One thing that constantly annoyed me from the outset of Spore is how any colony under T-Score 3 is simply not worth having, yet all the visually exciting looking planets (Steamy red skies, snowy slushy oceans, water-worlds) are T-Score 1 or less.
Well, I have an answer, to how you can have your cake AND eat it; lots of money on tap, and exotic colony worlds... lava, ice, steamy, waterworlds
It's quite involved the approach, but will in the end net you nice looking worlds to be proud of, yet generate a tonne of revenue; indeed, FASTER than many conventional colony techniques; in my game I actually buy all my weapons, anti-matter missiles and bombs, busters etc. from my own race I generate that much revenue
- this is because instead of having to fly in and otu of many systems you need only click between a handful of planets which takes a matter of seconds.
Installing this mod willgive you bigger more varied systems and thus is ideal but you can achieve the same effect with vanilla Spore
Phase 1: Finding a suitable system.
Firstly we're looking for a system that contains a Purple Spice
world, but additionally we're looking for a system with other planets; bonus if you can get 3 or more planets with the same spice colour on in addition to the purple. Once you find one, it's time to move to the next phase
Phase 2: Seeding your sector Capital
The Purple spice planet is going to be your new system's capital
. We're going to seed a new species here, this is a well documented technique, the idea is that this planet will become a homeworld with 5-10 colonies, then we buy it off the natives and have an extraordinarily large and produtive planet; not to mention you get more intresting city plans.
It's worth noting planets with little usable surface area (ie. ocean) will produce less cities even at T-score 3 so it may be worth considering having it set to T-Score 2 (dry)
until they reach civilsiation stage, limiting the amx cities to 8, but probably doing better than the 4 or 5 you could get stuck with on a water world. Anyway, terraform the planet to T-Score 3 (or 2 if it's very very watery) and drop your monolith and go make a cup of tea or fix a few eco-disasters (lol).
Phase 3: System Acquisition
Presumably your newly seeded race has now reached the space age (I hope if you were using T-Score 2 that you proped it up to T-Score 3 during the civ phase), so now either buy the system off them or bludgeon them around the head (carefully) til the planet is all yours. Now, the system is ready to start expanding and being nicified.
Now you have basiclly a blank cheque writing money for you, it's time to colonise the other planets in your system; even the ones with spice not worth spitting on. "WHAT?"
I hear you say, why would you want to colonise the planets that have useless spice resources?
Well, if we have a 5 planet system, odds are at any one time at least 1 of them will be buying Purple spice at a reasonable rate, even at 29k a unit and your purple world only holds 80 spice, that's 2.3 million in your pocket every 10 minutes or less
; so you can make your fortune without even having to leave the system, never worry about finding a buyer again.
Phase 4: Creativity!
Now the ability to sell spice has no bearing on your outpost colonies T-Score, so instead you can set these
planets up purely out of creativity, you needn't turn them into generic T-3 forest worlds... let's see, we have:
Cold/Wet: Reflective Ice over most surface, snowy land, snow in air, ice storms, white sky
Wet: Waterworld, Tornados, Colourful atmosphere
Hot/Wet: Thick blanket atmosphere, red, plumes of flame, boiling oceans.
Cold: Icey world, Snow, White sky
Hot: Lakes of molten lava, burning clouds, reddish atmosphere
Any/Dry: Usually just a barren desert with little or no atmosphere colour. Moonlike.
Cold: Slushy ice oceans on most surface, pale skies, snow in air.
Wet: Waterworld, thick colourful atmosphere
Hot: Reddish atmosphere, dust in air.
* Terra-1 Water-level primarily effects the water level and density of the atmiosphere colouring.
Different planets exhibit different natural terrain colours in different T-scores and react differently to dye colours, so worth messing with T-Scores.
T1, Hot/Dry. Purple sky tint
T1, Cold/Wet. Natural colour
T1, Hot/Wet. Natural colour
T0, Cold/Wet. Formerly a T1 Crystal/mountain world
Then of course we have tools... the deployable structures ignore the normal clipping rules and can be placed inside or right against terrain features like rocky outcrops (See below examples), if you are quick you can deploy structures so they overlap each other, but you need to place them before the first once finishes assembling itself or your cursor will be blocked.
And let's not forget your *actual* colonies. Location, Location, Location... put them in valley basins or overlooks where the natural terrain will form a striking background; avoid putting it TOO close to rocky outcrops or it may flatten and delete them. If you do delete them or find the terrain is too flat, use terrain tools right over the edge of the colony's "basin" to form rising cliffs.
If your regular city hall looks weird all on it's own in T-0 Planets, make yourself a special "outpost command centre" city hall for T-0 worlds where it'll look more at home by itself.
Spice storage set into rocky outcrop
Bio Protector/shield built on top each other and submerged
Loyalty Booster/Spice storage combined
Hopefully, this guide'll help you guys to make worlds that not only are pretty, but functional by giving you a palce to sell spice quicker, easier and also have more places to buy tools quickly.
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