The Spore Hitchhiker's Guide To The Galaxy
This guide covers Tools, Badges, Achievements, Fleet, Archetypes, Relationships, Other Games, Spice, Planets, and Rares, in that order. Terraforming is not covered, but there is an amazing guide be Planetking, if you want more imformation on that subject. That post is also stickied in the hints and strategy section. If you notice that the tools section was in another post, I wrote that guide. So, I copied my post and added new material. Also, you may find references to the REAL Hitchhiker's Guide To The Galaxy, if you've read it.
Check out http://forum.spore.com/jforum/posts/list/3071.page#24934
This is doyoureadthis's guide to the galaxy. It is a wonderful and comprehansive guide to all the stages.
Well, here it is. The Spore Hitchhiker's Guide To The Galaxy. So if you're looking for a super long article on Spore, or just want to learn more, this is the guide for you!
Tools, covers every tool
Badges, covers every badge
Achievements, covers every space stage achievement
Fleet, covers your fleet ships and their function
Archetypes, covers each of the archetypes
Relationships, covers what improves and decreases relationships with other empires
Other Games, covers how you can interact with your other saves
Spice, covers the colors of spice and their prices
Planets, covers types of planets and imformation on placing colonies
Rares, covers every rare item
Every so often, I'll put a poll on this topic to make improvements.
This is a list of contributers, taken from comments on this fourm. I'll add more as more and more people comment with helphul fixes. If you find an error or can help improve a section, please post! I'll add you to the contributer's list.
Me, Partolori, the creator of this guide.
joefesok, for inforamtion on Loyalty Booster, Monolith, Weapons, Fleet Stuff, and Mind Erases.
PikachuDroideka, for information on the Loyalty Booster.
Xenopologist, for the GA glitch in the Hologram Scout Tooland the wildlife sanctuary reserving idea.
flametitan, for information on the Auto-Blaster.
pester555,for information on spice storage and trading between games and Grox information, check out his guide: http://forum.spore.com/jforum/posts/list/61208.page
Each tool has a rating from 0 to 5
, depending on how useful it is.
Means a rating of 0.
Means Galactic Code breaking.
Means high energy drain.
Warning! This section of the guide has a serious overdose of
! If you don't like that creepy smile, please skip down to badges.
Social: These tools interact with other empires and creatures, normally without harming them.
Happy Rays: These rays improve relationships with another empire. They drain energy at an alarming rate, though, at levels greater than the lasers.
Mind Erases: When killing citizens, like in an eradication mission, use this tool on other citizens with an ! oret their heads. You have about 30 seconds to do this before they attack.
Crop Circles: This tool makes strange circles to interact with civilizations and tribes. I have never found any use for them.
Fireworks: This tool increases your relationship with another empire. This uses no energy, an advantage over happy ray, but you must buy individual ammo.
Embassy: The embassy slowly improves your relationship with another empire. It improves them extremely slowly, making it practically worthless.
Monolith: Raises a species through the stages. You can use it on creature, tribal or civ planets. The species you raise has a +50 automatically for "uplifting us". Whatever species you place it nearest is uplifted, so you can choose the race that inhabitants he planet.
Species Eradicate: Eradicates an entire species to make way for something new. I haven't found any use for it. And before you ask, it does not work on evolved species.
Supersizer: Supersizer makes a normal creature into an epic. This can be used to create an epic next to an enemy city and it might possibly attack it.
Creature Tweaker and Creature Create: These tools allow you to either edit of create a creature. Upon its use, you gain 5 copies of the creature in your cargo hold.
Wildlife Sancturary: Use this tool to designate a planet as a wildlife sanctuary. These planets can store more spice and rares than items than others, and can hold up to 30 creatures. I normally use this tool to make a planet a storage planet to put extra rares and extra spice on, to access when I need more money. Also, you can reserve a planet by placeing a wildlife sanctuary on it. You can use this to reserve a planet for one of your other games in the space stage.
Cash Infusion: Trader Superweapon. This superpower fills up your progress on a trade route, allowing you to instantly buy out the system.
Fanatical Frenzy: Zealot Superweapon. This superpower instantly converts an entire planet to yours. It breaks the galactic code, but there is nothing better to conquer a planet easily.
Soothing Song: Bard Superweapon. Calms down other empires, they will not attack, as long as you don't. Use this to steal a rare or some spice, escape without damage, or as a brief pause to repair and recharge and go to another planet/system.
Weapons: These tools attack others, allowing you to conquer and destroy.
Laser: Lasers fire a straight, precise beam that can be used for eradicating infected species and attacking. The laser can only be fired at those at equal or lesser height than your spacecraft.
Auto Blasters: Auto Blasters can be toggled on and off. When on, they automatically fire a blast at nearby enemy spacecraft and turrets. This is the only weapon that you don't have to fire, and the only weapon that works in space, but odly, it only works when you stop at a star, not flying through space.
Pulse: Pulse fires a burst of energy at a target. This weapon has the precision of the laser with much more power. Pulse is quite useful in eradication missions, allowing you to cover a larger area than laser in 1 blast. Pulse can be used against other ships and buildings. You can hold down the left mouse button to fire right after it recharges, instead of clicking many times. The blasts do not home in, though, making them tough to use for ship to ship combat. Pulse is very useful for capturing enemy cities without destroying many buildings or the whole city altogether. This weapon also does more damage to Grox Ships, making them great against them. Also, tey can be used for eridication missions, often without the time or energy needed with the laser.
Proton Missiles: Proton Missiles can only be fired at other space craft and surprisingly, turrets. The blasts home in, making them the best weapon for fast paced ship to ship combat.
Bomb: Bomb is a fast reloading, very inaccurate, and extremely high damage weapon. Use bomb as a last resort, because it will destroy buildings besides the city hall, and could possibly destroy the entire city itself.
Shield: Shield is the ultimate defense for your spacecraft. Shield completely protects your craft from all attacks for about a minute. The recharge is about 4-5 minutes. This tool is invaluable on hard and for capturing enemy homeworlds.
Rally Call: Rally Call rallies your fleet ships increasing their damage for a short time. I personally almost never have a fleet, just for a greater challenge, so I buy it only to complete my weapons section.
Cloaking Device: Cloaking Devices are not the rare, expensive, and super-useful tool it is in Star Wars. It renders your ship invisible, but the second you interact with the environment, you become visible again. It has a long recharge, also, making it useless if you are detected. It could be used to escape a troop of enemy ships.
Energy And Repair Packs: The Energy and Repair packs can regenerate your health and energy without going to your or another empire. This is very useful in combat and when traveling long distances.
Anti-Matter Missile: This weapon is used against enemy spacecraft, and turrets, with very large splash damage. While expensive, this is the best weapon for ship to ship combat, allowing you to destroy the main ship and its escort ships with one shot.
Anti-Matter Bomb: This weapon is used against enemy buildings and cities, with devastating results.
When properly placed, you can capture a city intact. This requires practice. The weapon can also completely destroy a city in one shot.
Planet Buster: This weapon is the most expensive tool in the game, but also the most powerful. It destroys an entire planet with one shot. The only downside is that when used against a valuable planet, like a T3, You can't claim it.
Summon Minu-U: Knight Superweapon: This tool summons a miniature version of your space craft. It acts a fleet ship. If the Mini-U survives until it disappears, you will find that it has regenerated entirely. This is the only tool you can’t recieve by buying or GA parts, you can only gain it by evolving.
Raider Rally: Warrior Superweapon: This tool summons a hoard of pirates to attack a planet, distracting the ships from you. Even though pirates aren't that powerful, they can distract enemies. This can also be used on a planet to summon the pirates to earn the body guard badges and/or for money. Simply destroying the ships will make them drop the sporebucks.
Static Cling: Diplomat Superweapon: In my opinion, tied for the best superweapon in the game. This weapon freezes all enemy turrets and ships on a planet, allowing you to attack, flee, or steal. Using this with shield allows you to conquer an entire homeworld almost without damage.
Gravitation Wave: Scientist Superweapon: This tool destroys all structures on a planet, allowing you to claim it for your own. It is useful for civ or tribal stage planets so you can use them for your own needs.
Main Tools: These tools are used to scan, mainly and to access the radar.
Scan: Clicking and holding down the mouse button scans a creature, adding it to your sporepedia. Automatically get.
Radar: Makes pinging sounds to locate rares, sculpting, and coloring items. Automatically get.
Hologram Scout: The closest thing you'll get to GA without it, this tool allows you to beam down onto a planet and explore. While you can't use abilities, and without glitches or tough to find coastlines can't swim, you can freak out the local wildlife. You move at a very slow pace. You can increase your walking rate by opening and closing the settings window before using it. You can pick up rares and spice on a planet by left clicking on it. This is useful because you can retrieve objects deep in forests. Very fun and cool.
Planet Scan: Scans an entire planet all at one time, rather than flying around finding every flora and fauna on scan missions. It is useful for this reason.
Return Ticket: Shaman Superweapon: In my opinion, tied for the best superweapon in the game. While not very useful in combat, you really can't explore the galaxy very well without it. Returns you to your home system in a single jump. Useful for returning from the core, Grox battling, ecodisasters, pirate raids, attacks, escaping combat, or just a free repair and recharge.
Safari Vacuum: Ecologist Superweapon: Sucks 2 of every flora and fauna on a planet into your cargo hold. Useful for getting plants and animals to fill out T3 Planets, or for getting a certain plant or animal into your cargo hold.
Colonization: These tools are used for colonizing planets and upgrading your colonies.
Colony Incredi-Pak: This tool places a colony on a planet. This claims the system as yours. Your colony must be near spice, but it is possible to have spice on the planet with the nameless cities, which your find at the beginning of the space stage. This planet will then have a random color spice. The tool only places a colony and city hall, no buildings; you'll have to add them yourself.
Loyalty Booster: Place this on a planet to maintain maximum loyalty. This means that the colonies on a planet won't be captured, they'll only be destroyed.
Happiness Booster: Place this on a planet to keep the colonists happy. This tool just adds to happiness, keeping a 2+ level of happiness will make this tool unnecessary.
Bio-Protector and Bio Stabilizer: These tools are very similar; they both help in the managing of Eco-Disasters. One of these increases the time to deal with an Eco-Disaster. The other decreases the frequency of them. If you have the Green Keeper consequence ability, found in the civ stage, you won't need this. If you're playing on easy or normal, you won't need these. Even on hard, when Eco-Disasters are more common, these aren't worth the money.
Uber Turret: Uber turret is the ultimate defense. With 50,000 health and powerful weapons, it is practically invincible. You place this on a planet as a super turret, having one of these on a planet means that, unless the Grox are attacking, on any difficulty level, you won't need to travel there. The only downside is the cost, so I would recommend placing them on only T3 planets because chances are, you'll want to keep those in your possession. This is interesting because it has the highest health of any item in the game.
Spice Storage: By placing this item on a planet, you double the spice storage of any planet. This is exceptionally useful on T3 planets, especially on homeworlds, besides your own, because of its abysmal produce of spice.
Planet Atmospheric Tools: These tools change the Terrascore of a planet, allowing enhanced colonies. And if you're wondering why I'm missing the last single-use tool, it is at the bottom of the guide.
Cloud Accumulator, Cloud Vacuum, Refrigeration Ray, Heat Ray, Air Conditioning, Hot Cloud Seeder, Hot Cloud Vacuum, and Cold Cloud Vacuum: These tools change the Terrascore. 4 tools move the T-score in a horizontal or vertical direction. The other 4 move the T-score in a diagonal direction. Buy these a soon as available, despite their huge energy consumption, they will be much cheaper than single-use tools.
Atmosphere Generator, Drought Generator, Ice Storm, and Meteor Shower: These tools move the T-score in a horizontal or vertical direction. While useful, these aren't as useful as multi-use tools.
Atmosphere Freezer: Makes the planet colder and a lower atmosphere.
Ice Comet and Asteroid Call Button: Calls a huge Ice Comet/Asteroid to the planet. But, unlike most other Terraforming tools, this has a practical effect. The object it summons does a huge amount of damage, and by using both of them, you can, with some accuracy, either destroy a T3 Colony or capture it. Plus, these two tools move the Terrascore in opposite directions, so by using both, the T-score will stay the same. These are a great alternative to Bombs.
Volcano: Volcano raises the atmosphere and temperature on a planet. But the best use for this item is its incredible damage. It can destroy an entire city, when placed on the city hall. With some aiming, you could capture a city. You will have to use an Atmosphere Freezer or similar to keep the Terrascore where it is, if you want it there.
Secret: There is a final secret item in the Terraforming section, shown in the special tools section, at the bottom of this guide.
Planet Sculpting and Planet Coloring Tools: These tools can change the appearance of a planet, with no practical effect at all. For this reason, I don't cover them in any detail. These are fun to use, though, and you can get planet artist badges by using these.
Spaceship Abilities: These tools upgrade your spaceship.
SETI: Detects intelligent life in a system by having blue lines radiating from the star or planet. Automatically get.
Abduction Beam and Drop Cargo: Allows you to use your abduction tool. Automatically get.
Cargo Hold: Increases your cargo hold space. This allows you to hold more flora and fauna, rares, and spice. Very useful as you progress through the space stage.
Interplanetary and Interstellar Drives: These tools increase the travel range of your spaceship, which you'll find very useful for traveling more quickly and for traveling to the Center of the Galaxy.
Wormhole Key: Wormhole Key allows you to travel through a wormhole without damage. This can be very useful for traveling to the Center of the Galaxy, and for covering long distances quickly.
Energy Storage: This tool increases your energy capacity, allowing you to travel long distances without stopping every few jumps, stay in combat longer, and use high energy consumption tools.
Health Add-on: Increases the total health of your spaceship. This is very useful on hard, and is still very useful on any difficulty level.
Secret: These tools are secret tools, one cut from the final game, the other the Center of the Galaxy reward.
Species Shuffler: The planed superweapon for the Wanderer Archetype. It would make the species on a planet into different random ones. This was cut from the final game. It is not in Spore.
SPOILER! While many have reached the Center of the Galaxy, some haven't. Please skip to the bottom if you don't know what lies there and would like to find for yourself.
Staff of Life: This tool instantly Terraforms a planet to T3. Considered the best tool in the game.
Each Badge gives you a certain amount of badge points for earning it. These are the listed numbers at the end of the information on that badge. I also add he easiest way to get them. Unless otherwise stated, the badge has 5 level to it, and each level is worth these point amounts: 1:2, 2:4, 3:5, 4:8, and 5:10 Also, for earning a certain ammount of badge points, you will earn a Master Badge. There are 10 to be earned. These are:
Cadet- The first mission tutorials.
Captain - Granted when the player accomplishes the spaceflight tutorial and receives the Captain's Badge.
Commander - Granted when the player reaches 5 total badge points.
Commodore - 15 total badge points.
Admiral - 30 total badge points.
The Celebrated - 50 total badge points.
The Renowned - 75 total badge points.
The Great - 105 total badge points.
The Legendary - 140 total badge points.
All-Powerful - 180 total badge points.
Ultimate Being - 225 total badge points.
Omnipotent - 275 total badge points.
Body Guard: Defend friends to earn this badge, by coming to their aid when attacked. Defending you own colonies also counts for this badge. This badge is earned most easily on hard, because of the increased amount of attacks on your colonies.
Brain Surgeon: Promote creatures to tribes to earn this badge, by placing a monolith on a planet. This badge can get very expensive, due to the cost of the monolith, without either cheats or a great spice trading operation.
Captain's Badge: By completing the tutorial at the beginning of the space stage on your home planet to earn this badge. By skipping the tutorial, you automatically receive this badge. This badge has only one rank. 1
Cleaner: Complete eradication missions to earn this badge. When your empire and your allies call you to eradicate infected animals, it does not count. You must complete real missions from the mission tab in the communications menu.
Collector: Find artifacts on planets to earn this badge. You must find a new artifact for it to count, and planet sculpting and coloring tools don't count toward this total.
Colonist: Place colony buildings to earn this badge. Buildings on your homeworld don't count, and removing buildings decreases your total. This can get expensive; the best way to do this is to capture enemy homeworlds, which have up to ten cities, with many spots for buildings. 2,4,7,10,20
Conqueror: Conquer planets to earn this badge. Destroying the colony or capturing it both count. 2,4,7,10,20
Diplomat: Form alliances to earn this badge. The easiest way to do this is to bribe them, then, once you have diplomat 5, destroy any allies you only bribed and don't want to keep.
Eco Hero: Avert Eco Disasters to earn this badge. Only when your empire and your allies call you in for help, not missions from the mission tab, count toward this total. This badge is easiest to earn on hard due to the increased rate of Eco-Disasters.
Economonist: Purchase systems to earn this badge. It is easiest to earn with the cash infusion superweapon (the Trader on, check out its description in Tools), because you can instantly purchase a system. Also, purchasing systems with one T0 colony won't cost more then 1,000,000, even with the colony having purple spice. Normally you can purchase a T0 colony for 500,000.
Empire: Have your empire control so many systems to earn this badge. Your empire periodically will assign you a mission to expand your empire to 3, 7, and then 13 systems thought the space stage.
Explorer: Explore systems to earn this badge. You must actually zoom into the star, not just fly to it. You can just turn the 'visited' filter on to see what systems you've visited. As you progress through the space stage, you'll earn this badge by visiting other empires, missions, and for colonizing.
Frequent Flyer: Make interstellar flights to earn this badge. The easiest way to earn this badge is to just zoom out a bit and keep clicking randomly. Do this near your homeworld, because you'll use up a huge amount of energy.
Golder Touch: Acculumate a certain ammount of sporebucks to earn this badge. This is most easily done by cheating, but this disables achievemnets. The other easiest way is to have lots of rares and spice and just sell, sell, sell, without buying anything.
Gopher: Completing delivery missions will earn you this badge. The first 2 aren't that hard, but after that, unless you only do delivery missions, it will take a while.
Jack-of-all-Trades: Buy tools for your spaceship to earn this badge. Each item you buy each time you open communications counts as one item towards this badge. Just buy a repair pack, exit communications, and repeat. You can do the same with an energy pack, or any item, but the cheaper the item, the easier to buy.
Joker: Enter a cheat to earn this badge. It has only 1 level. Earning this badge will disable all achievements, so I woud advise against earning this badge. 0
Merchant: Earn sporebucks by trading to earn this badge. Any and all trading counts, like rares and spice.
Missionista: Complete missions to earn this badge. It can really take a long time to earn. If you're trying to earn it, don't accept those bring the 'sacred lamma artifacts to beeblebrox' or whatever. Only accept the easier missions.
Planet Artiste: Use planet sculpting or coloring tools to earn this badge. Once you have at least 10 or so, just find an unhabited planet and use them over and over and over again.
Sightseer: Make cosmic discoveries to earn this badge. While traveling to tha galactic core is when you'll earn most of the points for this badge. Just find wormholes, protoplanetary discs, and binary stars.
Split Personality: Change archetypes to earn this badge. These missions cost a lot to do and can take a lont time to complete. 5,10,15,20,15
Terra-Wrangler: Change the terrascore on planets to earn this badge. Oddly enough, changing the T-Score on a planet on another empire's planet doesn't count toward this goal. 2,3,6,10,15
Trader: Form trade routes to earn this badge. You must buy out the system and therefor ending the trade route to earn a point toward this badge. No real trick here. Just form routes with T0 planet systems and being a trader helps also.
Traveler: Contact empires to earn this badge. Just traveling to the galactic core will earn you at least the 4th level. 1,2,3,4,5
Warmonger: Start wars to earn this badge. Breaking the galactic code makes it easy to earn this badge. So does allying with the Grox.
Wonderland Wanderer: Discover story book planets to earn this badge. By traveling around a lot, you might possible earn these badges.
Zoologist: Fill out ecosystems to earn this badge. Fighting the Grox by terraforming is a easy way to earn this badge. Filling out your empire and your allies ecosystems also helps. 2,3,6,10,15
Badge Outta Heck and Dance with the Devil: Beat the Grox. So many threads are already devoted to how to earn these badges the Hitchhiker's Guide isn't even going to cover it.
Achievements are earned by doing odd or monumentous things. These achievements are only the Space Stage ones, none of the other stages are covered in any way in the Hitchhiker's Guide.
Super Pilot: Pilot your spaceship for 40 hours. If you have a favorite and great space stage game, and if you dedicate yourself to earning it, it won't be that tough...except for convincing your parents to allow you to play that much.
Civil Engineer: Promote 20 tribes to civilizations. Buy 20 monoliths and use them. Then destroy the new empires. Expensive.
Conquistador: Capture 15 star systems. You must capture them, not destroy them. So T0 planets won't be able to count towards this total.
Zoo Keeper: Make 15 zoo planets. Buy 15 wildlife sanctuaries. Just place them practically anywhere.
Bio Engineer: Edit 25 creatures with the creature tweaker. Pretty self explanitary.
Palm Greaser: Pay 50 bribes in the space stage. Tough. You've got to anger a warrior or zealot, but not go to war. Also, always pay them whatever they ask for.
Maxis Scout: Earn 100 badges in the space stage. Take a look at the badges section for a more detailed explanation of the badges.
Empire Builder: Maximize colonies on 10 planets. It must be T3 and have 3+ colonies, with maximum buildings.
Quest Master: Complete 150 missions in the space stage. This would take... let's just leave it at...a very long time.
Gunner: Destroy 500 enemy spaceships. Just assault an enemy homeworld, destroy all the ships and conquer it.
Identity Crisis: Forge an alliance between 2 space faring races of your own creation. If you have a lot of saves and creations, it won't take too long.
Quietus Star: Destroy 20 planets. Buy 20 planet busters (Man that's expensive!) and use them in Grox territory or far away from your empire.
Thief: Steal 50 crates of spice in the space stage. It is easiest to do on a civ planet, because they won't notice you as easily (Hello! I'm a huge flying spaceship that is abdusting your citizens! NOTICE ME!), or a defenseless T3 enemy homeworld.While you're earning this, you'll earn a lot of sporebucks from the spice.
Manifest Destiny: Find Earth. Earth Harmless. Edit: Mostly Harmless.
No, It is located at Angle: 225.06 Distance: 7,295.43
Careless Parent: Lose 5 planets. Just plant a T1 planet colony near an enemy empire. Just recapture it every time they capture it.
42: Find the center of the galaxy. So many threads are already devoted to how to get there, the hitchliker's Guide isn't even going to cover it.
Whatever Archetype Passion: Play space as the specified archetype.
Alter Ego: Play space as all 10 archetypes.
Whatever Archetype Hero: Achieve Master Badge level 10 as a certain archetype.
Alter Ego's Alter Ego: Achieve Master Badge level 10 as all 10 archetypes.
Oh the Humanity!: Destroy Earth. First, find it, buy a planet buster and use it! But if you still want to have earth exist, save, blow it up, exit without saving, and load.
Your Fleet are ships that follow you around. They can fight for you. They function much like a pack in the creature stage. For every 2 Master Badges you earn, you can add another ship to your fleet.
Your fleet ships fly in a V formation behind you. They have that weapon you can't buy, the machine gun. As you get stronger, your allied ships get stronger also.
Warriors and Knights ships are best, because their culture is combat focused.
Zealots and Scientists are also fairly good, they are
All of the other archetype's ships will supplement you in combat, but won't be as good
There are 10 archetypes. Each have their own superweapon. Take a look at them in the tools section of the guide. If you're looking for more imformation on the different archetypes themselves, check out Planetking's wonderful guide on them. It is stickied in the hints and strategy section, so it shouldn't be too hard to find.
Warrior: More interested in fighting and blowing up other races. They have a -15 relationship if you encounter them, because they "distrust strangers". (Well, some of our races do look pretty strange.
Knight: You can not encounter a knight in the space stage, unless you have a save file with the knight archetype. Even if you encounter them, they behave the same as warriors, except for their backgrounds. Knights are principled warriors, fighting for right and justice. They have a -15 relationship if you encounter them, because they "distrust strangers". (Well, some of our races do look pretty strange.
Scientists: Scienticts are more interested in finding answers than socializing with other species. They spend much time researching and finding the answer to life, the universe, and everything. Answer: 42
Trader: These beings are in it for the profit. They'll make deals, but it is usually a better deal for them. When you meet them, they have a +30, "we like new acqaintances".
Bards: Avoiding wars and combat, Bards a +30, "we like new acqaintances", when we meet them.
Diplomat: Diplomats are peace loving and war preventers. When you meet them, they have a +30, "we like new acqaintances".
Shaman: Mystic beings of the galaxy, Shamans mention the "False God thet will Come".
Ecologists: Basically, space hippies. If you harm wildlife, you'll get on the bad side of this archetype.
Zealots: Zealots worship Spode. They do everything in his name. They have a -15 relationship if you encounter them, because they "distrust strangers". (Well, some of our races do look pretty strange.
Wanderer: Wanderer's don't follow any philosophy, it is more of a lack of an archetype than one. They can only be encountered if you have another save file.
Your relationship with another empire is what you have done for them, or against them.
The following text in this section is copied from The Spore Wiki. I claim no credit for this imformation.
Positive Relation Modifiers
Helping our planet: Up to +100 (Gained for raising the T value of a planet.) This works for all empires besides The Grox.
You completed missions: Up to +100 (Gained by doing missions for that empire.)
Your gifts: Up to +50 (Gained by giving gifts.)
We created an alliance: Up to +50 (Gained by signing an alliance.)
(*) You uplifted us: +50 (Gained for uplifting the race from pre-space age to space age using a Monolith)
Using friendly tools: Up to +50 (Gained for using the happy ray or fireworks on a city of the creature.)
Your embassy: Up to +50 (Gained by placing an embassy on the planet.)
A generous peace offering: Up to +50 (Gained by offering more than you would have to, to sign a peace agreement with a race.)
Our Trade Route: Up to +30 or +40 depending on the beliefs of the creature you have a trade route with. (Gained by signing a trade route and keeping it up over time.)
You were generous: Up to +44 (Gained by buying planets from the creature for more than they are worth)
(*) We like new acquaintances: +30 (Gained if the creature you meet follows Prosperity or Order.)
We value your friendship: Up to +100 (Gained when the creature gives you a gift.)
Your trading: Up to +15 or +20 (You can get up to +20 with Traders). (Gained for trading items in the trading window. you can sell, then re-buy the same items to max out this modifier quickly.)
You agreed to help Us: Up to +10 (Gained for accepting the first mission a creature offers.)
(*) Gracious Greeter Superpower: +10 (Gained for choosing the green friendly path in the tribe phase.)
(*) We think alike: +10 (Gained when you and the target creature share the same belief.)
(*) You introduced yourself: +10 (Gained for introducing yourself in a friendly way, before they think you are ignoring them.)
(*)Soothing Song: +30 (Gained if you are a bard and use the superpower.)
(*) Doesn't diminish.
Maximum positive relation: +804
Negative Relation Modifiers
Breaking the Galactic Code: Up to -200 (Gained by breaking the Galactic Code, for the Grox they will like it.)
Allied with Grox: Up to -200 (Gained by creating an alliance with the Grox, this is instant and affects all other races.)
You broke our alliance: Up to -125 (Gained by first creating an alliance, then severing it.)
Destroying our buildings: Up to -100 (Gained by destroying creatures buildings.)
Destroying our spaceships: Up to -100 (Gained for destroying creatures spaceships.)
Captured one of our systems: Up to -100 (Gained when you take over creatures system using hostile actions.)
Using harmful tools: Up to -100 (Gained for shooting at the planet with harmful tools like a laser or planet artist tool.)
Hurting our planet: Up to -100 (Gained for negative Terraforming or for failing to do a eco damage mission they ask of you and letting their planet die.)
You refused to pay us tribute: Up to -100 (Gained for failing to pay tribute when creature demands it.)
War: -50 (Gained when creature declared war on you.)
Your failed missions: Up to -50 (Gained for failing the mission.)
Abducted our citizens: Up to -50 (Gained for taking creatures citizens from their cities to your ship.)
Scaring our citizens: Up to -50 (Gained when shooting at citizens, placing crops circles.)
We were at war: Up to -33 (Gained when you first were at war, but the creature you fight offers peace to you.)
(*) We distrust strangers: -15 or -30 (Gained if the creature you meet follows Force or Faith; this is -70 for the Grox.)
Stole our resources: Up to -30 (Gained for taking objects like spice crates or artifacts from the creature's planet.)
You aborted missions: (Gained when you accept a mission and then cancel it.)
You rejected missions: (Gained when you reject a mission when it is offered to you.)
(*) You introduced yourself: -10 (Gained for introducing yourself in a hostile way, before they think you are ignoring them.)
Pushed too far
You avoided contact: -15 (When you ignore the hails of the creature or pass over their territory without contacting them.)
You were cheap: (When you make too low of an offer for buying the system after a trade route was full.)
Flood City (When you use atmospheric tools to destroy a city.)
Bad Peace Offer: (When you make a too low offer for getting a peace treaty.)
Failing to protect our ships: (When one of your allied UFOs are destroyed.)
Extinction: (When you lower the T score from T1 to T0 and animals and plants disappear.)
Your presence disturbs us: -10 (Just a bonus that diminishes fast, after a Warrior Empire contacts you, or you contact a Shaman Empire that is at war with you, doesn't happen with Most other archetypes)
(*) Doesn't diminish.
Maximum Negative relation: -1493
Positive relation modifiers for the Grox
Broke Galactic Code: caps at +50
You completed missions: caps at +50
Using friendly tools: caps at +30
Our Trade routes: caps at +30
We created an alliance: caps at +30
Your gifts: caps at +10
Your embassy: caps at +10
Gracious greeting superpower caps at +10 (only if player was a friendly tribe)
You agreed to help us caps at +5
Maximum positive relation: +155 (The We distrust strangers for the grox is -70)
Spore Wiki text ends here.
So as you can see, there ane many ways to change your relationship with another empire. I have not witnessed some of these events, but they were on the wiki, so if they are possible, I thought it would be good to add. Also, some of the penalaties will only be available on normal or hard idfficulties, not easy.
You can meet your other empires from other saves in other saves. You can interact with them, and more.
Look in the gameplay guides locked thread for a good one on how to reach all the continents in the creature stage.
So, by finding your other saves, that is the only way you can find knight or wanderer empires.
You can leave items for for another save to find, also, like rares and spice.
There is not really much that is different with your other save games empires than any others. The information above is some of the things you can do with it, though.
There are 7 colors of spice: Red, Yellow, Blue, Green, Pink, and Purple. Also, White Spice exists, but can only be found when a glitch appears when another empire places a colony on a gas giant.
The order in which the spice colors are listed are according to their value. White spice can not be sold.
These are the prices, minimum and maximum that other empires will buy your spice for, on easy. On normal and hard, the amounts are decreased by 20%.
For imformation regarding selecting your planet, see the section titled: Planets.
There are many differnet types of planets in the space stage. This section examines each type and gives some imformation on chosing a good planet for a colony.
So, there are 4 Types of planets T0, T1, T2, and T3.
T0 planets are very common. They can support a single colony with a bubble. These colonies can not produce any spice or have any turrets or buildings.
T1 planets are uncommon. While not rare, less than 15% of all planets are like this. They can support 1 colony, with a few buildings and turrets. Many T1 planets don't have a complete ecosystem, however.
T2 planets are rare. Very rarely will you find a T2 planet that has not been colonized. They can support 2 colonies, each with many buildings and turrets, though not the full amount.
T3 planets are extremely rare. You will not be finding them just sitting there in space. You'll have to terraform to get them. T3 planets can support 3 colonies, each with full buildings and turrets. Also, a T3 homeworld can support up to 10 colonies. But normally, an enemy homeworld will have between 5-10.
Now, if you're looking for a place to put a colony, look for a planet that has these traits:
1. Not be near enemy territory.
2. Not having to terraform, unless it has...
3. A high value spice color, Green, Pink, or Purple.
But don't only choose these types of planets. Heck, the value of a spice color is randomized, so a planet might pay more for red spice that purple spice! Also, If you see a T1 planet, grab it! These are especially great in the early space stage, when your terraforming tools aren't the best. Those are just general rules to follow when picking a planet. Also, blue stars tend to produce more valuable spice, so if you see a blue star, zoom in and see what color spice the planets produce! If you have good, multi use terraforming tools, use them. That means that you won't have to pick only T1 and up planets.
Rare items are found scattered around the galaxy in random locations.
While exploring space, you can find many unique planets and objects. These can range from planets with gear-like formations to a small flying saucer that's trying to sell you Earth.
Galactic Objects-- Uncommon objects like Black-Holes and Binary Stars.
Storybook Planets-- Planets with odd formations like crab-shaped continents.
Ancient Civillizations leave behind evidence of their existance, and you can find these on planets all around the galaxy.
Rare Relics-- Average artifacts like pots, scrolls and tablets.
Rare Statues-- Statues and busts of famous individuals.
Rare Jewels-- Jewels such as rubies and emeralds.
Rares formed by natural means.
Rare Geodes-- Hollow rocks containing crystals.
Rare Fossils-- Ancient animals and such preserved in stone.
Chronicles of the beliefs of the 10 archetypes.
Blocks of Chance-- Bard beliefs.
Books of Science-- Scientist beliefs.
Scrolls of Faith-- Zealot beliefs.
Scrolls of Harmony-- Shaman beliefs.
Scrolls of Order-- Diplomat and Wanderer beliefs.
Stones of Force-- Warrior and Knight beliefs.
Stones of Life-- Ecologist beliefs.
Tablets of Prosperity-- Trader beliefs.
Selling on of the belief artifacts to the archetype that follows that philosophy will net you double the sporebucks for that rare.
Well, this is the end of The Hitchhiker's Guide to the Galaxy. We hope that this will be a great help to you on your journey through the cosmos.