can find in this thread.

I've decided to focus on the actual game play, and not so much on the editors, as they're rather simple, and because there are players who have posted tons of tutorials on advanced editing. I might add a few sections eventually if this thread turns out good.

I've tried to keep it short, and more or less stick to the point, some of it might not have been detailed in the best manner, if it hasn't been, feel free to ask, and I'll take a look.

I've put a couple of hours into writing this, so I hope that this will be of use to some people at least.

My idea behind it was to sort out all the random "easy" questions that are asked almost every day in a new thread, and to give people a place to look up information without having to search for decades and look through hundreds of posts. So yeah, I haven't intended for people to read through this entire post - unless they feel like it, but rather to learn things they might not know of.

Well, I suppose I'll leave you to it.

If you find this guide useful, I'd appreciate it if you tell more people about it, link to it on other Spore forums (copying the URL of this thread and posting it on another forum, copying the actual thread would piss me off. Taking credit for this will force me to hurt you, as this is entirely my waste of time.)

Note: The pictures used in this thread are mostly .jpg, so the quality may differ, I did this in order to load this page faster, for people with low bandwidth.

Index Note: If a category is listed with RED and BOLD, then it means that it is unfinished. Please bare with me.

*x.0 Introduction.
. *x.1 General and Misc. Achievements of Spore & Secret Achievements.
. *x.2 Cheating, and why not to do it.
. *x.3 Other player made guides/tutorials/How-to's.
. *x.4 Notable Spore Moments.

*1.0 Cell stage Introduction
. *1.1 Herbivore Basics
. *1.1a Herbivore Bonuses
. *1.2 Omnivore Basics
. *1.2a Omnivore Bonuses
. *1.3 Carnivore Basics
. *1.3a Carnivore Bonuses
. *1.4 The 6 creature parts to find!
. *1.5 Cell-stage Achievements
. *1.6 Helpful Links w/ information regarding the cell-stage.

*2.0 Creature stage Introduction
. *2.1 Social Basics
. *2.1a Social Bonuses
. *2.2 Adaptable Basics
. *2.2a Adaptable Bonuses
. *2.3 Predator Basics
. *2.3a Predator Bonuses
. *2.4 Other Creature Skills.
. *2.5 Collecting Creature Parts.
. *2.6 Nests/Dwellings/Homes.
. *2.7 Your pack.
. *2.8 The Mini-Map.
. *2.9 Throwing items
. *2.10 Rogue and Epic creatures.
. *2.11 Creature-stage Achievements
. *2.12 Helpful Links w/ information regarding the creature-stage

*3.0 Tribal stage Introduction
. *3.1 Tribal outfitter
. *3.2 Village Overview
. *3.3 Village Buildings
. *3.4 Other Tribes.
. *3.5 Friendly Basics
. *3.5a Friendly Bonuses
. *3.6 Industrious Basics
. *3.6a Industrious Bonuses
. *3.7 Aggressive Basics
. *3.8a Aggressive Bonuses
. *3.8 Domesticated Animals
. *3.9 Mini-Map
. *3.10 Epic Creatures
. *3.11 Tribal-stage Achievements

*4.0 Civilization stage Introduction
. *4.1 City Overview
. *4.2 City Buildings
. *4.2a Decorations
. *4.3 Religious Basics
. *4.3a Religious Bonuses
. *4.4 Economic Basics
. *4.4a Economic Bonuses
. *4.5 Military Basics
. *4.5a Military Bonuses
. *4.6 Geysers
. *4.7 Special Abilities
. *4.8 Civilization-stage Achievements
. *4.9 Helpful Links w/ information regarding the civilization-stage

Click here to jump to *5.0
*5.0 Space stage Introduction
. *5.0x Space Stage Achievements.
. *5.1 Space Basics
. *5.2 Spices Advanced - what are they anyway?
. *5.3 Colony Overview
. *5.3a Additional Colonization Structures.
. *5.4 Maximizing your Spice-production.
. *5.4a Making 80 to 100 Storage and ~600 spice/hour planet farms.
. *5.4b General tips to become rich and famous.

. *5.5 Planets Advanced - The different kinds of planets in spore.
. *5.5a Binary Systems
. *5.5b Planetary Disks
. *5.5c Storybook Planets
. *5.5d Black Holes
. *5.6 Empires Advanced - To Conquer or Ally.
. *5.6a The Grox.
. *5.7 Badges Advanced - A How-to.

Click here to jump to *5.8
. *5.8 The interstellar map Advanced - Guide to the Galaxy.

. *5.9 Spaceship Abilities Basics
. *5.9a Socialization Advanced
. *5.9b Weapons Advanced
. *5.9c "Main Tools" Advanced
. *5.9d Colonization Advanced
. *5.9e Planet Atmospheric Tools Advanced
. *5.9f Planet Sculpting Advanced
. *5.9g Planet Coloring Advanced
. *5.9h Cargo Advanced

. *5.10 Customizing a Planet Advanced
. *5.10a Terraforming your planet.
. *5.10b Sculpting it to give it a special tough.
. *5.10c Coloring, weee pink!


Click here to jump to *5.11
. *5.11 Rare Collections - You've always been curious about what they all are, and what the use is.
. *5.11a Where and how do I acquire these items?
. *5.11b The different collections and what they sell for.
. *5.11c Where and how to store them if you wish to collect them.

. *5.12 Archetypes and their differences.
. *5.12a Descriptions of the Archetypes and their Super powers.
. *5.13 Switching Philosophies/Archetypes. (Change your superpower)
. *5.13a Switching to Bard - The Philosophy of Chance.
. *5.13b Switching to Ecologist - The Philosophy of Life.
. *5.13c Switching to Zealot - The Philosophy of Faith.
. *5.13d Switching to Diplomat - The Philosophy of Order.
. *5.13e Switching to Scientist - The Philosophy of Science.
. *5.13f Switching to Trader - The Philosophy of Prosperity.
. *5.13g Switching to Shaman - The Philosophy of Harmony.
. *5.13h Switching to Warrior - The Philosophy of Force(1).
. *5.13i Switching to Knight The Philosophy of Force(2).
. *5.13j How to tell Force(1) and Force(2) apart.



*x.0 Introduction.


. *x.1 General and Misc. Achievements of Spore & Secret Achievements.


General Achievements in Spore
Galatic God - Evolve a creature from cell to intergalactic space traveler in one continuous game.
Photographer - Send a photo or video to a friend from the Test Drive mode.
Architect - Create and share 50 buildings.
Automotive Engineer - Make and publish 50 vehicles.
Biologist - Create and publish 100 different creatures.
Spore Fan - Spend 50 hours in your Spore galaxy.
Spore Addict - Spend 100 hours in your Spore galaxy.
Creator - Spend more than 50 hours in the Creators.
Universe in a Box - Play every game level and use every creator at least once.
Deja Vu - Stumble across one of your own creations when exploring the universe.
Social Engineer - Make 5 Sporecasts of 50 creations or more.
Rising Star - Have 5 different Sporecasts subscribed to by at least 10 people.
Front Page News - Have one of your creations or Sporecasts featured on featured on www.spore.com.
Creature Stage Unlocked - Play enough of the Cell stage to unlock the Creature stage.
Tribe Stage Unlocked - Play enough of the Creature stage to unlock the Tribe stage.
Civilization Stage Unlocked - Play enough of the Tribe stage to unlock the Civilization stage.
Space Stage Unlocked - Play enough of the Civilization stage to unlock the Space stage.


Secret Achievements

General Achievements:
Can't Win for Losing - Die once in every stage of Spore.
Bad Baby! - Have one of your assets banned.
Pathological Cheater - Use a cheat more than 50 times

Creature stage:
Cerberus - Evolve a creature with three heads.
General Custer - Lead 30 posse members to their death.
Slugger - Finish Creature stage without legs.

Tribal Stage:
Medic - Heal one of your tribe members back to full health 5x in a single game.

Civilization stage:
Fear of Flying - Complete the Civilization stage without buying any air vehicles.
Conclusion - Finish the Civilization stage by launching ICBMS and destroying all other cities.

Space stage:
Oh the Humanity! - Destroy Earth - Tip: Do this, first off you find Earth, then you save your game, THEN you blow it up, and then you close the game WITHOUT saving, once you re-open the game, Earth will be intact.

These are all of the 10 secret Achievements.


. *x.2 Cheating, and why not to do it.

If you use a single cheat in Spore, you will be locked out from getting a lot of cool stuff, such as Achievements. It will give you the "Joker" badge, which will more or less indicate that you cheated.

Using cheats in Spore is pointless also, you don't need the money, you don't -really- need to freeze the enemies, or whatever. You can easily beat the game, especially on easy. You just need to get the hang of the game.

So yeah, don't do cheats kids, they will kill you.

However, if you cheat, then your save game will be unable to get any achievements. You can get achievements on other saves that you just don't cheat on, and then have some saves where you do cheat. But in all fairness, cheating is pointless in Spore.


. *x.3 Other player made guides/tutorials/How-to's.

What I'll do is I'll basically add the url to the guide and write down who wrote it.

If you haven't received a Private Message from me, and you have a guide that you'd like added to this list, then feel free to send me a PM with the url, keep in mind, I do control which guides I wish to post here, so they should be well written and as descriptive as they can be.

Cell-Stage
None.

Creature-Stage
None.

Tribal-Stage
None.

Civilization-Stage
None.

Space-Stage
Get Rich and Avoid Attacks in Space - Written by: Lucas182
How To: Interstellar Drive 5 - Written by: Lucas182
How To: Track a Planet - Written by: Lucas182

Grox Alliance Help - Written by: TheAngelofDeath

Tutorial - How to make a great screen shot for posting - Written by: Satherewasting

Advanced Colonies - Written by: Ryuujin

. *x.4 Notable Spore Moments.

In this chapter I'll link to notable spore moments, that either had me laughing or somehow got my attention. This can be anything from videos to pictures to great walls of text!

Spore Tetris!
Befriending an Epic Creature


So far I've only noted these two down, as I can't really remember most of the posts I've seen, short term memory ftw. Anyway, if you have any links to something Spore-related that you think should be listed here, send it either in a PM or link to it in this thread.


*1.0 Cell stage Introduction
Well because the cell stage is more or less self-explanatory, and ridiculously easy, I am not going to go into huge detail regarding this stage, also partially because it is kind of tiny.

You will basically just float around in the ancient ooze while searching for food for your little cell to grow. As you eat; your creature will gain DNA, which is used in the creature creator. As your progress bar progresses, you will grow, and eventually become a sentient species.

You might also wish to add weapons during the cell phase, even as a herbivore. This is for protection, and to unlock the hidden cell parts of the cell stage. (More on unlocking cell parts in *1.6.)

Note: Halfway through the game a "new" type of food opens up to your cell, eggs, these can be found in the shape of a little yellow ball, sort of, and all mouths can eat these.


. *1.1 Herbivore Basics
So you chose to become a herbivore, and what now? Well, your little cell is hungry, and it wants to eat it's vegetables: The little green pieces of plants.

Tip: You can find a lot of green plants on huge plants of algae floating around in the ooze. Usually enough to give you 1 or 2 growths.

. *1.1a Herbivore Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Creature stage bonus: Siren Song - Use this ability to temporarily enthrall all creatures in your vicinity. This makes it easier for you to socialize with them.

Tribal stage bonus: Refreshing Storm - This ability allows the chieftain to summon a storm causing fruit to be replenished and fall from trees.

Civilization stage bonus: Healing Aura - This ability repairs all of your vehicles and buildings.

Space stage bonus: Social Suave - This ability gives you an immediate negotiation discount on all social tools.


. *1.2 Omnivore Basics
Omnivores, this might not be so simple if you're new to the game, to become an omnivore, you must balance your food with a mix of plants and meat, this also means you'll need to have 2 mouths, one that can eat plants, and one that can eat meat. There is a mouth that can eat both, but it's first available later as an unlocked part. (See *1.4)

What I usually do is: I start off as either a herbivore or a carnivore, and once I reach around 20-25 DNA, I do a mating call, and then I add the second mouth and start balancing my cell's food.

. *1.2a Omnivore Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Creature stage bonus: Summon Flock - Use this ability to summon a flock of minions to help you socialize or fight.

Tribal stage bonus: Flying Fish - This ability allows the chieftain to summon a serpent to scare fish from the sea.

Civilization stage bonus: Static Bomb - This ability temporarily immobilizes vehicles, turrets and buildings.

Space stage bonus: Gentle Generalist - This ability gives you a discount on all standard equipment.


. *1.3 Carnivore Basics
The Carnivore, as the Herbivore, only eats one type of food - the red meat. Simple.

Tip: When killing a creature of equal size, they will drop 3-4 red meat for you to eat.


. *1.3a Carnivore Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Creature stage bonus: Raging Roar - Use this ability to make all surrounding creatures run in fear.

Tribal stage bonus: Traps - This ability allows the chieftain to lay traps to ensnare wild animals.

Civilization stage bonus: Invulnerability - This ability makes your vehicles impervious to damage for a limited time.

Space stage bonus: Power Monger - This ability increases the effectiveness of all weapons.


. *1.4 The 6 creature parts to find!
During the cell phase, you will be able to unlock 6 hidden creature parts, these are usually found either floating around in the ooze inside a Meteor rock, or on a creature.

If they're on a creature, you will know by hovering your mouse over the creature, it'll then look like this:



The little golden marker indicates that the creature holds a part that you have not unlocked yet.

You do not need all 6 in order to advance to the creature phase, but it gives you an achievement the first time you do it.


. *1.5 Cell-stage Achievements
During the cell stage there are several Achievements that you can achieve by doing this:

Aluminum Cell: Complete cell stage on hard setting.
Cell Addict: Finish the Cell stage 25 times.
Completist: Unlock all the parts in the Cell stage
Creature stage unlocked: Play enough of the cell stage to unlock the creature stage.
Landfall: Finish the cell stage and clamber onto the planet's surface.
Pacifist: Finish the cell stage without killing another creature.
Speedfreak: Finish the cell stage in under 8 minutes.


. *1.6 Helpful Links w/ information regarding the cell-stage.

None so far. If you have any or wish to share any general information that you feel is missing, feel free to post, and I'll have a look.



*2.0 Creature stage Introduction
Just as the cell stage, you're told to gain DNA in the creature stage, however, this time around you don't gain it from eating, but from either making allies with other species, or extincting them.

Another thing you will find in the creature stage, is unlock-able parts. These parts more or less come as you advance in the stage, it'll give you better stats: levels of sing, bite, dance, charge, etc. You can unlock the parts by either socializing or killing Alpha creatures, or plain simply just find them lying on the ground in the shape of a set of bones. The Alpha creatures are the "leaders" of the creature nest, they'll have a little bit more health than the normal creatures, and be a little harder to socialize with. (More on this in *2.6)

As you progress in the creature stage, you will eventually be able to create a pack - this will be useful towards the middle of the stage, as the opposing creatures begin ganging up on you if you attack one of their kin, or just join in on the singing and dancing, to make it harder for you to socialize with them.

The abilities of the Creature stage are the following:
Hostile/Combat abilities:

* Bite: Damages target.
* Charge: Usable only from range. Stuns target.
* Strike: Damages all nearby enemies.
* Spit: Usable at range and in melee. Does damage over time to target.


Friendly/Social abilities:

* Sing: Makes your creature sing.
* Dance: Granted by feet.
* Charm: Granted by miscellaneous parts.
* Pose: Granted by hands.


These abilities are used by first selecting whether you wish to use the social abilities, or combat abilities. It's clearly indicated with a green and red tab, you then proceed to press 1,2,3,4 depending on which ability you wish to use.


NOTE: You should generally avoid creatures that are stronger/more evolved than you, ways of checking to see if they are could be:
*General Size.
*Health (Do they have more health than you?)
*Stats. (Click them with your mouse)


. *2.1 Social Basics
Socializing in the creature stage is what I would consider the easiest path, a tad boring compared to fighting - but that's just my personal taste, everybody likes something.

To make an ally, all you have to do is select the socializing abilities list, run over to a creature that you wish to become allies with, and start singing! It's simple right? In the beginning all you can do is sing, and that's all they can as well, but as you become more sentient, so do they - and eventually you, as well as they, will have all 4 socializing abilities to work with, and that's where it might become a bit tricky the first couple of times.

Creatures will begin using a combination of the abilities, for example: Sing -> Charm -> Pose -> Dance, or Sing -> Sing -> Dance -> Sing, it's random really - but you will have to lure which ability they used, if you're playing with Sound "On" then it will be a lot easier to recognize the different abilities, and should make this path an easy ride.

Tip: Using the Pack (described further in *2.7), will make socializing a lot easier - as they will help you.

Tip2: If you are having trouble impressing a certain creature, you can click on it to add it to your Sporepedia, and then basically see which social abilities it has in there - and this way you will be able to see if your creature lives up to it.

Note: Eventually creatures will start grouping up together, as if they were in a pack like you are, and it will become harder to make them happy - however, the trick to this is: Push them. Walk up to a creature, and shove it away from the nest.

. *2.1a Social Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Tribal stage bonus: Fireworks - This ability allows the chieftain to set off fireworks that increase relationships with neighbors.

Civilization stage bonus: Diplo Dervish - This Ability Raises your relationship with a nation you target.

Space stage bonus: Pleasing Performance - This ability makes all of your colonies happy and reduces the likelihood of revolt.


. *2.2 Adaptable Basics

This is plain and simply just a mix of Social and Predator - read both *2.1 and *2.3 if you're wondering.

All you have to do, is make friends with some, extinct some others. You can keep track of how well you're balancing your creature in the "History" function.


. *2.2a Adaptable Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Tribal stage bonus: Beastmaster - This ability allows the chieftan to enchant nearby animals who will help you socialize or fight.

Civilization stage bonus: Bribe Bomb - This ability causes enemy vehicles within the bomb's radius to attack each other.

Space stage bonus: Speed Demon - This ability makes interstellar space travel zippier.


. *2.3 Predator Basics

Basically, all you have to do as a predator is kill. The general idea is to extinct enough races to progress to the next stage. So, what you do is, look around in the game, find a creature, target it, and then you'll be able to see how many you will have to kill, how much DNA you will earn for extincting them, and how happy they are with you currently.

You will only be using these abilities as a predator:

* Bite: Damages target.
* Charge: Usable only from range. Stuns target.
* Strike: Damages all nearby enemies.
* Spit: Usable at range and in melee. Does damage over time to target.


Tip: Once you have the ability to have a pack, I suggest getting your own creatures with you - this way they will help you kill other races, and more or less make it easier.

Tip2: When you first see a creature that you wish to engage in combat with, use Spit -> Charge -> Strike -> Bite, then more or less mash down your Bite/Strike/Spit buttons to use them as they have recharged.


. *2.3a Predator Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Tribal stage bonus: Fire bombs - This ability allows the chieftain to throw fire bombs that damage nearby buildings and structures.

Civilization stage bonus: Mighty Bomb - This ability destroys all buildings and vehicles within its radius.

Space stage bonus: Prime Specimen - This ability increases your spaceship's total health.


. *2.4 Other Creature Skills.

* Mating Call: Activating this ability points you towards your closest mating partner, usually located by your nest.
* Jump: Makes you jump into the air, a decent way of getting out of a tricky fight.
* Glide: Allows you to glide through the air for a given time, depending on your jump and glide skill.
* Sneak: Turns you "half" invisible, and is a good way of avoiding dangerous creatures.
* Sprint: Doubles your running speed for a given amount of time, depending on your skill level.



. *2.5 Collecting Creature Parts.

This is a rather basic concept, in order to gain access to more creature parts in the creature creator, you are asked to either locate bone/fossil objects on the ground and pick them up. The larger the fossil is, the better the part will be.

The other way is to locate creatures with the title "Alpha" in front of their name, these are the leaders of the nest, and they will be the ones holding the hidden parts. In order to receive these parts from them, you will either have to earn their trust by becoming their ally, or force it out of their cold hands.

Note: You are only able to receive 1 type of mouths, depending on whether you're a Carnivore, Omnivore or Herbivore.


. *2.6 Nests/Dwellings/Homes.

The nests around the continent are the places that your creature can regenerate health, be it your own nest, or a nest of an ally / extinct creature, then you will be able to regenerate health. This goes for your pack as well - if anyone is damaged, it'll heal them.

You will still have to eat food though.

In your own nest you will always be able to find your own race's members, and you will always be able to find a mate there as well, by simply clicking the Mating call ability. Your mate will then be the one with the pink hearts above itself.

Your nest is also where you resurrect if you should die during the creature stage.

. *2.7 Your pack.

Your pack is a group of creatures that you've convinced to join your cause. In most cases you're better off having your own creatures in your pack, but you can easily chose to have others with you - just make sure that they have better stats than yourself, for it to benefit you.

To get a creature into your pack: Walk up to a creature that really likes you, an ally or your own race, then use a social ability, and impress the creature, and then you'll have them as an ally.

For Social creatures, it's not really important whether you chose to have allies of your own race or another race, as long as their social stats are good, and that they have the different abilities (Sing, dance, charm, pose).

For predators I'd suggest only taking your own creatures along, until you see Rogues in the world these will be your best choice in my opinion - Once a rogue appears however, you should attempt getting it with you. This is only possible if you've given your predator social skills as well, they usually come with feet or hands, sometimes not. You could have added a miscellaneous item that could give charm maybe, it's up to you really.

Adaptable creatures are most likely better off only having their own race in the pack, or possibly rogues as well.


. *2.8 The Mini-Map.

You're now provided with a mini-map, which is found on the bottom left corner.

The mini map is very useful, as it practically displays where you should go. You will see undiscovered nests as a green ?, and once you discover them, they will turn into a Grey nest.

If you extinct their race then the icon will change into a red skull and bones.
If you ally them, a green smiley face will appear.

Once you are tasked to migrate to a new nest, a dotted line will appear on the mini-map, guiding you there.


. *2.9 Throwing items

Once your creature evolves hands, it'll be able to pick up items, once you've picked up an item, you'll basically just click anywhere on the ground - and it'll throw it!

There's a pretty well informing/discussing post found here: http://forum.spore.com/jforum/posts/list/1511.page by player amazeron


. *2.10 Rogue and Epic creatures.

During the creature stage you will encounter creatures with exceptional strength and size compared to your own. These creatures are called Rogues and Epics, and they'll have the appropriate title infront of their names, in order to be identified.

The Rogues are creatures with 250 health, they can be allied and they can be killed with no big difficulty. I usually suggest allying with them, because they're the best pack member you can have.

Epic creatures have 1000 health, and unlike the Rogues, these cannot be allied, but they can be killed. It takes a while, it takes a lot of concentration and patience, but in the end, you'll have killed an epic creature! And you'll have gained an achievement for doing so.

An epic kill on youtube can be found here: http://www.youtube.com/watch?v=UW3nFa1gvCM
Tactic is simple, have Spit level 5, flight level 5, jump level 5, then just go around the creature and spit on it, and fly away if it gets close. Keep doing this for an age or two.




. *2.11 Creature-stage Achievements
During the creature stage there are several Achievements that you can achieve by doing this:

Bestial: Play the creature stage 10 times
Devourer: Eat 50 different species across any number of games
Epic Killer: Kill an epic in creature stage
Everyone's BFF: Finish the Creature stage by befriending at least 20 other species
Evolver: Finish creature stage
Flight of the Bumblebee: Fly for over 200 meters without touching the ground.
Foe: Extinct at least 20 other species in creature stage.
Iron Creature: Complete Creature stage on Hard setting
Max Power: Build a creature with maximum stats in at least 4 abilities in Creature stage
Socialite: Meet 200 creatures made by other players
Speed Demon: Finish Creature stage within an hour
Survivor: Finish Creature stage without dying
Tribe stage unlocked: Play enough of the Creature stage to unlock the Tribe stage
Village folks: Have three posse members from different species.

Secret Achievements:
Cerberus - Evolve a creature with three heads.
General Custer - Lead 30 posse members to their death.
Slugger - Finish Creature stage without legs.


. *2.12 Helpful Links w/ information regarding the creature-stage

None so far. If you have any or wish to share any general information that you feel is missing, feel free to post, and I'll have a look.


*3.0 Tribal stage Introduction

Your Creature has now evolved once again, and has become the Chieftain of your tribe.

The Tribal stage, this is where the game turns into a strategic game, you'll be tasked with managing your tribe on the continent, as more tribes will arrive as well, you will have to deal with these in the manner of ways that you desire. You've now gone from dealing with a single creature, to dealing with your entire tribe. I suggest following the tutorials given in the beginning of the stage to get the general idea of how this is played out.

Now. The tribal stage will be featuring a new creator again, the Tribal outfitter. This outfitter will, as the creature stage, give your creature bonuses. (More on that in *3.1)



. *3.1 Tribal outfitter

Right! The Tribal outfitter is your new way of gaining extra skills on your creature, in the beginning of every Tribe stage, you will be allowed to access only a limited amount of items, these items will range from +2 to +3 of the following stats:

Gathering - Increases the rate that your creatures will gather food, and I believe the capacity of food they hold.
Combat - Increases your creatures damage output, and possibly their endurance.
Social - Makes it easier for your creatures to socialize with other creatures.
Health - Increases their health. Rather self-explanatory.

As the stats of these do not stack, then you will not need to put more than 1 of each item on.

As you progress in the game, more and better items will be unlocked - personally I've never had any need for them to win the stage, but they most certainly help. So every time you conquer/ally a village, check your outfitter! (More on that in *3.4)


. *3.2 Village Overview

Your very first village, well! Let's take a look see, shall we? First of all:

Your City Hall: It's basically where it all happens, where new tribe members are born, where you add new buildings, where you change your outfit! All you have to do is hover your mouse over the building and it'll all make sense.

The city hall's appearance is determined by whether you're a carnivore tribe, omnivore tribe or herbivore tribe. The appearance will have no effect however, as you can change your path as you please.

NOTE: If your City hall is destroyed, your game will end, and return you to your previous save game, so make sure to save often.

The Fire Pit: There is not much to do with this, other than you can have your tribe members dance around it.

The Totem: Every time you conquer or ally another tribe, a totem head will appear here. There are 2 different kinds of totem heads, one for allying and one for conquering. (And of course, the totem head will have the tribe's color.)

The Food pit: This is where your gatherers delivers the food they gather, and it is where your creatures get food if they are starving.

In addition to these structures, you are given 6 open slots for additional buildings. You will generally build the buildings that reflect your wanted path, shown in the next step.

Village overview shown here:


. *3.3 Village Buildings

Social Structures: These follow the same principle that socializing did in the creature stage, the target you wish to impress, tells you which to use, and then you use it to impress them.

Wooden Horns
Maracas
Didgeridoos

Aggressive Structures: These structures will provide your tribe members with weapons.

Stone Axes
Flaming Torches
Throwing Spears

Misc. Structures: Basically self-explanatory.

Fishing Spears
Gathering Canes
Healing Rods


. *3.4 Other Tribes

There will be numerous other tribes appearing over time as you progress in the stage.

The first tribe that appears will be to introduce you to the stage, give you a general idea of how to play it. You will practically just have to deal with this one as you please.

Now, after you've dealt with the first tribe, you will see 3 more tribes appear, this might be a bit tricky for your first time, but you should most likely be fine. These 3 tribes will have a maximum of 9 members.

Tip: To avoid having their tribe members raid your village, take a look at how happy the tribe is towards you -> Hover your mouse over their tribal icon on the Mini-map or their City hall, if it is yellow or above, you're fine, if it's orange or below, I'd suggest giving them a gift of 10 food -> Basically just select a tribal member, enter Social-mode, and click their city hall. Once your member arrives with the food, they should be happy with you, and not attack for a while. Do note that the happiness will drop over time, so you should be quick if you want to avoid giving a lot of gifts.

You basically just deal with these tribes as you wish to, depending on what path you desire to take.

After a while a 5th and final tribe will appear, this tribe will have 12 members, which is the maximum for you as well (11+Chieftain)
.

. *3.5 Friendly Basics
The Friendly Tribe: Well, you want to be a friendly tribe, alright, let me teach you some manners.

First of all, avoid killing creatures for food (I can't remember whether this affects it or not, but I believe it does.), just stick to gathering food from plants, bushes etc, there is a lot of them.

Well, in order to socialize and ally yourself with another tribe, you will be required to do a couple of things to make them happy.

First of all, you need to make sure that your relation with the tribe isn't negative, you can do this, as said in the previous chapter, by checking the mini-map and hovering your mouse over their tribe's icon, or just move to their city hall and hover your mouse over this.

If it is negative (orange icon or below), then you will be required to send them a gift of 10 food in order to do any socializing with them. This only takes 1 member, so you can easily do this at any given time.

After this, you will basically be needed to socialize with the other tribes, this is done by first acquiring a musical instruments hut. And after this, I suggest that you take 2 members, give them the instrument, and then take those 2 members + your chieftain to the given tribe that you wish to ally.

This is how it will look when you're socializing:


As you progress in the stage, more instruments will be available, and I suggest that you buy them as well - and add 2 members to each instrument. This should suffice to become allied with them.


. *3.5a Friendly Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Civilization stage bonus: Black Cloud - This ability shuts down entertainment buildings and turrets causing unhappiness.

Space stage bonus: Gracious Greeting - This ability boosts your initial relationship with alien races.


. *3.6 Industrious Basics
http://forum.spore.com/jforum/jforum.page?module=posts&action=edit&post_id=24933&start=0
And again, as it was in the Creature and Cell stage, this is basically just a mix of both types of gameplay - you will be required to conquer and ally some of both.


. *3.6a Industrious Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Civilization stage bonus: Ad Blitz - This ability enables faster city buyout

Space stage bonus: Colony Craze - This ability gives you a discount on all colonization tool trades.


. *3.7 Aggressive Basics

This path is also pretty straight forward - As the Social path, you will also be given a set of tools here, stone axes, flaming torches and throwing spears, I usually give a random mix of all of them, with a few more stone axes than the others.

All I can say here is: Aim for 1 opposing tribe member at a time, take out their chieftain first, then target all your members on another member, then another member, etc.

Once they're out of members, you should simply focus on destroying their city hall - once this is done, steal the food they have on their food stand.

Simple?


. *3.7a Aggressive Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Civilization stage bonus: Gadget Bomb - This ability causes damage to buildings and vehicles and can help capture cities.

Space stage bonus: Arms Dealer - This ability gives you discounts on all combat tool trades.


. *3.8 Domesticated Animals

In order to domesticate an animal, you will have to feed them 15 food, once you've done this, the animal will then proceed to enter your Creature pen, found near your city hall.

Domesticated animals will do two things to help you:
1) They will lay eggs, which is an additional way of getting food.
2) They will fight off raiding enemies/animals.


. *3.9 Mini-Map

Quick description of the icons:
Tribe Villages - Self-explanatory, each color village is a specific tribes village.
Dots - The little colored dots indicate tribe members of the given tribe.
Red Crossbones - Destroyed Villages.
Little fish - Fishing areas, you can gather food from here.
Grey apples - Place to gather food.
Grey nests - Creature nests, place to hunt and gather food.


. *3.10 Epic Creatures

Epic creatures can also be found in the tribal stage, they're still huge, and they still hurt a lot, however, if you have a fighting force of ~7-9+ members, you should be able to bring one down, and earn a couple of hundred food from it.


. *3.11 Tribal-stage Achievements

During the tribal stage there are several Achievements that you can achieve by doing this:

Domestic Bliss - Domesticate and farm three different species.
Ergonomically Terrific - Complete the Tribal stage in less than an hour.
Founder - Complete the Tribal stage and build a city.
Steel Tribe - Finish the Tribal stage on Hard difficulty.
Tribal - Complete the Tribal stage 10 times.
Tribal Socialite - Convert all 5 other tribes to your belief system.
Vicious - Kill all members of all 5 other tribes and raze their villages.
Watchful Parent - Complete the Tribal stage without the death of a single tribe member.

Secret Achievements:
Medic - Heal one of your tribe members back to full health 5x in a single game.


. *3.x Helpful Links w/ information regarding the tribal-stage.

None so far. If you have any or wish to share any general information that you feel is missing, feel free to post, and I'll have a look.


*4.0 Civilization stage Introduction

After completely annihilating, allying, or confusing your fellow tribes during the Tribal stage, you've now entered what is known as the Civilization stage, you're first of all tasked to build a City hall and a ground vehicle.

You can creature a sea vehicle if your city is located near the sea, if not, then you can capture a city that can.

Once you've built these, you will be given a few quick tutorials to get you started in the stage, after this, you will be shown the City overview. Read *4.1 and forward for more information regarding this.

As in your previous stages, you will also have a progress bar in this, for each city you capture, you will be closer to winning, once you attain 4 cities you will be given the ability to buy Air crafts, which can help you on oversea affairs.

Note: During this phase, if you lose your main town, you will be sent back to the beginning of the stage, so remember to save often.


. *4.1 City Overview

The City overview is pretty simple in this stage, your middle building will always be your City hall, if this is destroyed or captured, then you will lose it, so protect it. Usually when another civilization is attempting to capture your city, they will destroy other buildings prior to the City hall.

The other buildings, which will be described further in *4.2, will be used to fill out the empty slots in the city - they will require a certain setup for maximum output, maximum output is usually 0 happiness and as high a production output as you possibly can get. You usually only need 1 entertainment building, 3 factories and 6 houses to attain the maximized output. Maximizing output is something that isn't rushed a lot in civilization, but once you reach the space stage, you will have to focus a lot on it, but more on that later.


. *4.2 City Buildings

The City hall, as said previously, this is your main building, and is what your enemy will aim for. Protect it if you wish to defend your city.

The Houses, these buildings will be what determines how many vehicles your city can produce, or rather, your city type, i.e. military, economic or religion. For every house you place, your population will rise by 15.



Entertainment buildings, these will be the buildings that will keep your citizens happy, you need to fiddle with this and the factory buildings to find a common ground on 0 happiness, and a high production. For every "green" line created during the Civilization stage, your city will gain 2 happiness I believe. Placing a house near an entertainment building will create this green line.

Factories, the buildings that will produce for you. For every blue line, or rather, every house connected to the factory, your production rate will rise.

Placing a factory connected to an entertainment building is the worst thing that you can do, it will double the negative effect that the factory gives.

Turrets, these buildings will defend your city by shooting down enemies, of course they aren't invulnerable, so you have to take into consideration that they might not make it to take down the entire attacking army by themselves.


. *4.2a Decorations

Decorations can also be placed in your cities, they do not take up any building or turret slot, and they have no effect on your city, they're merely decorations to make your city look pretty.


. *4.3 Religious Basics

If you chose to go the religious path, you will be tasked to convert all other cities to your belief. It's rather simple, and has the same idea as the military path. You will basically be asked to buy an amount of vehicles, say 5+ tanks, send them to an enemy city and capture it.

This is rinse and repeat throughout the game.

Converting unhappy cities is usually easier than a happy city, this is kind of logical I suppose, but this might not be, your religious army has the ability to disable buildings, so you can have a tank either disable a turret to avoid being attacked, or you can have a tank disable an entertainment center, so the city will turn unhappy, or both! After converting the town to your religion, the buildings will still be intact and fully functional.


. *4.3a Religious Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Space stage bonus: Green Keeper - This ability decreases the rate of biodisasters on all of your colonies.


. *4.4 Economic Basics

Unlike the previous stages, being a mix of both of the other paths will not cut it this time. This time you have to act economic, you have to make trade routes with other cities, and then eventually buy them from them.

In order to start a trade route with another empire, you're required to have a decent relation with them, i.e. a blue smiley face, sometimes empires do like you enough from the beginning, but sometimes you have to send them gifts, and compliment them. (You can only compliment them once)

After getting a decent relation with the other empire, you will have to contact the empire again, requesting a trade route - this will then make your vehicle(s) move back and forth from their city and your nearest city. I usually send 5-6 vehicles, as this shortens the time for when I can purchase their city by a lot.

Once the city is available for purchase, you will be given the choice to chose an amount you wish to offer. I usually offer 16.000 sporebucks, as that can buy most cities, if I have the money though, I pay 24.000.

Economic vehicles are the only ones that have no defense, so if you're attacked by military or religious units, there's nothing to do but leg it. This is why I would suggest to own one or two military cities, to defend your economic.


. *4.4a Economic Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Space stage bonus: Spice Savant - This ability increases spice production from all your colonies.


. *4.5 Military Basics

The Military path is as usually a straight forward path, you will be tasked to force other cities under your name. No one likes this, so it also makes the other civilizations on the planet dislike you more.

The best way to win this, is to win by numbers, zerg the living **** out of them to put it straight.


. *4.5a Military Bonuses
Note: Choosing this path will give you the following bonuses later in the game:

Space stage bonus: Pirates-B-Gone - This ability acts as pirate repellant reducing the likelihood of raids.


. *4.6 Geysers

Geysers are the key to winning the Civilization stage, if you control the geysers, you control the world. Kinda like oil companies in real life..

But yeah, in the beginning of each game, be sure to quickly dispatch 2-3 tanks to all the geysers on your continent, and if you're lucky enough to have a sea nation, then buy boats and take control of the geysers in the water as well.


. *4.7 Special Abilities
Special abilities in the Civilization stage will be granted after you have taken control of 6 villages, and are able to pay the cost of using them.

Military: ICBM - Nukes all remaining cities with ICBM's.
Economic: Global Merger - Take control of all remaining cities.
Religious: Fanatical Uprising - Converts all remaining cities to your beliefs.


. *4.8 Civilization-stage Achievements
During the civilization stage there are several Achievements that you can achieve by doing this:

Adamantium Civilization - Finish the Civilization stage on Hard difficulty.
Economist - Finish the Civilization stage with more than 8 economic cities.
Ghetto Blaster - Make 10 Anthems.
Military Strongman - Finish the Civilization stage with more than 8 military cities.
Missionary - Finish the Civilization stage with more than 8 religious cities.
Relentless - Complete the Civilization stage 10 times.
Rolling Thunder - Complete the Civilization stage in less than an hour.
Spice Hoarder - Control every spice node on the planet simultaneously.
Starman - Conquer all the other cities in the Civilization stage and launch your first space vessel.

Secret Achievements:
Fear of Flying - Complete the Civilization stage without buying any air vehicles.
Conclusion - Finish the Civilization stage by launching ICBMS and destroying all other cities.


. *4.9 Helpful Links w/ information regarding the civilization-stage

None so far. If you have any or wish to share any general information that you feel is missing, feel free to post, and I'll have a look.

This message was edited 30 times. Last update was at 08/05/2009 16:28:37


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DoYouReadThis' Guide to the Galaxy!^42 v0.1

DoYouReadThis


Multicellular

Joined: 09/11/2008 19:33:30
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*5.0 Space stage Introduction

Space, the final frontier, myes. This is where it gets interesting, and is my personal favorite stage, as I'm basically really fond of strategic games, this is an easy one, but nevertheless, I also love simulation games, so this is a wonderful game for me.

This part of my walkthrough is possibly to be changed the most, so if you feel a section is either lacking information or is simply missing completely, please let me know. I want to improve this for the best of all of us, and will not take any critic in a bad way, as long as you can justify it.

Anywho, let's get on with it.


. *5.0x Space Stage Achievements
During the civilization stage there are several Achievements that you can achieve by doing this:

Super Pilot - Spend at least 40 hours piloting your spaceship.
Civil Engineer - Promote 20 alien tribes to civilizations.
Conquistador - Capture 15 star systems.
Zoo Keeper - Make 15 zoo planets.
Bio Engineer - Edit 25 creatures with the Creature Tweaker.
Palm Greaser - Pay 50 bribes in the Space stage.
Maxis Scout - Earn 100 badges in the Space stage.
Empire Builder - Maximize colonies on 10 planets.
Quietus Star - Destroy 20 planets.
Quest Master - Complete 150 missions in the Space stage.
Gunner - Destroy at least 500 other spaceships.
Identity Crisis - Forge an alliance between two space faring races of your own creation.
Thief - Steal 50 crates of spice in the Space stage.
42 - Find the Center of the Universe.
Manifest Destiny - Find Earth.
Careless Parent - Lose 5 planets.
Alter Ego - Played Space as all 10 archetypes.
Alter Ego's Alter Ego - Achieve Master Badge Level 10 as all archetypes.
Zealot Passion - Play as Zealot.
Warrior Passion - Play as Warrior.
Bard Passion - Play as Bard.
Knight Passion - Play as Knight.
Wanderer Passion - Play as Wanderer.
Trader Passion - Play as Trader.
Shaman Passion - Play as Shaman.
Scientist Passion - Play as Scientist.
Diplomat Passion - Play as Diplomat.
Ecologist Passion - Play as Ecologist.
Zealot Hero - Achieved Master Badge Level 10 as Zealot.
Warrior Hero - Achieved Master Badge Level 10 as Warrior.
Bard Hero - Achieved Master Badge Level 10 as Bard.
Knight Hero - Achieved Master Badge Level 10 as Knight.
Wanderer Hero - Achieved Master Badge Level 10 as Wanderer.
Trader Hero - Achieved Master Badge Level 10 as Trader.
Shaman Hero - Achieved Master Badge Level 10 as Shaman.
Scientist Hero - Achieved Master Badge Level 10 as Scientist.
Diplomat Hero - Achieved Master Badge Level 10 as Diplomat.
Ecologist Hero - Achieved Master Badge Level 10 as Ecologist.
Split Personality - Complete a "Change Archetype" mission.


Secret Achievements of the Space stage:
Oh the Humanity! - Destroy Earth - Tip: Do this, first off you find Earth, then you save your game, THEN you blow it up, and then you close the game WITHOUT saving, once you re-open the game, Earth will be intact.


. *5.1 Space Basics

Righto, when you first enter the space stage, you're given the option to either run through a tutorial or not, I usually skip this, I did it my first run, but after that it felt unnecessary.

It basically asks you to fly around your planet through different hoops. It's simple, and I'm sure it requires no further explanation. After this mission, you're asked to scroll out to your solar system, here you will be shown the different planets and moons located in your solar system, and you will be asked to fly to one of them, then you'll basically just fly down, hit your scan ability on a crashed ship, this then triggers another event that asks you to fly to an entirely new solar system.

When you've entered the galaxy overview, you will see a little line guiding you towards your mission's target, all you have to do is follow this and see which solar system it leads to, then click the solar system to fly to it, and zoom in - on the planet you will find an abondoned city which you will have to Scan. Once you've scanned it, it's automatic defenses will activate, here you can either chose to shoot down the defending ships, or simply fly into orbit again. (I usually just fly right back into orbit) - return to your homeworld and the mission will be done.

Once this is done, you will be tasked with building a new colony, what you do is, you fly to your designated solar system -> planet, then you fly to the surface, click your colonization tools, hit the colony item, and simply place it.

Now you will be tasked with finding another alien empire, this is usually really easy, as they're everywhere. You away from your solar system, and hover in the galaxy overview, here you will see all the other solar systems, and when you hover your mouse pointer over these other solar systems, they will sometimes give out a signal, indicating that there is sentient life in the solar system, once you've found one you fly to it, zoom in, and use your short ranged communications device to approach them.



Once you've made contact with the other Empire, you will be given 3 options to greet them, the top one giving you +10 relation, the middle one none at all, and the bottom one -10. I usually chose the top one, not of any reason in particular, as my Empire is more or less a hundred times larger than all the other Empire's I encounter.

After this you will be given a mission to sell spice to another Empire, simple as it is, just find another Empire, can be the same as before, contact them, click trade, sell spices.

After these missions you will be given a list of missions to do in your homeworld, and the topics they cover are more or less described in the next couple of chapters.


. *5.2 Spices Advanced - what are they anyway?

First of all, we have 6 different kinds of Spices, and they all have different sales prices. (Please note, I play on hard mode, so they might sell for more on easy mode, it's been a while since I played that.)

Red - ~10k average - 20k maximum
Yellow - ~13k average - 25k maximum
Blue - ~20k average - 30-35k maximum
Green - ~25-30k average - 40-50k maximum
Pink - ~30k average - 45-55k maximum
Purple - 30-40k average - 58-65k maximum.

It's not always that the colony buying your spices will pay the same prices, so be aware that you sometimes have to travel a bit to find the best seller, but the prices I've shown here should give an idea of what a decent price is.


. *5.3 Colony Overview

As in Civilization stage, you have been granted the ability to customize each of your cities/colonies, and with this, you will be able to chose from different kinds of setups. The most used and wanted one is the setup to maximize your spice production, which can be read about in *5.4 in particular.

Your Colony Overview screen is practically the same as the one you had in your City overview, the buildings do the same things, read *4.1 if you have forgotten what the 3 different buildings do, the house, entertainment, and the factory.

In the picture below you will see 11 buildings + 1 city hall, these 11 buildings have been placed in a manner that will maximize the spice production in that city. Read *5.4 for further information. The red circles in this picture will indicate where a slot is.




. *5.3a Additional Colonization Structures.

In this chapter I will further describe some of the colinzation tools that can be planted on a planet, and try to explain what their purpose is.

1) Colony Incredi-Pak - These are what you place colonies with, self-explanatory.

2) Uber Turrets - These turrets will more or less be your main source of defense when you're away from planets, with their 50.000 health and incredible damage, they serve your empire wonderfully - especially when they're in addition to the usual turrets on colonies. These are practically unbeatable by any Empire.

Note: The Grox and other huge Empire's might be able to survive this long enough to capture your system.



3) Spice Storage - This structure will double your current spice storage capacity, it can be written like this:

f(x) = Amount of spices that your planet can contain, after placing a spice storage structure.
x = amount of colonies

f(x) = 5x*2



4) Happiness Booster - Raises the happiness of the planet, or rather makes it harder for your planet's inhabitants to hate you.


(PS: http://www.youtube.com/watch?v=onZHpGYFPls
PS2: This might be more "Spore" appropriate: http://www.youtube.com/watch?v=UpkJoQUFqXM
Watch both though. :])

5) Loyalty Booster - Place on a planet to ensure maximum loyalty.



6) Bio Protector - Slow's down the rate of biological disasters.



7) Bio Stabilizer - Reduces the likelihood of biological disasters.




. *5.4 Maximizing your Spice-production.

In order to maximize your spice production in a colony that you placed yourself, or rather a colony that wasn't captured on a homeworld planet. The colonies that you're able to create/form, has an identical layout as the one shown in the picture below:


(Picture by Kamosv, original idea for layout: unknown)

Note: Captured systems colonies may have different layouts, and will have to be adjusted accordingly.

Once you've placed the buildings in the way shown on this picture, your Spice production should be at 132 per hour with 2 happiness, and considering you have (room for) 3 colonies, you will end up at 396 per hour, which will be pretty decent.


In addition to this, you will be well off by placing these 2 additional structures on your planet:
1) Uber Turret - Your planet is now a high priority pirate target, they will come to this a lot more often. But the Uber Turret can handle them alone, and especially if you place smaller turrets in your colonies.

2) Spice Storage, this will double your spice capacity, meaning you'll reach 30 if you have 3 colonies.

Tip: I'd suggest only farming Purple spice, as this will sell for at least 58k at most times, and selling 99 for this price, will earn you enough cash to buy the most expensive item in the game, and more! Then imagine having enough farms to let you sell ~500 purple spice everytime you decide to collect.


. *5.4a Making 80 to 100 Spice-Storage and ~600 spice/hour planet farms.

Note: This method involves hostile actions towards another Empire, but I will suggest this to friendly Empire's as well, as this will only gain your economic situation.

Note 2: This method is suggested for farming a lot of spice after you've been playing the space stage for a while.

This is something you should do everytime you decide to make a new solar system's planets your spice farms. This method should MOST OF ALL be used on Purple spice planets, as these will help you the most.

Note: You can only do this once per solar system. As it requires placing a Monolith, that can only be done if a system is unclaimed.

[Step 1]
It does not matter what terrascore it has when you pick out which solar system/planet that you wish to do this on, as you will be tasked to terraform it to T3 either way.

So yeah, first off, you'll terraform the planet to T3, once this is done, make sure that you've filled the 3 food webs so it's stabilized. So yeah, when this is done, you place the Monolith.

[Step 2]
The next step to achieveing this is patience, wait roughly 30-40 minutes for the creature to evolve into the space stage. So yeah, you can either spend the time terraforming the other planets in the solar system, or do other stuff - leaving your pc to wait out the 30-40 minutes is a bad idea due to eco disasters though.

[Step 3]
So a creature has evolved into the space stage has it, alright, well you know what - it's time to conquer it. What you do is this:

Fly down to the planet, zoom in on it, locate their different cities, start using your Mega Bombs/Pulse weapons on their buildings, destroy roughly 2 buildings, I usually stick to destroying 2 factories or 2 houses per colony, so I can remember what to rebuild when I conquer the system.

Once you've made all their colonies surrender, hit the "Capture System" button, and it'll all be yours. Clear out the remaining enemies by either zooming out and back in again, or shooting them down.

[Step 4]
Now it's time to rebuild the planet, and you should have 8-10 colonies left standing, I usually end up with 8 or 9, but rarely 10.

These colonies will have a different layout compared to the one that was shown previously, as you have 8-10 colonies occupying one planet, and the Dev's most likely didn't want us being able to get 1320 production/hour, so they most likely decided to lower the production rate per hour depending on how many cities on the planet, however it will still be ~200 more per hour than a regular planet would be able to farm, and 50-70 more storage. So it is clearly better still.

So, rebuilding the cities. I'm going to post a couple of possibly layouts below:

+72 Spice/Hour


+66 Spice/Hour


+60 Spice/Hour



Now, please note, the layouts may differ a lot, and there are several different layouts that will give 60, 66, 72 as a maximum, sometimes you might not get any that gives any 72, sometimes you might get a lot.

Either way, you might have to use your imagination to fix a setup to give you the max spice production, as I'm only posting 3 of many layouts that I've seen.

But yeah, now you have the ultimate spice farm, and I wish you the best of luck!

Remember: Put down the extra colonization structures, uber turret, spice storage etc.


. *5.4b General tips to become rich and famous.

Alright, so you've now set up a couple of Purple spice farms, possibly some pink or other colors as well, we'll now go back and copy the list of spices and their sale prices from previously, so you won't have to scroll back and forth.

Red - ~10k average - 20k maximum
Yellow - ~13k average - 25k maximum
Blue - ~20k average - 30-35k maximum
Green - ~25-30k average - 40-50k maximum
Pink - ~30k average - 45-55k maximum
Purple - 30-40k average - 58-65k maximum.
(Note: I play on hard difficulty and the prices seems to differ from each difficulty, so you might be able to make more on the easier difficulties)

You'll basically want Purple/Pink/Green/Blue, personally I stick to purple, as I have little need for more money. (20+ Planet Busters and usually I've reached the money cap, which is 99.999.999 Sporebucks, sadly.)

So yeah, you have your spice farms, you have waited patiently and have now stocked up 99 of Spice X, now it's time to sell it. In order to do this, you will have to use your short ranged communications device, locate another colony, your own colonies will buy your spices for maximum profit as well.

Note: Selling spice to a planet that can farm the same spice, will never amount to giving a good profit, as they don't need it - they won't pay for it.

Note 2: Spice prices change all the time, so you can't stick to selling to a certain colony, you have to scout around every time you desire to sell your spices, I usually find a very good price within the first 10 colonies that I approach, so this isn't that hard.

So yeah, you fly out to all kinds of different colonies, be it your own or your neighbours, you find an Empire offering Maximum profit, and you sell it, pure and simple. If you're not in a huge need of cash, I'd just sell it for the average, as it takes less time to find an average than a maximum offer.


. *5.5 Planets Advanced - The different kinds of planets/systems in Spore.

You'll see a lot of different planets and galactic objects in the Spore Galaxy, and you'll most likely need each and every one of them at one point in your game, be it for a mission, or a badge, maybe even an achievement?

You'll see Binary stars, Black Holes, Planetary Disks, and star systems that reminds of ours! Heck, even ours.

You'll see star systems that have stars like those found in real life: http://en.wikipedia.org/wiki/Star#Classification

Go, explore, discover, uncover, have fun!


. *5.5a Binary Systems.

Binary Systems are Solar systems containing two stars, these two stars can be of several kinds of types, depending on heat and temperature.

Real Life Fact: Binary Star Systems are a lot more common than any other star systems in our galaxy.

There is nothing special about these, other than they can add a new item to your "My Collections -> Rares -> Galactic Objects", if it's a formation that you haven't seen.

The different formations that can be seen are:

BinaryOO - Which consists of two blue giants.
BinaryOG - Blue giant circled by a Yellow Main Sequence (kind of like "The Sun")
BinaryOM - Blue Giant circled by a Red Dwarf
BinaryGG - Two Yellow Main Sequence stars.
BinaryGM - Yellow Main Sequence star circled by a Red Dwarf.
BinaryMM - Two Red Dwarfs.

A picture of two blue giants:



. *5.5b Planetary Disks.
"A rotating disk of gas surrounding a newly born star. It is thought that material in this disk eventually clumps together (in a process known as accretion) over time to form planetary systems."

Whether stars will actually form in Spore is currently unknown to me. If you have any information regarding this, feel free to share it. I've been told that it does, but I've also been told that it doesn't. If you have a way of proving either, feel free to share it. I haven't had the time to check it myself, so I can't say whether or not it's true.

A picture of a Nebulae:



. *5.5c Storybook Planets.

Storybook planets are planets that have been sculpted to have a certain look.

In order to "find" a Storybook planet, you're required to zoom all the way into the planet. As in, enter the planet's Atmosphere.

The different kinds of Storybook planets that I've either seen or heard of (this should also fill the Storybook Planet collection)

Crab Legs
Craters
Dill Pickles
Gears n Cogs
Marshmallows
Pastry
Pineapple
Tentacles
Rattlesnake
Rock Stack

Picture of one of the planets that I found: The Rock Stack.



NOTE: I have a 95% confirmation that Storybook planets are randomly placed across the Galaxy, as all other planets (besides Earth) are, however, I'm going to list down the coordinates here for the one on the picture, in case anyone wants to further prove this.

Angle: 311.97 degrees
Distance: 6,646.62 parsecs from the galaxy
Solar system name: Armen-2
Planet name: Prias



. *5.5d Black Holes.

Black Holes are nothing but means of transportation, entering a black hole without the Wormhole Key will do you no good though. Only once you've reached the title to purchase the Wormhole key, and purchased it, will you be able to travel through these.

Once you've travelled back and forth through a wormhole, a purple line will appear indicating the travel course, where it leads to.

Here is an image of a black hole in Spore:




. *5.6 Empires Advanced - To Conquer or Ally.

There will always be a couple of things to consider when deciding whether to annihilate or befriend a neighbouring Empire.

First off, what can they do to help you?

1) Well, they can help you by adding a spaceship to your fleet. This is only useful if their Empire Strenght value is 5 though, at least in my opinion. I never really use allied ships myself, as I feel no need for the extra backup - even with the 2250 health hard difficulty gives, it's still easily done on your own.

2) You can have them attack other Empire's for a fee, this usually costs anywhere from 30.000 to 200.000 sporebucks, it's not a lot, but to be frank, you could conquer the planets yourself.

3) They can teach your their philosophy, if you really aren't happy with your current Archetype, you can change it by allying an Empire with a Strength Value of 4 or 5. (More on this in *5.12 to *5.13) and even then, you only need 1 Empire.

4) You can earn various badges and achievements from allying, such as the diplomatic badge, the trader badge, the body guard badge, the economist badge, and many more. (Badges are further described in *5.7)

So they really don't do all that much?
Nope! Which is more or less why I tend to annihilate any neighbouring empires, and basically expand my Empire this way. Sure it tends to get a tad onesided flying to a new planet, bomb the heck out of it, and then repeat that a few hundred times, but once you have a couple of hundred colonies, you automatically stop doing this as it's no longer needed, because well, you'll never have to fear losing your entire empire.

Only thing you have to consider before charging into their Empire like a madman, is whether you're strong enough to take out their entire Empire, or if they're simply too big.


. *5.6a The Grox.

Who are they?
The Grox Empire is the strongest Empire you will ever meet in Spore (in the beginning anyway), and opposes the largest threat to you.

Where do I find them?
They control the entire middle of the galaxy, not just around the core, but far away from it, up to 4000 parsecs away from the core in fact.

How can this be?
They're toxic, and they more or less live on T0 planets. Terraforming their planets would remove them.

Why?
Just because.

But..
What?!

What do I do about them then?
You can chose to either ally with them, or crush them. Or heck, do both! (Starting with the allying them part)

How do I ally with them then?
Well there are several things to do that will make them happier with you, you start off with a relation of -70, and you need to make sure that you have your auto turrets turned OFF. You should most likely wait to approach these until later in the game.

Here is a list of things that should help you:
*Friendly Tools - This will allow you to receive +20 bonus, I usually use the Super Happy Ray.
*Missions - I'm unsure how much this will improve your relation with them, as I kind of forgot.
*Gifts - Give them a handful of 100.000 Sporebuck gifts until the relation bonus from this caps at +10. I can't remember how many times it takes, but just give them a couple of million and they should be happy.
*Breaking the Galactic Code - I had a lot of fun with this especially, blowing planets up with planet busters is fun! This should bring you up by 40-50 relation.
*Playing as friendly during the Tribal stage gives you this bonus: Gracious Greeting - This ability boosts your initial relationship with alien races. This will boost your relationship by +10.
*After doing the previous listed things, you will be able to form trade routes with their Empire, after a while this will have given you a +30 relation. If you decide to buy their systems, offer them 10.000.000 sporebucks for each system, as this will give you the Genereous Offerer relation bonus.

*After reaching yellow, or when you get the alliance, place an Embassy in 3-5 of their systems, this will keep them happy.

Doing all of these things should allow you to Ally with the Grox, however, having the Grox as your ally, will force everyone else in the Galaxy to receive a -200 relation "bonus" with you. And the only way to get rid of these is to either have Empire's at 200+ relation before doing it, raising new Empire's with the Monolith, or making peace with them by either paying them off or forcing them to do so by fighting.

Doing this, will give you the "Dance with the Devil" badge.


What about beating the Grox then?
Well, this is a very good question, so far no one has done it to a full extend I believe - as you can run into obstacles, i.e. solar systems being out of reach due to the Galactic Core prohibiting your spaceship from travelling at it's full extend.

However, if you do manage this, you will receive "Badge Outta Heck!" for doing so. And I have reason to believe that the Grox will be extinct from ALL of your saved games.

A couple of ways to do this would be:

1) Terraforming their T0 Planets to T1, bring enough animals and plants to fill 1 food web, you can suffice with only 2 of each thing, because once you drop it on the planet you can pick it right up, but I'd suggest taking more, because it happens quite regularly that something messes up and you lose it. 10-15 should be fine.

2) Blowing their colonies to pieces. Basically just fly into their system, drop a bomb on their colony, either capture it or let it be destroyed. Then move on to the next one.

Good luck if you wish to attempt this.


. *5.7 Badges Advanced - A How-to.

I will list all the different badges here, and how to achieve them.

Bodyguard 5 - Defend 35 Friends to earn this - Other Empire's will fight eachother, if you go and help an Empire's colony that is under attack, then you will gain one towards this.

Brain Surgeon 5 - Promote 40 Creatures to Tribe stage - Place a Monolith on a planet with living creatures on it, in a solar system with no claimed planet.

Captain's Badge - Enter Space - More or less, finish the tutorials.

Cleaner 5 - Complete 70 eradicator missions. - When you get a mission from another empire, it sometimes requires you to kill ~5 creatures on another planet, this is where this comes in.

Collector 5 - Collect 100 Artifacts. - Self-explanatory isn't it?

Colonist 5 - Place 200 Colony buildings - Basically, place 200 houses/entertainment buildings/factories in your colonies around the galaxy.

Conquerer 5 - Conquer 50 planets - Do as it says. Simple.

Diplomat 5 - Form 20 Alliances.

Eco Hero 5 - Avert 50 Eco Disasters - Self-explanatory as well.

Economist 5 - Purchase 15 Solar systems. - Form trade routes with 15 different solar systems, and purchase them after the trade route is finalized.

Empire - Expand to 35 solar systems.

Explorer - Explore 500 Solar systems

Frequent Flyer - Make 1.500 interstellar travels - Basically, fly back and forth between two planets 750 times to get this badge, or just let it come as you go.

Golden Touch - Accumulate 10.000.000 sporebucks - Have 10.000.000 sporebucks in your "Bank" or whatever it's called.

Gopher - Complete 70 Delivery missions - As the cleaner badge, this is just another mission you can receive from neighbouring empire's, or even your own.

Jack of All Trades - Buy 200 tools - Purchase 200 items using your short ranged communications device, and entering trade.

Joker - Enter a cheat - Just don't do it.

Merchant - Trade for 15.000.000 sporebucks - Simple, buy buy buy, or sell I guess.

Missionista - Complete 50 missions. - Simple.

Planet Artiste - Use 250 sculpting or coloring tools - This can be done on the same planet, just find a planet that you wish to mold to something weird, then use every single sculpting tool every time it cools down. Just keep doing this until you have the level 5 badge.

Sightseer - Make 70 Cosmic Discoveries - Find 70 Nebulae/Black Holes/Binary stars

Split Personality - Change Personality 5 times - Do 5 Archetype change missions, information about this can be found on chapter *5.12-*5.13

Terra-Wrangler - Improved terrascore on planets 40 times - Raise the Terrascore of planets 40 times. Self-explanatory I'd say.

Trader - Establish 40 trade routes.

Traveler - Contact 100 empires - Fly around your galaxy and close in everytime you find a new empire signal, then contact them with your communications device. Do this 100 times.

Warmonger - Start 15 wars.

Wonderland Wonderer - Discover 12 storybook planets. - Simple, find them.

Zoologist - Fill out 70 ecosystems - Fill 70 foodwebs to T3. You can find a T2 planet and terraform it to T3, then add 3 plants and 3 animals to fill it. This is a lot easier than starting with T0 planets.

Dance with the Devil - Ally with the Grox. - Read *5.6a on information regarding the Grox.

Badge outta Heck - Beat the Grox. - Self-explanatory right? Just conquer all their ~1000 planets.


This message was edited 15 times. Last update was at 12/26/2008 13:33:33

DoYouReadThis


Multicellular

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. *5.8 The interstellar map Advanced - Guide to the Galaxy.

. *5.9 Spaceship Abilities Basics
. *5.9a Socialization Advanced
. *5.9b Weapons Advanced
. *5.9c "Main Tools" Advanced
. *5.9d Colonization Advanced
. *5.9e Planet Atmospheric Tools Advanced
. *5.9f Planet Sculpting Advanced
. *5.9g Planet Coloring Advanced
. *5.9h Cargo Advanced

. *5.10 Customizing a Planet Advanced
. *5.10a Terraforming your planet.
. *5.10b Sculpting it to give it a special tough.
. *5.10c Coloring, weee pink!

This message was edited 4 times. Last update was at 12/26/2008 13:31:17


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DoYouReadThis' Guide to the Galaxy!^42 v0.1

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Multicellular

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. *5.11 Rare Collections - You've always been curious about what they all are, and what the use is.

The "Rare Collections" serve only as an extra way to make spucks in Spore, at least there is no apparent or other known purpose of them. You can collect the lot of them to have them shown in your "My collections" folder, and then you can.. rejoice? Maybe? Shrug. But, they do sell from any range between 22.5k to 225k - or ten times that if you sell them as a set. (to be explained)

There is however 2 collections which is done by seeing either planets or galactic formations. These obviously has no sell value, but it is kind of interesting to see some of these unique places.


. *5.11a Where and how do I acquire these items?

They are found on the surface of planets, in order to know which planet to look at, you will need to enter any solar system and look for a planet which has a yellow glow to it when you hover your mouse past it. It will look like this



Once you've located such a planet, you will need to zoom in to the surface of the planet. When you arrive, 1 of 2 things will happen.

1) You will be ambushed by pirates. They had apparently set up a frequency that acted as if it was an artifact, this was to lure unsuspected treasure hunters down in order for the pirates to kill and loot all they own. In your case however, you will just blast them. Or flee, your choice really.

2) Your Radar (Make sure that your radar is turned ON - To check this, look under "Main Tools", and make sure that the "Radar" tool is highlighted in yellow) will start giving off signals as to where you need to go in order to find the artifact. It's pretty simple. Once you arrive at the artifact, you are going to want to pick it up. This is done using your Cargo tool "Abduction Beam" on the given item. Once it is in your Cargo you will be done. You can now go sell it or save it if you wish.


. *5.11b The different collections and what they sell for.

* Rare Fossils - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set.

Ancient Flyswatter: - Sells for 45,000 Spucks when sold alone.
"This artifact came into existence when a creature from an era long forgotten used this particular rock to squoosh the earliest ancestor of our modern mosquito. Pretty impressive, when you realize that the wingspan of this insect is actually 17 feet and it measures 22 feet in length from head to toe."


The Fossil that Everybody Finds: - Sells for 45,000 Spucks when sold alone.
"Congratulations! You found the imprint of an ancient fern-like plant embedded in a rock. This is that fossil that your grandmother finds on her strolls along the river bed with your Aunt Nancy. Yep, as far as fossils go, this is the equivalent of the ones that they hand out for free at the geology museums. Good job, sparky."


Fossilized Domesticated Animal Treat - Sells for 45,000 Spucks when sold alone.
"At first glance, one would think that they have discovered a fossilized bone from and ancient civilization. look again. Do bones really look like that?!?!?! Perhaps in cartoons, but not around these parts, pal. This, my friend, is the fossilized remains of one of the treats that were used centuries ago in order to domesticate the local wild animals. The sad part is that they were shaped like a 'bone' purely for the entertainment of the creature giving the treat, as the creature eating it could care less what it was shaped like."


Fossilized Tribal Sherif's Badge - Sells for 45,000 Spucks when sold alone.
"This artifact was won by creatures of old who were seen as law bringers or peacekeepers of newly settled tribal villages. In actuallity, all this did was point out to attacking tribes which guy to go after first. Speculation rages as to whether tribesmen knew this when they appointed a sheriff or not."


Ancient Epic Boot Scraper - Sells for 45,000 Spucks when sold alone.
"This artifact was commonly found on the back porch of Epic caverns. Epic creatures used these to scrape the mud off their feet before entering their home. They called it a boot scraper, even though they didn't wear boots. Now *that's* foresight."


Petrified Sun Dried Nautilus - Sells for 45,000 Spucks when sold alone.
"Archaeologists to this day still debate the actual source of this rare fossilized find. Could it be the remains of an ancient sea creature that somehow made it out of the ocean and migrated to its final resting place on terra firma, or is it indelible proof that earlier civilizations evolved to a point in which they actually had pretty good seafood restaurants? Either way, it is quite fascinating, isn't it?"


Big Dead Fish on a Little Non Living Rock - Sells for 45,000 Spucks when sold alone.
"Anthropologists take great interest in this particular find. This artifact proves that fish from ancient times actually used rocks as beds in order to be move comfortable while sleeping. After a hard day of swimming, jumping and not being caught, it was vital for the fish of days gone by to get their eight hours of REM sleep every evening. This particular example was obviously an elderly fish who passed quietly and uneventfully during the night."


Fossilized Candy Corn - Sells for 45,000 Spucks when sold alone.
"Just kidding! We all know that candy corn is already fossilized. Oh this particular artifact? I don't know, it's an old arrowhead or something."


Mr. Fluffers - Sells for 45,000 Spucks when sold alone.
"At first glance, one would think that they have discovered a fossilized bone from and ancient civilization. look again. Do bones really look like that?!?!?! Perhaps in cartoons, but not around these parts, pal. This, my friend, is the fossilized remains of one of the treats that were used centuries ago in order to domesticate the local wild animals. The sad part is that they were shaped like a 'bone' purely for the entertainment of the creature giving the treat, as the creature eating it could care less what it was shaped like."


Fossilized Remains of a Big Scary Thing - Sells for 45,000 Spucks when sold alone.
"This artifact was won by creatures of old who were seen as law bringers or peacekeepers of newly settled tribal villages. In actuallity, all this did was point out to attacking tribes which guy to go after first. Speculation rages as to whether tribesmen knew this when they appointed a sheriff or not."



* Rare Geodes - Sells for 607,500 Spucks when each item is sold by self, and 6,075,000 Spucks when sold as a set.

A Yellow Geode - Sells for 45,000 Spucks when sold alone.
"This geode is called the "Canary Geode" because of its brilliant yellow color and because "Banana Geode" sounded stupid."


A Green Geode - Sells for 22,500 Spucks when sold alone.
"Some think that the 'Green Geode' gets its green color from fragments of jade or emeralds which reflect the light from the sun. Others think it turns green because of mold. But I say, "Who cares?". It isn't worth any less than all of the other geodes, and life is about collecting one of everything, right?"


A Pink Geode - Sells for 67,000 Spucks when sold alone.
"Pink geodes are incredibly popular with Xyanxes from the Girdo Galaxy."


A Blue Geode - Sells for 45,000 Spucks when sold alone.
"For years, scientists debated why this geode was named the "Blue Geode". Was it because it was originally pulled from the dying hands of the tyrannical Blue Giant after the battle of Xallox, or because it was extracted from the scales of the freshly slain mighty Blue Dragon of Dardonella 5? Actually, it got this name because of its blue color."


A Fuchsia Geode - Sells for 45,000 Spucks when sold alone.


"This Geode is actually not named for its color but rather for Dr. S. Fuchs, the scientist who discovered it!"


A Orange Geode - Sells for 67,000 Spucks when sold alone.
"This geode is known as an "Orange Geode", not just because of its color, but also because of its high content of citric acid and its ability to prevent osteoporosis."


A Golden Geode - Sells for 45,000 Spucks when sold alone.
"Due to its brilliant golden hue, one would think that this geode would be the most valuable of them all. It's not. It's worth the same as all of the others. Hence, its name: "Fool's Geode"."


A Aqua Geode - Sells for 90,000 Spucks when sold alone.
"This particular geode is highly coveted on hot, arid planets due to its cool blue aquamarine color. Desperate and confused creatures have been known to choke to death trying to suck the moisture from it."


A Reddish Geode - Sells for 67,000 Spucks when sold alone.
"This ruby red geode, also known as the Bloodstone Geode, is as red as it is sparkly... what more could you want? Unless you think it looks purple..."


A Shiny Geode - Sells for 67,000 Spucks when sold alone.
"This shiny geode is bright and sparkly, bringing peace and harmony to all who behold it. Or so they think."


* Rare Jewels - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set.

Purple-ish Gems of Rabban Ankott - Sells for 67,000 Spucks when sold alone.
"The historic significance of these particular gems is that they were ordered by the Twelfth King, Rabban Ankott for his wife, The Seventh Wife of Rabban Ankott. The acquisition of these gems led directly to the arrival of the Eighth Wife of Rabban Ankott, as purple-ish was the favorite color of the Fifth Wife of Rabban Ankott, not the Seventh."


Tangeriadiamonds - Sells for 67,000 Spucks when sold alone.
"These gems are so named because of their tangerine color and their diamond-like shape. Unfortunately, they taste awful and aren't nearly as valuable as diamonds."


Amethysts - Sells for 45,000 Spucks when sold alone.
"This piece of mysterious substance is 100 percent Amethyst."


Emerald - Sells for 22,500 Spucks when sold alone.
"This rare gem is noteworthy due to is brilliant shade of green. We are tempted to say that this green gem is far more beautiful than even emeralds, but that would be silly, because this is an emerald."


Jade - Sells for 67,000 Spucks when sold alone.
"A wise man once said: "Just find the Jade, and You've Got it Made!" Congratulations! You should be very proud."


Lapis Lazuli - Sells for 22,500 Spucks when sold alone.
"This beautiful blue artifact is known as Lapis Lazuli. Creatures have toiled vigorously and tirelessly throughout the galaxy to mine this semi-precious stone for over 6500 years. you came along and just found one lying there."


Opals - Sells for 45,000 Spucks when sold alone.
"My ex-fiance once told me that giving your significant other an opal as a gift spelled certain doom for the relationship. I guess she was right. I recommend holding on to this for yourself."


Rubies - Sells for 67,000 Spucks when sold alone.
"Great! You found the rubies! Only 24,000,000 more and you can make yourself a pair of slippers so you can go home." (Wizard of Oz joke )


Sapphires - Sells for 22,500 Spucks when sold alone.
"This rare jewel is made of sapphire, which is one of the hardest of gem varieties. It is used in creating such Items as infrared optical equipment, watch crystals and high-durability windows. So, scientifically speaking, don't put it in your mouth."


Turqoise - Sells for 22,500 Spucks when sold alone.
"Turquoise is an opaque, blue-to-green mineral that is a hydrous phosphate of copper and aluminum, with the chemical formula CuAl6(PO4)4(OH)8-4H2O."



* Rare Relics - Sells for 670,000 Spucks when each item is sold by self, and 6,700,000 Spucks when sold as a set.

Ancient Urn of the Spurg - Sells for 225,000 Spucks when sold alone.
"Expert historians note that a race called the Spurgs were the first to invent the two-handed jug. Ironically the Spurgs only had one arm."


Super Old Clay Pot - Sells for 45,000 Spucks when sold alone.
"This two-handled ceramic jug is painted in traditional Arkatian style. It comes in three color schemes: light brown, brown, and dark brown."


Will's Old Sword - Sells for 22,500 Spucks when sold alone.
"An ancient relic of the Fruit Wars, this crude weapon was fashioned by the barbarian Will. When his sword went dull in the middle of battle, the pragmatic Will simply jammed his entire blade into a rock. His ensuing skull-bashing streak carried his tribe to victory."


Scrolls of the Ancients - Sells for 67,000 Spucks when sold alone.
"What looks to be an urn full of ceremonial scrolls is actually the unpublished biography of Grumbum, a legendary creature with lips so long "he could kiss his own feet." (That's a direct quote.) Several crumpled rejection letters line the bottom of the pot."


The History of Spore - Sells for 22,500 Spucks when sold alone.
"These rotting tomes chronicle the meteoric rise and abrupt fall of a long-dead civilization. Their tattered pages, though utterly compelling, reveal little in the way of useful information. Except for a chicken soup recipe scribbled in the margin. That's a keeper."


Tablet of the Tribes - Sells for 22,500 Spucks when sold alone.
"The Tablet of the Tribes is a love letter to the leader of the Hinkle tribe. The unnamed author of the tablet was a young female who professed a desire to wed the leader of the tribe. In order to attract his attention she swore that she would eat three raw oogies. Whether this outlandish display won his affection is unknown. An interesting side note... the Tribal Tablet was written in oogie blood."


Screeble's Column - Sells for 67,000 Spucks when sold alone.
"Screeble's Column is the only remnant of what was once arguably the greatest civilization in the universe. Standing at the foot of the Halactacon mountains, the original 18 columns welcomed pilgrims seeking freedom from mathematical oppression. The column itself is rumored to be wet to the touch in any season."


Sporehenge - Sells for 45,000 Spucks when sold alone.
"Sporehenge's origins are shrouded in mystery, but it is a well known fact that walking, oozing or flying under the taller of the two arches opens a portal to at least 6 other dimensions."


The Mask of Todd - Sells for 45,000 Spucks when sold alone.
"Long thought to have been destroyed, the mask of Todd is said to cause the wearer to think only linearly and produce mass amounts of charts, documents and data in an organized fashion. It is also known in some circles as Roarty's Rage"


The Lost Chest of Moozilla - Sells for 67,000 Spucks when sold alone.
"For thousands of years, civilizations across the universe have been searching for the lost chest of Moozilla. Legend has it that the secret contained within its depths is so powerful that once opened it will endow the seeker with the knowledge to transcend time and space."



* Rare Statues - Sells for 628,500 Spucks when each item is sold by self, and 6,285,000 Spucks when sold as a set.

The Hand of Quimby - Sells for 67,000 Spucks when sold alone.
"The original hand was rumored to be clasping a writing device. Legend has it that if you encounter the hand your life will be well organized."


The Bust of Yaman - Sells for 67,000 Spucks when sold alone.
"Ancient marble portrait carving of Yaman, bloodthirsty savage of the Fertile Plains and lover of fine music."


The Bust of Bradford - Sells for 45,000 Spucks when sold alone.
"Hand hewn likeness of Bradford, the Fourth Ruler of Xenogg. On the bottom of the sculpture reads the inscription: He was always kind to his mother."


The Wayward Leg of Lamstein - Sells for 22,500 Spucks when sold alone.
"This artifact was once a piece of a much larger stature... the likeness of Lamstein, which stood proudly atop the used vehicle dealership."


Stone of Pierre - Sells for 67,000 Spucks when sold alone.
"This is the sacred stone of Pierre.... Forever guarded by the goofy looking guy sitting on top of it."


The Statue of One-Eyed Kippy - Sells for 45,000 Spucks when sold alone.
"Once thought to be a statue of Two Eyed Kippy, upon further inspection, this artifact was identified as a statue of one-eyed Kippy...mostly due to the apparent lack of a second eye."


Torch of Chalmers - Sells for 67,000 Spucks when sold alone.
"This is a marble reproduction of the Torch of Chalmers, which is being held aloft by One Armed Finnegan's one arm."


The Upper Torso of Little Lee - Sells for 22,500 Spucks when sold alone.
"This sculpture is known as the upper torso of Little Lee. Little Lee worked in the sewers, and he is depicted here, at the end of a hard day's work."


The Foot of Povey - Sells for 225,00 Spucks when sold alone.
"This is the awe-inspiring sculpture known as The Foot of Povey. Povey himself made the claim that he was the rightful owner of this piece of art work, but quite frankly, he didn't have a leg to stand on."


The Statue of The Three Crickets - Sells for 22,500 Spucks when sold alone.
"The Three Cricketeers- Memorial statue of Xanthos, Paxtos and Abraxas, the original Three Cricketeers from Asteroidal Dumaxx's famous novel of the same name."



* Stones of Force - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Warrior or Knight archetype, they will sell for twice what they are listed as.

Stone of Force Vol. 1 - Sells for 45,000 Spucks when sold alone.
"The universe seethes with violence. It came into being in a vast explosion. Giant black holes lurk at the center of galaxies. Supernovas, gamma ray bursters, and pulsars destroy all life within reach."


Stone of Force Vol. 2 - Sells for 45,000 Spucks when sold alone.
"Violence is not an unnatural thing. It is the normal state of being."


Stone of Force Vol. 3 - Sells for 45,000 Spucks when sold alone.
"The physical form is weak. We can be ravaged by disease, broken in an accident, drowned in a bowl of water. Our own bodies can betray us with cancer or organ failure. If we survive a life of accidents, our own bodies break down and kill us."


Stone of Force Vol. 4 - Sells for 45,000 Spucks when sold alone.
"All life betrays itself and dies. To attempt to preserve one's life is pointless. Loyalty must be given to something greater than a single life."


Stone of Force Vol. 5 - Sells for 45,000 Spucks when sold alone.
"We offer total allegiance to our species, as represented by the state. We stand guard against all forms of threat. We do not value our own lives except as they are viewed as extensions of our species as a whole, and we ask nothing of ourselves other than to be able to raise the next generation in security."


Stone of Force Vol. 6 - Sells for 45,000 Spucks when sold alone.
"Our game is a long game. We do not plan for the next year, or the next ten years, or the next budget cycle. We plan for eternity."


Stone of Force Vol. 7 - Sells for 45,000 Spucks when sold alone.
"We do not indulge in casual violence. We do not engage in a War Against All. We fight in defense of our own security, and otherwise choose our targets with care."


Stone of Force Vol. 8 - Sells for 45,000 Spucks when sold alone.
"If you are no threat to us, you have little to fear, unless you are weak- in that case, we may destroy you in order to prevent our rivals from profiting by your destruction."


Stone of Force Vol. 9 - Sells for 45,000 Spucks when sold alone.
"The Grox are the greatest military challenge on our Horizon. The Grox are a race of machine warriors, armed with powerful weapons unknown to us. They have established a security zone surrounding the center of the galaxy and our intelligence has been unable to determine what goes on behind the blockade."


Stone of Force Vol. 10 - Sells for 45,000 Spucks when sold alone.
"Though the Grox are formidable, machines are incapable of warrior spirit. In time, once the technology gap is narrowed, we will prove more than a match for them."



* Stones of Life - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to an Ecologist archetype, they will sell for twice what they are listed as.

Stone of Life 1 - Sells for 45,000 Spucks when sold alone.
"When all is said and done, we are creatures of nature. We were created by natural means, we live inside nature, and when we travel, we must carry nature with us in order to survive."


Stone of Life 2 - Sells for 45,000 Spucks when sold alone.
"The care of nature and the environment is of ultimate importance. We cannot prosper- we cannot even survive- without a healthy, viable ecosystem to support us."


Stone of Life 3 - Sells for 45,000 Spucks when sold alone.
"We have devoted ourselves to spreading life throughout the galaxy. Every new world that we seed with life becomes not only a home for our species, but a repository of nature that can assure the survival of life even if other worlds are destroyed."


Stone of Life 4 - Sells for 45,000 Spucks when sold alone.
"Even if we as a species are destroyed in some plague or war, at least some of the worlds that we have seeded with life will survive, and intelligent life may spring forth yet again."


Stone of Life 5 - Sells for 45,000 Spucks when sold alone.
"The Grox are the ultimate evil in the galaxy. They are machines that exist entirely outside of nature."


Stone of Life 6 - Sells for 45,000 Spucks when sold alone.
"The Grox are the ultimate perversion, machines designed to live outside of nature, for purposes that are deeply unnatural. Whatever their motivations might be, they are not comprehensible to living being."


Stone of Life 7 - Sells for 45,000 Spucks when sold alone.
"The Grox are known to have destroyed several sentient races."


Stone of Life 8 - Sells for 45,000 Spucks when sold alone.
"The Grox have established a killing zone around the center of the galaxy. No one may enter this zone and live."


Stone of Life 9 - Sells for 45,000 Spucks when sold alone.
"We theorize that the center of the galaxy may contain vital clues to the origin of the Grox."


Stone of Life 10 - Sells for 45,000 Spucks when sold alone.
"Live inside nature, and oppose the Grox!" That is the duty of every sentient being."




* Blocks of Chance - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Bard archetype, they will sell for twice what they are listed as.

Block of Chance Vol. 1 - Sells for 45,000 Spucks when sold alone.
"You want to know the meaning of life? Okay, here goes: Did you hear about the aliens who went into a bar on the moon? They left because it had no atmosphere! Hope that answers all your questions for you."


Block of Chance Vol. 2 - Sells for 45,000 Spucks when sold alone.
"Look, we searched for the meaning of life. We tried to find out why we were here, what our purpose was, whether life had value, and what truly mattered."


Block of Chance Vol. 3 - Sells for 45,000 Spucks when sold alone.
"Here are the results of our search for meaning: Where do space travelers leave their ships? At parking meteors!"


Block of Chance Vol. 4 - Sells for 45,000 Spucks when sold alone.
"There is no purpose. There is no value. There is no point. Life is ridiculous."


Block of Chance Vol. 5 - Sells for 45,000 Spucks when sold alone.
"The universe is one big joke, and the joke is on us."


Block of Chance Vol. 6 - Sells for 45,000 Spucks when sold alone.
"The best we can hope for is entertainment. We'll get along as long as you provide amusement - fighting our wars for us, fixing our worlds, looking for meaning where there is none, and groveling in the dirt to fetch us plants. So keep it up! Just remember that we're laughing all the time."


Block of Chance Vol. 7 - Sells for 45,000 Spucks when sold alone.
"And don't forget- Why did the astronauts go to the moon, and then leave? Because it was full!"


Block of Chance Vol. 8 - Sells for 45,000 Spucks when sold alone.
"The Grox are machines with absolutely no sense of humor! They destroy entire races and never offer an explanation of what it is that ticks them off!"


Block of Chance Vol. 9 - Sells for 45,000 Spucks when sold alone.
"Even if you bring the Grox a present, they may not like you!"


Block of Chance Vol. 10 - Sells for 45,000 Spucks when sold alone.
"The Grox kill anyone who tries to approach the center of the galaxy. We never wanted to go there, anyway."



* Books of Science - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Scientist archetype, they will sell for twice what they are listed as.

Book of Science Pt. 1 - Sells for 45,000 Spucks when sold alone.
"What do you believe? And how much are you willing to risk on that belief? Would you risk your existence, and the existence of your species, on a hunch? A whim? The word of a prophet a thousand years dead?"


Book of Science Pt. 2 - Sells for 45,000 Spucks when sold alone.
"The survival of a species is about managing risk. The more you know about the universe, and the more you know about yourself and your own capabilities, the better you can calculate the risk yourself."


Book of Science Pt. 3 - Sells for 45,000 Spucks when sold alone.
"Knowledge can be obtained through a process of investigation, observation, the gathering of empirical data, reason, hypothesis, and the testing of the hypothesis."


Book of Science Pt. 4 - Sells for 45,000 Spucks when sold alone.
"Anything else is a guess. You might be good at guessing- but one wrong guess, at any time, can doom your species."


Book of Science Pt. 5 - Sells for 45,000 Spucks when sold alone.
"Was it prophets and mystics who gave us electricity, antibiotics, modern signatation, aerospace science, and digital timepieces? No. It was those who proceeded rationally, building on the work of others to create new wonders."


Book of Science Pt. 6 - Sells for 45,000 Spucks when sold alone.
"That is why we proceed only from what we know, and why we constantly test what we believe to be true. We are rigorous with the truth, and ruthless."


Book of Science Pt. 7 - Sells for 45,000 Spucks when sold alone.
"The universe is no place for amateurs. Learn all you can, abolish your prejudices, and then act."


Book of Science Pt. 8 - Sells for 45,000 Spucks when sold alone.
"The Grox are an experiment that has not yet run its course."


Book of Science Pt. 9 - Sells for 45,000 Spucks when sold alone.
"The Grox are a machine race that guard the center of the galaxy against all life-forms. It is not known whether their ultimate objective is to prevent us from breaking in, or to prevent something else from breaking out."


Book of Science Pt. 10 - Sells for 45,000 Spucks when sold alone.
"Some of our theoreticians suggest that the motivation for the Grox's actions may lie in the difference between machines and organic life, though there seems to be no way to test this hypothesis."



* Scrolls of Faith - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Zealot archetype, they will sell for twice what they are listed as.

Scrolls of Faith Book 1 - Sells for 45,000 Spucks when sold alone.
"The questions of a million years oppress us. Who am I? Why was I made? What is my purpose? What is the purpose of the universe? Shall I survive after death? Can I be happy? Scientists can only tell us about forces and matter. Philosophers chase each other in circles. None of them can really answer the questions that we really care about."


Scrolls of Faith Book 2 - Sells for 45,000 Spucks when sold alone.
"Only Spode has the answers. Follow the Law of Spode, and all shall be clear."


Scrolls of Faith Book 3 - Sells for 45,000 Spucks when sold alone.
"Faith in Spode quiets all doubt. Spode tells you why you exist, assures you that you have a purpose, tells you how to behave, and assures you of eternal happiness. Those opposed to Spode say that there is no evidence for any of these assertions. But what evidence is needed, beyond the joy in the hearts of those who follow Spode?"


Scrolls of Faith Book 4 - Sells for 45,000 Spucks when sold alone.
"It is natural for the followers of Spode to wish to spread this joy. That is why we engage in missionary work and in conquest, so that more of Spode's creatures can be brought to Spode's Truth."


Scrolls of Faith Book 5 - Sells for 45,000 Spucks when sold alone.
"This is also why we are vigilant against those who do not accept the Truth. If false doctrine causes a follower to doubt, that person's eternal happiness is in jeopardy! In order to free ourselves from doubt, we strive to eliminate all who reject Spode's Word."


Scrolls of Faith Book 6 - Sells for 45,000 Spucks when sold alone.
"Spode's greatest enemies are the Grox and those who believe in the false God That Will Come."


Scrolls of Faith Book 7 - Sells for 45,000 Spucks when sold alone.
"The Grox are a machine race incapable of understanding the Word of Spode. They are a blasphemy in machine form."


Scrolls of Faith Book 8 - Sells for 45,000 Spucks when sold alone.
"The Grox prevent us from shining the light of Spode on the center of the galaxy. On the Day of Reckoning, we shall destroy them in Spode's holy name!"


Scrolls of Faith Book 9 - Sells for 45,000 Spucks when sold alone.
"The God That Will Come is a false deity. If this god exists at all, it is a demon bent on perverting Spode's worship. Whenever you encounter his followers, you should know you have encountered an enemy!"


Scrolls of Faith Book 10 - Sells for 45,000 Spucks when sold alone.
"Love Spode and follow his Truth! Otherwise, your life is meaningless."



* Scrolls of Order - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Diplomat archetype, they will sell for twice what they are listed as.

Scroll of Order I - Sells for 45,000 Spucks when sold alone.
"We have made every imaginable mistake. We've fought unnecessary wars, we've abused the environment, we've squandered resources, and furthermore we've wasted a lot of time discussing what to do about all these problems."


Scroll of Order II - Sells for 45,000 Spucks when sold alone.
"We would like to think we have learned from all our mistakes. And what we have learned is this: Every sentient being matters."


Scroll of Order III - Sells for 45,000 Spucks when sold alone.
"Because every sentient being matters, it is incumbent on us to provide every sentient being with peace, security, opportunity, health, and education."


Scroll of Order IV - Sells for 45,000 Spucks when sold alone.
"Because every sentient being matters, we provide every citizen with a voice. Each is allowed to express opinions and participate in government as they see fit."


Scroll of Order V - Sells for 45,000 Spucks when sold alone.
"We are a representative democracy, with sovereignty placed in an elected council. The process of government is slow and sometimes inefficient, but we can be certain that each act of government is supported by a majority of our citizens."


Scroll of Order VI - Sells for 45,000 Spucks when sold alone.
"A functioning democracy acts to prevent civil war. Those who lose an election do not raise a rebellion, instead they just prepare for the next election."


Scroll of Order VII - Sells for 45,000 Spucks when sold alone.
"As for meaning, the Grand Council takes no position on matters of teleology, and we permit each citizen to discover its own purpose, as long as the rights of other citizens are not violated."


Scroll of Order VIII - Sells for 45,000 Spucks when sold alone.
"Those other species willing to abide by these principles are welcome to join us in our efforts to provide peace and security to the galaxy."


Scroll of Order IX - Sells for 45,000 Spucks when sold alone.
"The Grox are a machine race that have blockaded the center of the galaxy. They are extremely dangerous. We have not managed to establish a working relationship with them."


Scroll of Order X - Sells for 45,000 Spucks when sold alone.
"It is widely believed that the Grox are guarding some form of treasure at the center of the galaxy. There is no evidence for this, but we cannot discount the possibility."



* Scrolls of Harmony - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Shaman archetype, they will sell for twice what they are listed as.

Scroll of Harmony Vol. 1 - Sells for 45,000 Spucks when sold alone.
"Science is all well and good, but all it does is tell us about the universe. It tells us how this atom bounces off of that atom, and how to measure this effect or that, and how heat moves around."


Scroll of Harmony Vol. 2 - Sells for 45,000 Spucks when sold alone.
"Science doesn't tell you any of the things you really want to know, like what the point of your whole existence might be, or whether some part of you will survive after death, or the meaning of good and evil. Science doesn't provide meaning."


Scroll of Harmony Vol. 3 - Sells for 45,000 Spucks when sold alone.
"Science tells us about the universe, but it doesn't tell us how to transcend the universe."


Scroll of Harmony Vol. 4 - Sells for 45,000 Spucks when sold alone.
"You can only answer the real question through spiritual exercise."


Scroll of Harmony Vol. 5 - Sells for 45,000 Spucks when sold alone.
"Because each individual is different, there is no one way that will work for all."


Scroll of Harmony Vol. 6 - Sells for 45,000 Spucks when sold alone.
"There is one mountain, but many paths."


Scroll of Harmony Vol. 7 - Sells for 45,000 Spucks when sold alone.
"You may choose any Way that you desire, but make certain that you choose a Way."


Scroll of Harmony Vol. 8 - Sells for 45,000 Spucks when sold alone.
"The Grox are a soulless race of killing machines. They oppose the Life Force in every way! They are incapable of enlightenment or transcendence."


Scroll of Harmony Vol. 9 - Sells for 45,000 Spucks when sold alone.
"It is not known who or what created the Grox, or why."


Scroll of Harmony Vol. 10 - Sells for 45,000 Spucks when sold alone.
"Some of our peers say that all answers are to be found at the center of the galaxy, but the Grox will not permit anyone to approach[i]"



* Tablets of Prosperity - Sells for 450,000 Spucks when each item is sold by self, and 4,500,000 Spucks when sold as a set. However if sold to a Traders archetype, they will sell for twice what they are listed as.

Tablet of Prosperity No. 1 - Sells for 45,000 Spucks when sold alone.
[i]"The grand and the wise may have answered all the important questions, such as the meaning of the universe and the purpose of life."



Tablet of Prosperity No. 2 - Sells for 45,000 Spucks when sold alone.
"We who are neither grand nor wise must settle for lesser answers. We concern ourselves only with that which makes us happy."


Tablet of Prosperity No. 3 - Sells for 45,000 Spucks when sold alone.
"It seems evident that the universe has enough resources to make everyone happy, and each sentient being should have sufficient freedom as to make that happiness possible."


Tablet of Prosperity No. 4 - Sells for 45,000 Spucks when sold alone.
"Consider the simple act of trade. If you believe that possession of an item would increase your happiness, and if my happiness would be increased by selling that item to you for a certain sum, then the trade makes us both happy, and the amount of happiness in the universe is increased."


Tablet of Prosperity No. 5 - Sells for 45,000 Spucks when sold alone.
"We let other species worry about the significance of existence and how to achieve perfection."


Tablet of Prosperity No. 6 - Sells for 45,000 Spucks when sold alone.
"We only concern ourselves with how to make everyone happy."


Tablet of Prosperity No. 7 - Sells for 45,000 Spucks when sold alone.
"The Grox are a source of the utmost terror. They have exterminated many races."


Tablet of Prosperity No. 8 - Sells for 45,000 Spucks when sold alone.
"The Grox are a race of machines. They are incapable of happiness or of understanding the profit motive."


Tablet of Prosperity No. 9 - Sells for 45,000 Spucks when sold alone.
"The Grox have blockaded the center of the galaxy, so that we cannot trade there."


Tablet of Prosperity No. 10 - Sells for 45,000 Spucks when sold alone.
"Possession of this scroll entitles you to a sizable discount at our boutique!"


Since Galactic Objects and Storybook Planets were already covered in *5.5 they will not be listed here. Even though they technically serve as collections.


. *5.11c Where and how to store them if you wish to collect them.

Storing the ones you wish to save, and collect. Is a difficult matter. First off, they can disappear, theories were built that they were stolen by pirates. However, there is 3 possibilities.
1) Your own planets, one with your colonies, be sure to have a lot of defense on this (Uber turret + filled turrets on normal planets, I would use one that doesn't generate any spice, but has 8-10 colonies).
2) A wildlife sanctuary, it doesn't appear to be raided by pirates, and items appear to stay.
3) A deserted moon near one of your main colonies. Same reason as before, pirates do not appear to raid them, and items appear to stay.

Now, there are a few theories which I never finished back in August when I last played the game;
*Such as whether it is pirates that steal them.
*How many items a planet can hold, if it is limited to 20-25 (this was the general idea, and I haven't been able to find people claiming anything new) or if it can hold more.
*And which kind of planet would be most suitable.
*If a planet with a certain orbit color (green, blue, red) has a different outcome than the other.


. *5.12 Archetypes and their differences.

An Archetype is basically what decides which Superpower you will end up with in the Space stage, it will be your ultimate skill, and it will be chosen depending on which path your creature took in the previous stages, for example:
Herbivore (Green) -> Adaptable (Blue) -> Aggressive (Red) -> Economic (Blue) = Bard.

Please note though: You are NOT stuck with this Archetype/Philosophy, later in the game (space stage), you will be offered missions to change to another Philosophy, it will cost 5-15 million Sporebucks, and require you to undertake a long mission that is defined by which philosophy you're attempting to get. (This is also how you aquire the Split Personality badge, but more about that later.)

The different Archetypes:

Combinations required to get a certain Archetype (from cell stage to space stage):

Bard: 2xBlue, 1xGreen, 1xRed
Ecologist: 1xBlue, 2xGreen, 1xRed
Zealot: 0xBlue, 2xGreen, 2xRed
Diplomat: 2xBlue, 2xGreen, 0xRed
Scientist: 2xBlue, 0xGreen, 2xRed
Trader: 4xBlue, 0xGreen, 0xRed
Shaman: 0xBlue, 4xGreen, 0xRed
Warrior: 0xBlue, 0xGreen, 4xRed
Knight: 1xBlue, 1xGreen, 2xRed
Wanderer: To become a wanderer, you simply start in the Space stage as a new game.

Note: The above only indicates you need that amount of the given color, it does not matter in which stages you get it. http://spore.wikia.com/wiki/Philosophy#Path_To_Each_Philosophy gives a complete tablelist of the given philosophies and their paths.


. *5.12a Descriptions of the Archetypes and their Super powers.

Superpowers are special abilities that you will be granted in the Space stage, after taking a given route to a certain archetype.

Bard: "Bards are the social, outgoing entertainers of the cosmos. The galaxy is their personal playground."

Bard: 2xBlue, 1xGreen, 1xRed

Superpower: Soothing Song - "Use to produce a calming effect on alien races, temporarily boosting your relationship."

Actual effect: Sets your relationship with the empire of the planet you're on to 0 for 2 minutes.


Ecologist: "Ecologists are the protectors of nature. Species that attempt to exploit and corrupt the galaxy must be exterminated."

Ecologist: 1xBlue, 2xGreen, 1xRed

Superpower: Safari Vacuum - "Instantly fills your cargo with all species from a planet."

Actual effect: Places 2 of every species on the planet in your cargo..


Zealot: "Zealots are certain that their beliefs are the only truth that matters. Those who do not feel the same way are not worthy to exist in this galaxy."

Zealot: 0xBlue, 2xGreen, 2xRed

Superpower: Fanatical Frenzy - "Converts alien owned systems to your empire."

Actual effect: Transfers control of all cities on a planet to you.

Note: This will break the galactic code, and cause any nearby empires to get a -100 negative relation penalty with you.


Diplomat: "Diplomats are negotiators and problem solvers. Peace will come to the galaxy only through open communication between species."

Diplomat: 2xBlue, 2xGreen, 0xRed

Superpower: Static Cling - "Immobilizes all enemy ships and turrets on the planet."

Actual effect: Disables all ships and turrets for 3 minutes.


Scientist: "Scientists are logical and calculating. The galaxy exists to be studied and understood."

Scientist: 2xBlue, 0xGreen, 2xRed

Superpower: Gravitation Wave - "Levels cultures and buildings back to the stone age"

Actual effect: Destroys tribes and cities on the planet used on.

Note: This will break the galactic code, and cause nearby empires to get a -100 negative relation penalty with you.

Trader: "Traders are in it for the profit. Their only allegiance is to the almighty Sporebuck."

Trader: 4xBlue, 0xGreen, 0xRed

Superpower: Cash Infusion - "Instantly makes trading systems available for purchase."

Actual effect: Instantly fills the economic takeover bar for the system you're in.


Shaman: "Shamans understand that all life shares a common bond. The entire galaxy exists within us all."

Shaman: 0xBlue, 4xGreen, 0xRed

Superpower: Return Ticket - "Returns you to your home system in one hop."

Actual effect: Takes you from any planet in the galaxy back to your home system instantly.


Warrior: "Warriors take what they want and never ask for permission. The galaxy is a prize to be claimed by the strongest."

Warrior: 0xBlue, 0xGreen, 4xRed

Superpower: Raider Rally - "Opens a mystical pirate portal which creates chaos on the planet."

Actual effect: Opens a portal that brings a squadron of pirates to the planet


Knight: "Knights are noble warriors that fight for right, not for personal gain. Peace will come to the galaxy only when evil has been vanquished."

Knight: 1xBlue, 1xGreen, 2xRed

Superpower: Summon Mini-U - "Summons a miniature clone of your spaceship to assist you in your adventures."

Actual effect: Creates a mini version of your ship that will follow you around acting as an ally


Wanderer:"Wanderers want to sample a little bit of everything. The galaxy is vast and they want to experience it all"

Wanderer: To become a wanderer, you simply start in the Space stage as a new game.

Superpower: None - You get nothing for skipping stages!



. *5.13 Switching Philosophies.

Personal note: I have done all of these missions, and can personally verify their truth and existence. If my word isn't good enough, I suggest you run off and check it out.

Requirements to be taught:
1) Being their Ally, a relation of 70 or above will let you form an alliance with said Empire.
2) The Empire you wish to be trained by has a Strength Value of 4 or 5. Below will not suffice.

A few general pointers to switching Philosophies in the Space stage:

Making sure the Empire is capable of teaching your their ways. This is done by taking a look at the Empire's Strength Value. This is seen by taking a look at the little star next to their colony name in the Galaxy/Solar system view.

The required value is 4 or 5, anything below will not be useful. You can however make it useful. (Explained below the picture.)

It'll look like this:



In order to raise an Empire's Strength Value, the Empire is required to expand, you can proactively help them do this. All you need is a bit of cash (<100.000 Spucks), and patience.

Enter Diplomacy -> "I'd like you to attack someone" -> Chose which planet they should attack.

When I want an Empire to expand, I usually ask them to attack 3-4 planets at a time, they can attack as many as they have on their list, but it's pretty much up to one self.

Once the Empire reaches a value or 4 (or even 5), it will be able to teach you their ways, if you wish for it. I believe for an Empire to reach value 4, it will need 7 or 8+ solar systems claimed.

A week ago I received a lot of critic and negativity towards this theory, however it is no longer a theory, I have confirmed this on multiple occassions and have had people tell me they've done it.

NOTE: If you switch Archetype, your current superpower will be replaced with the one your new Archetype has.

NOTE2: You can't use your own Save games to teach you a new Archetype



. *5.13a Switching to Bard - The Philosophy of Chance.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"Those that follow the Philosophy of Chance, such as the Adorable Cloppity Empire...Who us? Why, thank you! Don't mention it!... *ahem*... Love the iu83unexpected and the twists and turns of life. The meaning of life is both simple and complex... is it not? No, I think it is.

But most importance is happiness... That, and surprises... And also cake.

To sing and make merry is our favorite ritual and by this we have invented a very special song... the Soothing Song. That is our super power! It makes even your worst enemy friendly... until it wears off. Wowsers!

Will you be joining us in our song?"


Tuition: 10.000.000 Sporebucks.
Mission: Collect 25 Galactic Treasures.


. *5.13b Switching to Ecologist - The Philosophy of Life.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"We are the world around us, man. We are the stars in the heavens, so we can see why you want to become one with nature and with us. We know you must think our super power is sweet. We have the ability to abduct all the plants and animals on a given planet, we call it... the Safari Vacuum! Dude! It's our special way of communing with nature.

In order to learn the philosophy of Life, you must become one with nature. You must learn the circle of life... the bond of living things to each other.

For your training, you must travel the galaxy and populate planets with plants and animals. Then you will know the philosophy of Life."


Tuition: 10.000.000 Sporebucks
Mission: Fill 50 Food webs. (Raise the terra-score of any given planet 50 times. I.e. Place the required plants and animals for 50 different Terra levels.)

Raising a planet from T0 to T3 counts as filling 3 food webs, this means that you have to raise 16 and 2/3 planets to T3 in order to finish this mission.


. *5.13c Switching to Zealot - The Philosophy of Faith.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"The benefit of the Philosophy of Faith is self-evident; it is the only true philosophy. But if that is not enough to encourage you, know that the followers of Spode possess the super power Fanatical Frenzy. This mighty and holy weapon has the power to convert an entire planet to your Empire, fellow followers of Faith.

What sayest thou? Art thou ready to accept the Philosophy of Faith as thine own?"


Tuition: 5.000.000 Sporebucks.
Mission: Colonize 15 planets.


. *5.13d Switching to Diplomat - The Philosophy of Order.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"Of course, we follow the Scrolls of Order. With their tidy margins and neatly numbered passages... Makes us giddy just thinking about double-spacing!

We have one super power at our disposal and it is only to be used with a proper license. we call it... Static Cling. With Static Cling, turrets will not fire at you or your allied fleet for a certain amount of time. Very useful indeed.

And speaking of Allies, forming relationships is the key to your training in the Philosophy of Order.

What say you? Ready to pay your tuition of 5.000.000 Sporebucks?"


Tuition: 5.000.000 Sporebucks.
Mission: Form 5 new alliances.


. *5.13e Switching to Scientist - The Philosophy of Science.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"Omnipotent Ranak, the Philosophy of Science is the study and acquisation of knowledge in any way we can.

If you are smart enough to join our ranks, a very scholarly pursuit, you will gain access to our super power - The Gravity Wave. With this powerful scientific weapon, you can destroy all colonies, cities or tribes on a planet."


Tuition: 5.000.000 Sporebucks.
Mission: Explore 20 non-planetary systems, can be blackholes, nebulae, or other galactic objects.

Notes:
Binary Stars do NOT count for this.
You can't have previously visited the blackhole, nebulae or other galactic object, it has to be "new" to you. (Toggle "Visited" planets on, so you know which to take and which not to.)


. *5.13f Switching to Trader - The Philosophy of Prosperity.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"Excellent, Excellent! We subscribe to the Philosophy of Prosperity! To the victor go the spoils of course! Of course, you are so wise you must already know that!

If you join us you will have access to our super power, the Cash Infusion! With this you can fill up your economic capture bar instantly! It's quite a nice little trick of the trade!"


Tuition: 2.500.000 Sporebucks.
Mission: Sell 5000 Items.


. *5.13g Switching to Shaman - The Philosophy of Harmony.

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"We believe in harmonic balance. To us, all things, all beings... are connected.

The Scrolls of Harmony teach that we are very young, the universe is very old, and we still have much to learn. It is our desire that beings in the universe exist together in peace and harmony.

To that end, we are fortunate to have a very special super power, the Return Ticket. With this we can easily teleport back to our home world where we can learn from our elders among whom all knowledge lies."


Tuition: 2.500.000 Sporebucks.
Mission: Sculpt / Color 150 Planets. - This means 150 different planets, just use one tool and move on to the next.


. *5.13h Switching to Warrior - The Philosophy of Force(1).

This will be said right before you agree to undergo the Archetype change.
Ingame Conversation wrote:"The Philosophy of Force is not easy followed. Ranak must show commitment. There is no strength without commitment.

Ranak will pay 2.500.000 Sporebucks and when complete, must give up other super power. Only then will we Jarzo Empire teach the Philosophy of Force."


Tuition: 2.500.000 Sporebucks.
Mission: Conquer 20 Planets. (Personal note: This goes nicely with the Quietus Star Achievement: "Destroy 20 planets.")


. *5.13i Switching to Knight - The Philosophy of Force(2).

Tuition: ### Sporebucks.
Mission:


. *5.13j How to tell Force(1) and Force(2) apart.

The only way the 2 Philosophies differ, is their Backdrop in the Short ranged communications device. Look at this picture, and take a look behind the two creatures. (They're both my own creations)




I haven't been able to locate a Knight Empire as an AI as of yet, I'm starting to believe that this is one Archetype that is only playable as a race that reaches it through the certain paths to it.

If you can find one, and document it, giving screenshots of basically everything you do, I will add it here and give you full credit.

This message was edited 3 times. Last update was at 12/26/2008 17:40:08


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DoYouReadThis


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(Since there's a limit on this forum's threads, I'm going to take this post to be mine!)

For further updates and additional information of course. This isn't spam. :<

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DoYouReadThis


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(Since there's a limit on this forum's threads, I'm going to take this post to be mine!)

No hate please, only trying to help! :>

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DoYouReadThis


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(Final post to be mine)

Alright I've finally come to a stage where I decided to post this guide to the public.I apologize for any typos or grammatical errors, I haven't had time to actually read it through and edit it.

I'm going to London early Saturday morning, and will first return a week later, I live in Denmark, so this is not something I do every day - so this is more or less my reason for posting it partially unfinished. I do feel the most important parts have been covered however. I apologize for this, and I will ensure that if this thread is received well, I will finish this and add a lot more chapters/parts to it, possibly put more detail into it, and add more illustrations.

But yeah, while I'm gone for London I'm going to hope that there will be made some decent comments and suggestions.

So I hope you benefit from this.

Also I do realize how ridiculously long this post is.

Words: 11414
Characters (no spaces): 53257
Characters (with spaces): 63625
Paragraphs: 614
Sentences: 1264
Pages (approximate): 23

If anyone wishes to help me out with some pictures, then I'd really appreciate it, I'm looking for pictures to describe a lot of the chapters that have none so far - so if you have any, feel free to PM them to me, but remember, I'm going overseas for a week so I will not respond nor be able to add them before I return.

This message was edited 2 times. Last update was at 09/18/2008 17:12:39


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DoYouReadThis


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(One more)
This post will be used to tell you what has been updated:

Version 0.1.4 - 12/26/2008 01:36:11 pm GMT (CET-2, PST+7)

*Added the following sections:
"*5.11 Rare Collections - You've always been curious about what they all are, and what the use is."
"*5.11a Where and how do I acquire these items? "
"*5.11b The different collections and what they sell for. "
"*5.11c Where and how to store them if you wish to collect them. "
(I had a little mishab when editing these parts into the guide, but I believe it should be fixed. If you see any description, item, or anything you think looks odd, do tell.)

*Fixed layout to work over 4 pages, and added 3 "Jump" links in the index, so you can skip to certain parts a bit faster/more precisely.
*Edited out minor typos.
*Fixed a slight index error.
*Changed the "Switching to Ecologist" part, it is now certain that you only have to raise 16 and 2/3 planets to T3 from T0 in order to finish the mission.


Version 0.1.3 - 09/27/2008 09:27:53 am GMT (CET-2, PST+7)

*Added the 10th and final secret Achievement to the list.
*Updated the optimal colony layout for colonies in the space stage, to provide an additional 2 happiness.
*Updated the "Switch to Ecologist" Archetype for Easy-difficulty, still unconfirmed, but sounds likely.


Version 0.1.2 - 09/18/2008 06:38:23 pm GMT (CET-2, PST+7)

*Added "*x.4 Notable Spore Moments"


Version 0.1.1 - 09/18/2008 05:20:01 pm GMT (CET-2, PST+7)

*Added "*x.3 Other player made guides/tutorials/How-to's." - and added a couple of guides.


Version 0.1 - 09/18/2008 16:24:24 GMT (CET-2, PST+7)

*Initial release.

This message was edited 11 times. Last update was at 12/26/2008 17:42:48


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Cysgodi


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You are a God!

great work man.


lucas182


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jesus buddy... and i thought my guide was "extensive"

good job

Hawkian


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owned.

"Now, please note, the layouts may differ a lot, and there are several different layouts that will give 60, 66, 72 as a maximum, sometimes you might not get any that gives any 72, sometimes you might get a lot."

There are layouts that can get you 100+, I believe.

This message was edited 1 time. Last update was at 09/18/2008 17:59:00


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lucas182


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hawkian wrote:owned.

"Now, please note, the layouts may differ a lot, and there are several different layouts that will give 60, 66, 72 as a maximum, sometimes you might not get any that gives any 72, sometimes you might get a lot."

There are layouts that can get you 100+, I believe.


the layouts of 100+ are only available after T2

DoYouReadThis


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I'm glad to see how well received this thread has been so far, and I'm looking forward to seeing how it's doing tomorrow, and Saturday before I leave, and then finally, when I return. :]


hawkian wrote:owned.

"Now, please note, the layouts may differ a lot, and there are several different layouts that will give 60, 66, 72 as a maximum, sometimes you might not get any that gives any 72, sometimes you might get a lot."

There are layouts that can get you 100+, I believe.


Not on a planet with 8+ cities. I've literally tested every single way, and trust me, I had a very hard time even figuring the +72 one out.

The +132 spice/hour is for 3 colony planets, the ones you use colony packs to make.

However, I challenge you, capture a homeworld with 8-10 remaining colonies, and make the best layouts you possibly can, if you can beat mine, post them.

This message was edited 1 time. Last update was at 09/18/2008 18:02:45


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Hawkian


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That's what I get for skimming, I was talking about planted colonies of course.

To me, the difference between 72/hour and 100/hour is meaningless anyway.

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lucas182


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dang.. i just spent like 1 minute scrolling down just to find the rate button hehehe

 
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