____ ____ ___ ____ _____ ----- / ___|| _ \ / _ \| _ \| ____| \ / \___ \| |_) | | | | |_) | _| \_/ ___) | __/| |_| | _ <| |___ _ |____/|_| \___/|_| \_\_____| |_| Author: Warfreak Version: 2.7 Date Started: 31/8/08 SEND IN ALL TIPS, ALL USEFUL TIPS WILL BE ADDED AND CREDITED IF YOU SEND IT IN. EMAIL ME IF YOU HAVE ONE, MY EMAIL IS AT THE BOTTOM. SEARCH FOR THE @ KEY. NOTE! DOWNLOAD THE LATEST PATCH FOR BEST GAME PERFORMANCE. I AM MISSING STONE OF LIFE 10, DECORATIVE TOOLS [8.06 ?'S] SEND IN THE DESCRIPTIONS FOR CREDIT! ------------------------------------------------------------------------------ Table of Contents [1] Introduction [1.01] Introduction [1.02] Version History [2] Creators [2.01] Cell Creator [2.02] Creature Creator [2.03] Tribal Editor [2.04] Civilisation Outfitter [2.05] Land Vehicles [2.06] Sea Vehicles [2.07] Air Vehicles [2.08] Building Creator [2.09] Spaceship Creator [3] Cell Stage [3.01] Your Cell [3.02] Parts [3.03] Food [3.04] Other Cells [3.05] Progress [3.06] Damage [3.07] Tips for Survival [4] Creature Stage [4.01] Your Creature [4.02] Allies [4.03] Enemies [4.04] Epic Monsters [4.05] Food [4.06] Home Base Alpha [4.07] Migrating Nests [4.08] Parts [4.09] Combat [4.10] Abilities [4.11] Packs [4.12] Progress [4.13] Throwing Sticks and Stones [4.14] Tips for Survival [5] Tribal Stage [5.01] Your Tribe [5.02] Tribal Village [5.03] Accessories [5.04] Buildings [5.05] Herbivore Food [5.06] Carnivore Food [5.07] Food for All [5.08] Other Tribes [5.09] Relations [5.10] War [5.11] And Peace [5.12] Chieftan [5.13] Tools [5.14] MEDIC! Babies and Wounds [5.15] Threats [5.16] Tips for Survival [6] Civilization Stage [6.01] Your Civilisation [6.02] Military [6.03] Economic [6.04] Religious [6.05] Mixture [6.06] Diplomacy [6.07] Consequence Abilities [6.08] Trade [6.09] City Building [6.10] Maintaining Happiness [6.11] Making Money [6.12] Exploring the Map [6.13] Capturing Cities [6.14] Vehicles [6.15] Tips for Survival [7] Space Stage [7.01] Space Stage [7.02] Your Spaceship [7.03] Having Colonies [7.04] Diplomacy [7.05] Terraforming [7.06] Planetside Moves [7.07] Missions [7.08] Spice Production [7.09] Money Making [7.10] Exploration [7.11] The Grox [7.12] Fighting [7.13] Other Empires [7.14] Centre of the Galaxy [7.15] From There Onwards [7.16] Completing this Stage [7.17] Tips for Survival [8] Tools and Weapons [8.01] Weapons [8.02] Socialisation [8.03] Important Tools [8.04] Colonisation [8.05] Terraforming [8.06] Decoration [8.07] Passive [9] The Collection [9.01] Collectibles [9.02] Blocks of Chance [9.03] Books of Science [9.04] Galactic Objects [9.05] Rare Fossils [9.06] Rare Geodes [9.07] Rare Jewels [9.08] Rare Relics [9.09] Rare Statues [9.10] Scrolls of Faith [9.11] Scrolls of Harmony [9.12] Scrolls of Order [9.13] Stone of Force [9.14] Stone of Life [9.15] Tablet of Prosperity [9.16] Storybook Planets [10] Badges [10.01] Badges [10.02] List of Badges [10.03] Badge Levels [11] Consequence Abilities [11.01] What are They? [11.02] Cell Stage Consequence Abilities [11.03] Creature Stage Consequence Abilities [11.04] Tribal Stage Conseqence Abilities [11.05] Civilisation Stage Consequence Abilities [11.06] Space Stage Traits [11.07] Requirements for Each Trait [12] MySpore Page Achievements [12.01] Achievements [12.02] General Achievements [12.03] Cell Stage Achievements [12.04] Creature Stage Achievements [12.05] Tribal Stage Achievements [12.06] Civilisation Stage Achievements [12.07] Space Stage Achievements [12.08] Hidden Achievements [13] Patches [13.01] Patch v1.01 [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 40th guide, and the 1st in the line of Spore for PC. This is a longly awaited game, and one that there is certainly a lot of hype for before the initial release. Well, enjoy, because this is certainly going to be fun. And to all those who say Spore Sucks, well, first of all, why are you reading this and next, stop trolling, and finally, don't play this game. And to all those who pirated this game, go burn in the hell you belong. Unless you buy this game, then you can all ascend to Heaven. Other, burn. And don't give me the crap about Securom, Securom =/= Pirating the Game. I love the fact that you can't justify the actions, because I can't afford it, too expensive it is crap, why play it then? And also, Piracy isn't anonymous, your ISP is well aware that you downloaded this illegally and can shut down your Internet access if EA asks them to, cause they don't want to harbour a criminal. Just hope EA doesn't do what Activision is doing, suing the pirates in courts. And to those who didn't like that tirade, too bad, I'm not going to remove it because if you are offended by that, you are technically a criminal. ------------------------------------------------------------------------------ [1.02] Version History Version 0.0 [31/8/08] Template complete. Ready for writing when the game arrives. Version 0.0a [2/9/08] AH HA! BEAT THIS. GOT SPORE TODAY. 2 DAYS BEFORE THE EARLY AUSTRALIAN LAUNCH. EFFECTIVELY 6 DAYS BEFORE THE US. Version 0.0b [4/9/08] Been playing for a while, enough to get this guide started. Version 0.1 [5/9/08] Finished the general table of contents, rather focus on more gameplay than writing air. Version 0.2 [7/9/08] Lets Begin. Cell Stage is complete, but that is the easiest stage to complete as well. Consequence Abilities are now complete. Version 0.3 [9/9/08] Finished the Creature Creator. Version 0.4 [10/9/08] The End of the World with the Large Hadron Collider didn't happen. Guess I need to finish this guide. Added in a fair amount of tips. The length of the creature stage is at least double the depth of the Cell Stage, imagine that doubling constantly, that would mean nearly 96 topics for Space. Not going to happen folks. Version 0.5 [11/9/08] Abilities done, don't feel like updating. Version 0.6 [12/9/08] Creatures done. Three more phases to go through. Version 0.7 [13/9/08] Tables of Contents updated for Tribal Stage. Version 0.8 [14/9/08] Added some parts about food for tribes. Version 0.9 [15/9/08] Completed half of the tribal stage, for the part. Version 1.0 [16/9/08] A bit more for the tribal stage. Version 1.1 [17/9/08] Completed the tribal stage. Version 1.2 [18/9/08] Completed the Vehicle Editors. Version 1.3 [19/9/08] Completed the Creators. Version 1.4 [20/9/08] Added patch notes. Reader hints added, started chapter 6. Version 1.5 [21/9/08] Completed some of the achievements. Version 1.6 [22/9/08] Completed the Achievements except for the secret one that no one knows. Version 1.7 [23/9/08] Small update on everything the readers have sent in. Version 1.8 [24/9/08] Tiny update, don't feel any motivation at the current point in time. Version 1.9 [28/9/08] Finished half the Civilisation Stage. Version 2.0 [29/9/08] Completed the Civilisation Stage. Version 2.1 [30/9/08] Started the Almighty Space Stage. Completion of the Space Stage technically means the guide is complete, but I will see about that. Completed the Space Stage and updated here and there. Version 2.2 [1/10/08] Table of Contents complete. Updated with more reader tips. Version 2.3 [2/10/08] Fixed previous version, there is no such thing as the 31st of September. Completed all the Collectibles. Version 2.4 [4/10/08] Completed the Badges. Version 2.5 [5/10/08] Completed most of the tools, but not complete. Version 2.6 [6/10/08] Guide is pretty much complete, save for the missing parts outlined, but they are relatively minor and more reader tips are appreciated. Version 2.7 [11/10/08] Added some readers tips and added Staff of Light, something I forgot to add. ------------------------------------------------------------------------------ [2.01] Cell Creator The Cell Creator is the tool that you need to use to make new cells that you can use in the Creature Stage, since the Cell Creator is basically a complete Cell. There are 12 Items to choose from as well as 3 Sets of Legs. You have the mouthes, the Filter Mouth, the Jaw and the Probosis, which determines what kind of Diet that you cell can undertake. There are 3 different weapons, the Spike, Poison and Electric. There are 3 sets of movement parts, the Flagella, the Cilia and the Jet. And finally, there are 3 sets of eyes, Beady, Button and Stalk Eyes. The three legs that you get to choose from are the Brawnysaurus, the Phatella and the Thundercalf. As you can see in your manual, and I will mention it here, there is a Complexity meter in the top right hand corner of the screen. This complexity meter will determine how many parts you can place on it. Once it reaches its red maximum, you cannot place any more parts on it because it is full. You start off with 200 DNA Points to spend, and that is quite a lot considering the amount of points needed for the parts. Below are the list of parts and the functions of each part. Remember, these cells are going to be used in the Creature Stage, not the Cell Stage. --==Mouths==-- Filter Mouth - 15 DNA Points - Allows your Creature to be a Herbivore Mating Call, Bite - Level 1, Sing - Level 1 Jaw - 15 DNA Points - Allows your Creature to be a Carnivore Mating Call, Bite - Level 1, Sing - Level 1 Proboscis - 25 DNA Points - Allows your creature to be an Omnivore Mating Call, Bite - Level 1, Sing - Level 1 --==Weapons==-- Spike - 10 DNA Points - Charge - Level 1 Poison - 15 DNA Points - Spit - Level 1 Electric - 25 DNA Points - Charm - Level 1 --==Movement==-- Flagella - 15 DNA Points - Sneak - Level 1 Cilia - 15 DNA Points - Jump - Level 1 Jet - 25 DNA Points - Sprint - Level 1 --==Eyes==-- Beady Eyes - 5 DNA Points - Sight Stalk Eyes - 5 DNA Points - Sight Button Eyes - 5 DNA Points - Sight --==Legs==-- Brawnysaurus - 50 DNA Points - Speed - Level 1 Phatella - 50 DNA Points - Speed - Level 1 Thundercalf - 50 DNA Points - Speed - Level 1 To make it an offical cell, you need some parts to ensure that it will be accepted, and survive in the creature stage. You need a Mouth, Eyes and Legs. One of each will be needed, but you can have more if you like. This is just the Cell Creator, there are many more creators to go. For more information on the Cell Stage, please read the respective section. ------------------------------------------------------------------------------ [2.02] Creature Creator The Creature Creator is vastly different to the Cell Creator, mainly because there is a lot to modify. Bear in mind that this will only be effective if you want to start in the Tribal Stage since these cannot be used in the Creature Stage. There are many parts to choose from, hundreds overall, but only some are completely necessary for your creature. First of all, you need eyes to see, a mouth to feed through, legs to move, arms to grab, and these are only the necessities. You can change a lot of things here, such as the spinal chord. The spinal chord will adjust the shape your creature will have, so if you have a slope as a spine, they will pretty much be a hunchback, which a tall straight spine makes them stand tall. Why does your creature need limbs? Well think about it, they need arms to socialise and to eat, and they need feet to move. While we are on this topic, you can also add hands to your limbs, or feet to your limbs, since they might be needed, and they are better than the default ones to choose from. There is a lot about creature creation in the in game Spore Guide, I'm not going to rehash what they are going through right now since it would be kind of pointless. Anyway, I've listed all the parts for the Creature stage, which is quite of a lot, and a lot of work. ********** **Mouths** ********** --==Carnivore==-- D'Orca - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Gobsterclaw - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Manglerfish - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Terrorpin - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Handibles - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Health - Level 1 Slagjawed - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Crockisser - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 2 Handtennae - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 1 Health - Level 2 Barracutie - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 1 Charge - Level 2 Shortensnout - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 3 Pincernaut - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 1 Health - Level 3 Carcharebear - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 1 Charge - Level 3 --==Herbivore==-- Mollratt - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Swillson - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Cantouis - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Laardvark - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Ungulot - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Charge - Level 1 Splatypus - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Health - Level 1 Luminanteater - 150 DNA - Mating Call, Bite - Level 2, Sing - Level 4 Soundersnout - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Charge - Level 2 Snapgator - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Charge - Level 2 Whalephant - 250 DNA - Mating Call, Bite - Level 3, Sing - Level 5 Haunchface - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 5 Charge - Level 3 Grubblemaw - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 5 Health - Level 3 --==Omnivore==-- Toucan't - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 1 Sauraclod - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 1 Simperton - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Leeyotch - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Buzzbeck - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Health - Level 1 Grimace - 75 DNA - Mating Call, Bite - Level 2, Sing - Level 2 Rostrum - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Gnathognasher - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Buzzmuzzle - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Health - Level 2 Vermillips - 150 DNA - Mating Call, Bite - Level 3, Sing - Level 3 Worrybeck - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Saginaughty - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 1 Skexybeast - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Health - Level 3 S'gnarly - 250 DNA - Mating Call, Bite - Level 4, Sing - Level 4 Amphibitude - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 5 Dietrap - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 1 ******************* **Eyes and Senses** ******************* --==Eyes==-- Optic Orb - 10 DNA - Sight Ocubulge - 10 DNA - Sight Eyebissed - 10 DNA - Sight Scrutineye - 10 DNA - Sight Laro Eye - 10 DNA - Sight Seeodesic - 10 DNA - Sight Eyelein - 10 DNA - Sight Stemma-addict - 10 DNA - Sight Empteyes - 10 DNA - Sight Occulus - 10 DNA - Sight Wide Eyed - 10 DNA - Sight Neoteeny - 10 DNA - Sight Coygamine - 10 DNA - Sight Grumpeye - 10 DNA - Sight Furtive - 10 DNA - Sight Evil Eye - 10 DNA - Sight Felizard - 10 DNA - Sight Wizened - 10 DNA - Sight Saurian - 10 DNA - Sight Boneye - 10 DNA - Sight Stalkgazer - 10 DNA - Sight Meanstalk - 10 DNA - Sight Periscoptic - 10 DNA - Sight Peduncledunk - 10 DNA - Sight --==Nose==-- Sporacles - 10 DNA Chuffle - 10 DNA Snuffle - 10 DNA Snortle - 10 DNA --==Ears==-- Mantenna - 10 DNA Feelyfrond - 10 DNA Segmentenna - 10 DNA Antler - 10 DNA Hearbear - 10 DNA Kitty - 10 DNA Elfinmagick - 10 DNA Gettineerful - 10 DNA Ehhwat - 10 DNA Overhear - 10 DNA Panhear - 10 DNA Batboy - 10 DNA ***************** **Arms and Legs** ***************** --==Arms==-- Slackwrist - 50 DNA, Graspers Python - 50 DNA, Graspers Doubelbow - 65 DNA, Graspers Wizardsleeve - 65 DNA, Graspers Meekling - 50 DNA, Graspers Flextor - 50 DNA, Graspers Burly - 65 DNA, Graspers Buglo - 50 DNA, Graspers Deltroid - 50 DNA, Graspers Cutty - 50 DNA, Graspers Skrappy - 65 DNA, Graspers Gummshow - 65 DNA, Graspers --==Legs==-- Brawnysaurus - 50 DNA, Speed - Level 1 Cankle - 65 DNA, Speed - Level 1 Broncosaurus - 65 DNA, Speed - Level 1 Steatopiggy - 65 DNA, Speed - Level 1 Phatella - 50 DNA, Speed - Level 1 Stompbottom - 65 DNA, Speed - Level 1 Callypigeon - 65 DNA, Speed - Level 1 Yumstick - 65 DNA, Speed - Level 1 Thundercalf - 50 DNA, Speed - Level 1 Ostrichopath - 65 DNA, Speed - Level 1 Thighstrider - 65 DNA, Speed - Level 1 Qopazcoatl - 65 DNA, Speed - Level 1 ************ **Graspers** ************ Setaetarsal - 25 DNA - Pose - Level 2 Nubknuckle - 25 DNA - Pose - Level 1, Strike - Level 1 Trapfist - 25 DNA - Strike - Level 1, Health - Level 1 Bonesticker - 25 DNA - Strike - Level 1, Pose - Level 1 Phatlanges - 25 DNA - Strike - Level 1, Pose - Level 1 Grubbygrabber - 25 DNA - Strike - Level 2 Butterbib - 25 DNA - Pose - Level 1, Health - Level 1 Amphibigrab - 75 DNA - Pose - Level 3 Lockpicker - 75 DNA - Pose - Level 2, Strike - Level 1 Succulenders - 75 DNA - Strike - Level 2, Health - Level 2 Torsionwrencher - 75 DNA - Strike - Level 2, Pose - Level 1, Health - Level 1 Badgerbear - 75 DNA - Strike - Level 2, Pose - Level 1 Velocigrasper - 75 DNA - Strike - Level 3 Mitzy - 75 DNA - Pose - Level 2, Health - Level 2 Amphibigrip - 150 DNA - Pose - Level 4 Opposabubba - 150 DNA - Pose - Level 3, Strike - Level 2 Snatchergrabben - 150 DNA - Strike - Level 3, Health - Level 3 Prongripper - 150 DNA - Strike - Level 3, Pose - Level 2, Health - Level 2 Ultrarolfer - 150 DNA - Strike - Level 3, Pose - Level 2 Hookencrook - 150 DNA - Strike - Level 4 Classic Minion - 150 DNA - Pose - Level 3, Health - Level 3 Croak Masseur - 250 DNA - Pose - Level 5 Monstrumtalon - 250 DNA - Pose - Level 4, Strike - Level 3 Dexterrorous - 250 DNA - Strike - Level 4, Health - Level 4 Tearerwrist - 250 DNA - Strike - Level 3, Pose - Level 3, Health - Level 3 Metacarnal - 250 DNA - Strike - Level 4, Pose - Level 3 Horrorthumbs - 250 DNA - Strike - Level 5 Ectoknight - 250 DNA - Pose - Level 4, Health - Level 4 ******** **Feet** ******** Stubbtoe - 25 DNA - Sprint - Level 2, Dance - Level 1, Speed - Level 2 Twopaw - 25 DNA - Sprint - Level 1, Dance - Level 2, Speed - Level 2 Webwaddle - 25 DNA - Jump - Level 1, Charge - Level 1, Speed - Level 2 Palmwalker - 25 DNA - Speed - Level 1, Dance - Level 1, Sneak - Level 2 Clippity - 25 DNA - Sprint - Level 1, Charge - Level 2, Speed - Level 2 Stumplestilt - 25 DNA - Jump - Level 1, Dance - Level 1, Speed - Level 1 Health - Level 1 Suctoped - 25 DNA - Sneak - Level 1, Charge - Level 1, Dance - Level 1, Speed - Level 1 The Geckonator - 25 DNA - Jump - Level 2, Dance - Level 1, Speed - Level 1 Scareclaw - 75 DNA - Sprint - Level 3, Dance - Level 2, Speed - Level 3 Threepaw - 75 DNA - Sprint - Level 2, Dance - Level 3, Speed - Level 3 Backskritcher - 75 DNA - Jump - Level 2, Charge - Level 3, Speed - Level 3 Underhanded - 75 DNA - Speed - Level 2, Dance - Level 2, Sneak - Level 3 Cloppity - 75 DNA - Sprint - Level 2, Charge - Level 3, Speed - Level 3 Buckfoot - 75 DNA - Jump - Level 2, Dance - Level 2, Speed - Level 2 Health - Level 2 Sugenefoot - 75 DNA - Sneak - Level 2, Charge - Level 2, Dance - Level 2, Speed - Level 2 The Geckoning - 75 DNA - Jump - Level 3, Dance - Level 2, Speed - Level 2 The Clawman - 150 DNA - Sprint - Level 4, Dance - Level 3, Speed - Level 4 Fourpaw - 150 DNA - Sprint - Level 3, Dance - Level 4, Speed - Level 4 Eleuctorclaws - 150 DNA - Jump - Level 3, Charge - Level 4, Speed - Level 4 Hombrenid - 150 DNA - Speed - Level 3, Dance - Level 3, Sneak - Level 4 Hoppity - 150 DNA - Sprint - Level 3, Charge - Level 4, Speed - Level 4 Slasherknight - 150 DNA - Jump - Level 3, Dance - Level 3, Speed - Level 3 Health - Level 3 Suctopod - 150 DNA - Sneak - Level 3, Charge - Level 3, Dance - Level 3, Speed - Level 3 The Froggening - 150 DNA - Jump - Level 4, Dance - Level 3, Speed - Level 3 Dirtchargers - 250 DNA - Sprint - Level 5, Dance - Level 4, Speed - Level 5 Morepaw - 250 DNA - Sprint - Level 4, Dance - Level 5, Speed - Level 5 Raptorclaws - 250 DNA - Jump - Level 4, Charge - Level 5, Speed - Level 5 Sassyquatch - 250 DNA - Speed - Level 4, Dance - Level 4, Sneak - Level 5 Hippoty - 250 DNA - Sprint - Level 4, Charge - Level 5, Speed - Level 5 Scarmaker - 250 DNA - Jump - Level 4, Dance - Level 4, Speed - Level 4 Health - Level 4 Suctofleur - 250 DNA - Sneak - Level 4, Charge - Level 4, Dance - Level 4, Speed - Level 4 The Toadening - 250 DNA - Jump - Level 5, Dance - Level 4, Speed - Level 4 *********** **Weapons** *********** Pediculous - 25 DNA - Charge - Level 2 Keratinhorn - 25 DNA - Charge - Level 1, Health - Level 1 Gobstalker - 25 DNA - Spit - Level 1, Health - Level 1 Hockitlauncher - 25 DNA - Spit - Level 2 Maceball - 25 DNA - Strike - Level 1, Health - Level 1 Scimitard - 25 DNA - Strike - Level 2 Fawninatrix - 75 DNA - Charge - Level 3 Narwholicom - 75 DNA - Charge - Level 2, Health - Level 2 Phlegmthrower - 75 DNA - Spit - Level 2, Health - Level 2 Spraybuchet - 75 DNA - Spit - Level 3 Stressball - 75 DNA - Strike - Level 2, Health - Level 2 Toxic Telson - 75 DNA - Strike - Level 3 Ultramegadeer - 150 DNA - Charge - Level 4 Cornutopic - 150 DNA - Charge - Level 3, Health - Level 3 Problem-Solvent - 150 DNA - Spit - Level 3, Health - Level 3 Ziggur-hat - 150 DNA - Spit - Level 4 The Tauntlet - 150 DNA - Strike - Level 3, Health - Level 3 Reapermantis - 150 DNA - Strike - Level 4 Elkegent - 250 DNA - Charge - Level 5 Rammer - 250 DNA - Charge - Level 4, Health - Level 4 Sprayplam - 250 DNA - Spit - Level 4, Health - Level 4 Poroupain - 250 DNA - Spit - Level 4 SilmSlam Kabalm - 250 DNA - Strike - Level 4, Health - Level 4 Spurprise! - 250 DNA - Strike - Level 5 *********** **Details** *********** Heycorn - 25 DNA - Charm - Level 2 Pomp Pom - 25 DNA - Charm - Level 2 Derma Bark - 25 DNA - Charm - Level 1, Health - Level 1 Featherbluster - 25 DNA - Jump - Level 1, Charm - Level 1 Grasstachio - 25 DNA - Sneak - Level 1, Charm - Level 1 Whipwhick - 25 DNA - Charm - Level 2 Shellshard - 25 DNA - Health - Level 2 Bonekneepad - 25 DNA - Health - Level 2 Sporsalfin - 25 DNA - Sprint - Level 1, Charm - Level 1 Antisoptera - 25 DNA - Jump - Level 1, Glide - Level 2 Nurple - 75 DNA - Charm - Level 3 Springle - 75 DNA - Charm - Level 3 Baublewarts - 75 DNA - Charm - Level 2, Health - Level 2 Marshcara - 75 DNA - Jump - Level 2, Charm - Level 2 Coverleaf - 75 DNA - Sneak - Level 2, Charm - Level 2 Protubers - 75 DNA - Charm - Level 3 Osteoflippy - 75 DNA - Health - Level 3 Knurl Down - 75 DNA - Health - Level 3 Icky-osaur - 75 DNA - Sprint - Level 2, Charm - Level 2 Fauxry Wings - 75 DNA - Jump - Level 1, Glide - Level 3 Jellybutton - 150 DNA - Charm - Level 4 Wrottontail - 150 DNA - Charm - Level 4 Jemite - 150 DNA - Charm - Level 3, Health - Level 3 Peacrock - 150 DNA - Jump - Level 3, Charm - Level 3 Branch Deco - 150 DNA - Sneak - Level 3, Charm - Level 3 Hairlagmites - 150 DNA - Charm - Level 4 Hydroxyloppetite - 150 DNA - Health - Level 4 Bone Tablets - 150 DNA - Health - Level 4 Finneas - 150 DNA - Sprint - Level 3, Charm - Level 3 Megachiraptora - 150 DNA - Jump - Level 1, Glide - Level 4 Mackne - 250 DNA - Charm - Level 5 Fleurbine - 250 DNA - Charm - Level 5 Stealing Crystals - 250 DNA - Charm - Level 4, Health - Level 4 Featherferns - 250 DNA - Jump - Level 4, Charm - Level 4 Florsage - 250 DNA - Sneak - Level 4, Charm - Level 4 Crestacean - 250 DNA - Charm - Level 5 Triterraflops - 250 DNA - Health - Level 5 Rockne - 250 DNA - Health - Level 5 Pool Party-Foul - 250 DNA - Sprint - Level 4, Charm - Level 4 Cassoworry - 250 DNA - Jump - Level 1, Glide - Level 5 To make your creature ready to roll, you need Arms and Legs, a mouth and some eyes. That is about it, you don't need much else, but it is better if you move a bit more, otherwise, it might be a bit annoying to look at a useless creature. ------------------------------------------------------------------------------ [2.03] Tribal Editor For your creatures that you have designed for the tribal stage, you will be able to modify them to your hearts content with some accessory clothes to make them ready for the civilisation stage. This is quite different from the normal creature editor in a few ways. First of all, you don't need to create a creature. You are only going to modify how the creature looks with a few pieces of clothing. These parts will make them appear to more civilised, but I personally am disappointed at the lack of clothes that they allow you to select, no doubt I hear the name Spore: More Clothes expansion pack coming to a store near you. You can no longer modify your creature's physiology, you can't change how their mouth looks, how tall they are, only how they are dressed, which is annoying, but in the tribal stage itself, this is relatively important because the clothes will upgrade the abilties of your own tribe, their gathering power and such. Like I said before, there aren't a lot of parts to play, so there isn't going to be a big lot here. --==Hats==-- Dockworka - 15 Accessory Points - Health - Level 3 Plundercap - 30 Accessory Points - Combat - Level 2, Health - Level 4 Body Wok - 20 Accessory Points - Gathering - Level 2, Social - Level 2 Tierdrop - 30 Accessory Points - Gathering - Level 2, Social - Level 4 Bakerware - 15 Accessory Points - Gathering - Level 3 El Graucho - 30 Accessory Points - Gathering - Level 4, Social - Level 2 Ultra-Fez - 15 Accessory Points - Social - Level 3 King Bling - 30 Accessory Points - Combat - Level 2, Social - Level 4 Floronet - 15 Accessory Points - Gathering - Level 2, Combat - Level 1 Aloe Haira - 30 Accessory Points - Gathering - Level 2, Combat - Level 4 --==Masks==- Apelious Mask - 10 Accessory Points - Combat - Level 1, Social - Level 1 Kofi Kete Mask - 30 Accessory Points - Combat - Level 3, Social - Level 3 Ayuba Mask - 10 Accessory Points - Combat - Level 2 Oba Shaka Mask - 25 Accessory Points - Combat - Level 5 Khwame Mask - 10 Accessory Points - Social - Level 2 Tiki Gamba Mask - 25 Accessory Points - Social - Level 5 --==Chest==-- Fancypack - 15 Accessory Points - Gathering - Level 3 Charm Plate - 25 Accessory Points - Gathering - Level 5 Leaf Camouflage - 5 Accessory Points - Health - Level 1 Singuard - 25 Accessory Points - Health - Level 5 Thorsbjerg Tunic - 5 Accessory Points - Social - Level 1 Tunic of Virtue - 25 Accessory Points - Social - Level 3 Featherkilt - 5 Accessory Points - Combat - Level 1 Philamore Kit - 15 Accessory Points - Combat - Level 3 --==Shoulder==-- Crown Shoulder - 10 Accessory Points - Social - Level 1, Health - Level 1 Metal Pleats - 20 Accessory Points - Social - Level 3, Health - Level 1 Shell Shopped - 10 Accessory Points - Combat - Level 1, Health - Level 1 Kharmadillo - 20 Accessory Points - Combat - Level 3, Health - Level 1 Body Aegis - 10 Accessory Points - Health - Level 2 War Plating - 20 Accessory Points - Health - Level 4 --==Symbol==-- Stunrise - 2 Accessory Points Spideycrest - 2 Accessory Points Gleeclipse - 2 Accessory Points Geltbuckle - 2 Accessory Points Spore Gears - 2 Accessory Points Stovras - 2 Accessory Points --==Detail==-- Stickler - 1 Accessory Point Trophybuck - 1 Accessory Point Mustache - 1 Accessory Point Hearty - 1 Accessory Point Glibia - 1 Accessory Point Prongalong - 1 Accessory Point Bravefeather - 1 Accessory Point Tufted Stalk - 1 Accessory Point Ring - 1 Accessory Point Skull - 1 Accessory Point Again, the effects don't stalk up very well, and the symbol and detail is really just that, they are small details and are not that important. You get another chance to do some more clothes editing later on. ------------------------------------------------------------------------------ [2.04] Civilisation Outfitter The Civ outfitter is basically a way of dressing up your creatures for the space phase with improved clothing for their outfits. They, unlike the clothes in the Tribal Stage, don't provide any benefit, except the fact that they make them look more, civilisated. These are basically more parts from the tribal outfitter. These will only number for half of the current existing outfits, so you only get 50% new content. Needless to say, I'm disappointed and hear expansion pack ringing. --==Hats==-- Tin Cap - 40 Accessory Points Seafairy - 40 Accessory Points M. Poly - 40 Accessory Points Vikis Beany - 40 Accessory Points Wizbang - 40 Accessory Points --==Masks==-- Intercisa Mask - 40 Accessory Points Aqua View Mask - 40 Accessory Points Mariposa Mask - 40 Accessory Points --==Chest==-- Leather Back - 40 Accessory Points Col. Primer - 40 Accessory Points Mini Frials - 40 Accessory Points Civil Senator - 40 Accessory Points --==Shoulders==-- Seashell Cuff - 40 Accessory Points Scrub Brushers - 40 Accessory Points Connector Plate - 40 Accessory Points --==Symbol==-- Circumgear - 2 Accessory Points Rank Hatchings - 2 Accessory Points Snackelicious - 2 Accessory Points --==Detail==-- Bowlious - 1 Accessory Point Cury Coif - 1 Accessory Point Bolt - 1 Accessory Point Metal Cap - 1 Accessory Point Eril Meddllion - 1 Accessory Point This is one of the pointless editors that you will be forced to play with. if you need to at all, since they don't really do anything but modify the way your creature looks. ------------------------------------------------------------------------------ [2.05] Land Vehicles Land Vehicles are going to be necessary for your creature stage. This is the most basic form of vehicle, though as their name suggests, they need to stay on the ground. The good thing is, with all them rockets, you can make a vehicle that can single-handedly create global warming. Just a few little tidbits, the basic or default for a vehicle, before there is even a single part added, there will be a default of 5 speed, 150 health and 10 attack (attack means military damage, economic progress or religious convert power). Every increase in attack will mean 6 more, 1 point is speed translates to 6 and every point in health is 90 hit points. That being said, you only need to have a piece of the body there to make it work, you only need that, but then, it would be a useless vehicle with only a body. I wonder how a cube moves, by itself. --==Bodies==-- Tear Drop-Ship - 100 Construction Points - Health - Extra 90 Points Cubby - 100 Construction Points - Health - Extra 90 Points Tubed - 100 Construction Points - Health - Extra 90 Points Dunce Cap - 100 Construction Points - Health - Extra 90 Points Orbed - 100 Construction Points - Health - Extra 90 Points Breadboxen - 100 Construction Points - Health - Extra 90 Points The Cowbell - 100 Construction Points - Health - Extra 90 Points More Cowbell - 100 Construction Points - Health - Extra 90 Points Sapphire Body - 100 Construction Points - Health - Extra 90 Points Flying Toaster - 100 Construction Points - Health - Extra 90 Points Tippy Canoe - 100 Construction Points - Health - Extra 90 Points Strutter - 100 Construction Points - Health - Extra 90 Points Cargohold - 100 Construction Points - Health - Extra 90 Points Tapered Brick - 100 Construction Points - Health - Extra 90 Points Beveled Lozenge - 100 Construction Points - Health - Extra 90 Points Kessel Runner - 100 Construction Points - Health - Extra 90 Points Smooth Lozenge - 100 Construction Points - Speed - Extra 6 Speed Tipped Plug - 100 Construction Points - Speed - Extra 6 Speed Astro Kennel - 100 Construction Points - Speed - Extra 6 Speed Pointed Node - 100 Construction Points - Speed - Extra 6 Speed Void Chaser - 100 Construction Points - Speed - Extra 6 Speed Macho - 100 Construction Points - Speed - Extra 6 Speed Crying Onion - 100 Construction Points - Speed - Extra 6 Speed Cosmic Flare - 100 Construction Points - Speed - Extra 6 Speed Comet Wasp - 100 Construction Points - Speed - Extra 6 Speed Tapered Bulge - 100 Construction Points - Speed - Extra 6 Speed Shellbeak - 100 Construction Points - Speed - Extra 6 Speed Wimp - 100 Construction Points - Speed - Extra 6 Speed Bird of Prey - 100 Construction Points - Speed - Extra 6 Speed Ridged Cabin - 100 Construction Points - Speed - Extra 6 Speed Event Horizon - 100 Construction Points - Speed - Extra 6 Speed Bubble Rider - 200 Construction Points - Health - Extra 180 Points Vetted - 200 Construction Points - Health - Extra 180 Points Slow and Low - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Trailfin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roadstah - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Battle Ready - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Catchamaran - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Skiffy Skiff - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S YoHoHoBoat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Stubbybubble - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Aft Bluster - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Nulldragger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Airbreather - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Light Venom - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Ghost Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Girded Saucer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Sleakstream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Anvil - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hot Dogger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hawt Tub - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roe Boat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Caviar Cruiser - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Stapeler - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet Stream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Wyrm Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Astro-Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Lozengator - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Horseshoe Flyer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Deployer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Cockpit==-- Exsporatorium - 100 Construction Points - Health - Extra 90 Points Lander Capsule - 100 Construction Points - Health - Extra 90 Points Chill Bibble - 100 Construction Points - Health - Extra 90 Points Moon Men - 100 Construction Points - Health - Extra 90 Points Inscritable Eye - 100 Construction Points - Health - Extra 90 Points Recessed Bay - 100 Construction Points - Health - Extra 90 Points Viewing Pod - 100 Construction Points - Health - Extra 90 Points Colonial Camper - 100 Construction Points - Health - Extra 90 Points Flarestream - 100 Construction Points - Health - Extra 90 Points The Viewfinder - 100 Construction Points - Health - Extra 90 Points The Viewkeeper - 100 Construction Points - Health - Extra 90 Points Glass Elevator - 200 Construction Points - Health - Extra 180 Points The Sightseer - 200 Construction Points - Health - Extra 180 Points Utility Cockpit - 200 Construction Points - Health - Extra 180 Points Speed Eraser - 200 Construction Points - Health - Extra 180 Points Viewmaster - 200 Construction Points - Health - Extra 180 Points Fly Cuspid - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubblecraft - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Clipped Cone - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Gondola - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Conning Tower - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Advance Scout - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Sleek Fighter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Executive Suite - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Split Cabin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Blue Thunder - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Car - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Mid-Life Crisis - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Thesar - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubble Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Starseed - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Whisp - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Land==-- Spinmill - 100 Construction Points - Speed - Extra 6 Speed Weft Coil - 100 Construction Points - Speed - Extra 6 Speed Dune Buggy - 100 Construction Points - Speed - Extra 6 Speed Slip Gripper - 100 Construction Points - Speed - Extra 6 Speed Drag Eraser - 100 Construction Points - Speed - Extra 6 Speed Rocket Keg - 200 Construction Points - Speed - Extra 12 Speed Carbon Belcher - 200 Construction Points - Speed - Extra 12 Speed Bespoked - 200 Construction Points - Speed - Extra 12 Speed Wagon Wheel - 200 Construction Points - Speed - Extra 12 Speed Cart Wheel - 200 Construction Points - Speed - Extra 12 Speed Fly Wheel - 200 Construction Points - Speed - Extra 12 Speed Dust Eater - 200 Construction Points - Speed - Extra 12 Speed Burn Rubber - 200 Construction Points - Speed - Extra 12 Speed Tread Smartly - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Making Tracks - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Betterpillar - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Track Marker - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Red Rover - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Sunday X 3 - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Formula Won - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Locomoleg - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Mechpedal - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Leggsy - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Crawler - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Swamp Heater - 300 Construction Points - Health, Speed - Extra 90HP, 12 S The Go-Ped - 300 Construction Points - Health, Speed - Extra 90HP, 12 S Wheel Well - 300 Construction Points - Health, Speed - Extra 90HP, 12 S The Chariot - 300 Construction Points - Health, Speed - Extra 90HP, 12 S --==Military==-- Bombardier - 100 Construction Points - Military - 6 Extra Attack Uranium Gun - 100 Construction Points - Military - 6 Extra Attack Tubergun - 100 Construction Points - Military - 6 Extra Attack Ye Olde Cannon - 200 Construction Points - Military - 12 Extra Attack Fortune Hunter - 200 Construction Points - Military - 12 Extra Attack Duo Blaster - 200 Construction Points - Military - 12 Extra Attack Boom Rocket - 300 Construction Points - Military - 18 Extra Attack Planet Sniper - 300 Construction Points - Military - 18 Extra Attack Spinfire - 300 Construction Points - Military - 18 Extra Attack Undue Force - 400 Construction Points - Military - 24 Extra Attack War Crime - 400 Construction Points - Military - 24 Extra Attack Paddleshot - 400 Construction Points - Military - 24 Extra Attack --==Economic==-- Stacked - 100 Construction Points - Economic - 6 Extra Power Coin-Siderate - 100 Construction Points - Economic - 6 Extra Power Ho Hum Heraldry - 100 Construction Points - Economic - 6 Extra Power Apogee - 100 Construction Points - Economic - 6 Extra Power Grab Bag - 200 Construction Points - Economic - 12 Extra Power Metir Badge - 200 Construction Points - Economic - 12 Extra Power Banner Day - 200 Construction Points - Economic - 12 Extra Power Binary Suns - 200 Construction Points - Economic - 12 Extra Power Bully Bullion - 300 Construction Points - Economic - 18 Extra Power High Roller - 300 Construction Points - Economic - 18 Extra Power Standard Bearer - 300 Construction Points - Economic - 18 Extra Power Wings of Flame - 300 Construction Points - Economic - 18 Extra Power Over Compensator - 400 Construction Points - Economic - 24 Extra Power Charmed Quark - 400 Construction Points - Economic - 24 Extra Power Vexillum Verus - 400 Construction Points - Economic - 24 Extra Power Hanging Crests - 400 Construction Points - Economic - 24 Extra Power --==Religious==-- Squawk Box - 100 Construction Points - Religious - 6 Extra Power Shofar Victrola - 100 Construction Points - Religious - 6 Extra Power Note of Accord - 100 Construction Points - Religious - 6 Extra Power Kick-Thumper - 100 Construction Points - Religious - 6 Extra Power Charisma Nest - 200 Construction Points - Religious - 12 Extra Power Gammaphone - 200 Construction Points - Religious - 12 Extra Power The Harmonium - 200 Construction Points - Religious - 12 Extra Power Cymbol Crasher - 200 Construction Points - Religious - 12 Extra Power Sousaphone - 300 Construction Points - Religious - 18 Extra Power Crazaphone - 300 Construction Points - Religious - 18 Extra Power Sensual Harp - 300 Construction Points - Religious - 18 Extra Power Clarion Bell - 300 Construction Points - Religious - 18 Extra Power Goes to 11 - 400 Construction Points - Religious - 24 Extra Power Pi Piper - 400 Construction Points - Religious - 24 Extra Power Harp's Accord - 400 Construction Points - Religious - 24 Extra Power Bombastic Gong - 400 Construction Points - Religious - 24 Extra Power --==Effect==-- Singularitron - 25 Construction Points Premium Service - 25 Construction Points Wide-Band - 25 Construction Points Plasma Bent - 25 Construction Points Port Hole - 25 Construction Points The Looktangle - 25 Construction Points Side View - 25 Construction Points Nemo Peeper - 25 Construction Points Shaft of Light - 25 Construction Points Holding Pattern - 25 Construction Points Authority - 25 Construction Points Roving Spot - 25 Construction Points Glow Slats - 25 Construction Points Smog Light - 25 Construction Points Ring of Light - 25 Construction Points Anthropomorph - 25 Construction Points Tri-Beams - 25 Construction Points Crystal Ball - 25 Construction Points Plasma Lathe - 25 Construction Points Photo Deco - 25 Construction Points The Glow Cone - 25 Construction Points The Glowport - 25 Construction Points Portal of Light - 25 Construction Points Klaxxon - 25 Construction Points Night Light - 25 Construction Points Glowing Hose - 25 Construction Points Camping Torch - 25 Construction Points Halcyon Days - 25 Construction Points Photon Cover - 25 Construction Points Glow Bubble - 25 Construction Points Shine Lozenge - 25 Construction Points Old 57 - 25 Construction Points --==Detail==-- Bendy Band - 25 Construction Points Classin' It Up - 25 Construction Points Brood Ornament - 25 Construction Points The Coat Hook - 25 Construction Points Hermes - 25 Construction Points Mercurial - 25 Construction Points Bat-Bourne - 25 Construction Points Zoomerang - 25 Construction Points Ice Cubed - 25 Construction Points Sillynder - 25 Construction Points Snow Cone - 25 Construction Points Celestial Orb - 25 Construction Points Flower Power - 25 Construction Points Spazzberry - 25 Construction Points Deedly-Booper - 25 Construction Points Wunderstar - 25 Construction Points Trellis - 25 Construction Points Die-Cut Plate - 25 Construction Points Sturdy Strut - 25 Construction Points Coaster Harness - 25 Construction Points Gas Sublimator - 25 Construction Points Plasma Duct - 25 Construction Points Quantum Jet - 25 Construction Points NOS Combustor - 25 Construction Points Sporemangrill - 25 Construction Points Steam Punk'D - 25 Construction Points Roadsterama - 25 Construction Points Spacetimegrill - 25 Construction Points Spore Spoiler - 25 Construction Points Spoiled Rotten - 25 Construction Points Space Burner - 25 Construction Points Whale Tailed - 25 Construction Points Bicycle Seat - 25 Construction Points Back Tooth - 25 Construction Points Duck Bill - 25 Construction Points Tear Drop - 25 Construction Points The Horns - 25 Construction Points Ultra Wide-Band - 25 Construction Points Space Whiskers - 25 Construction Points Craft Beanie - 25 Construction Points Storm Chaser - 25 Construction Points Eraser - 25 Construction Points Buoy o Buoy - 25 Construction Points Chapeau - 25 Construction Points Clam Shell - 25 Construction Points Spade of Aces - 25 Construction Points Crescent Phase - 25 Construction Points Hedge-Row - 25 Construction Points ------------------------------------------------------------------------------ [2.06] Sea Vehicles Sea Vehicles are pretty much the same as the land vehicles, well, they have to be, but they have a difference in terms of propulsion. You can look for it by quick searching --==Sea==-- --==Bodies==-- Tear Drop-Ship - 100 Construction Points - Health - Extra 90 Points Cubby - 100 Construction Points - Health - Extra 90 Points Tubed - 100 Construction Points - Health - Extra 90 Points Dunce Cap - 100 Construction Points - Health - Extra 90 Points Orbed - 100 Construction Points - Health - Extra 90 Points Breadboxen - 100 Construction Points - Health - Extra 90 Points The Cowbell - 100 Construction Points - Health - Extra 90 Points More Cowbell - 100 Construction Points - Health - Extra 90 Points Sapphire Body - 100 Construction Points - Health - Extra 90 Points Flying Toaster - 100 Construction Points - Health - Extra 90 Points Tippy Canoe - 100 Construction Points - Health - Extra 90 Points Strutter - 100 Construction Points - Health - Extra 90 Points Cargohold - 100 Construction Points - Health - Extra 90 Points Tapered Brick - 100 Construction Points - Health - Extra 90 Points Beveled Lozenge - 100 Construction Points - Health - Extra 90 Points Kessel Runner - 100 Construction Points - Health - Extra 90 Points Smooth Lozenge - 100 Construction Points - Speed - Extra 6 Speed Tipped Plug - 100 Construction Points - Speed - Extra 6 Speed Astro Kennel - 100 Construction Points - Speed - Extra 6 Speed Pointed Node - 100 Construction Points - Speed - Extra 6 Speed Void Chaser - 100 Construction Points - Speed - Extra 6 Speed Macho - 100 Construction Points - Speed - Extra 6 Speed Crying Onion - 100 Construction Points - Speed - Extra 6 Speed Cosmic Flare - 100 Construction Points - Speed - Extra 6 Speed Comet Wasp - 100 Construction Points - Speed - Extra 6 Speed Tapered Bulge - 100 Construction Points - Speed - Extra 6 Speed Shellbeak - 100 Construction Points - Speed - Extra 6 Speed Wimp - 100 Construction Points - Speed - Extra 6 Speed Bird of Prey - 100 Construction Points - Speed - Extra 6 Speed Ridged Cabin - 100 Construction Points - Speed - Extra 6 Speed Event Horizon - 100 Construction Points - Speed - Extra 6 Speed Bubble Rider - 200 Construction Points - Health - Extra 180 Points Vetted - 200 Construction Points - Health - Extra 180 Points Slow and Low - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Trailfin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roadstah - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Battle Ready - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Catchamaran - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Skiffy Skiff - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S YoHoHoBoat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Stubbybubble - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Aft Bluster - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Nulldragger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Airbreather - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Light Venom - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Ghost Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Girded Saucer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Sleakstream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Anvil - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hot Dogger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hawt Tub - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roe Boat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Caviar Cruiser - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Stapeler - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet Stream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Wyrm Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Astro-Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Lozengator - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Horseshoe Flyer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Deployer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Cockpit==-- Exsporatorium - 100 Construction Points - Health - Extra 90 Points Lander Capsule - 100 Construction Points - Health - Extra 90 Points Chill Bibble - 100 Construction Points - Health - Extra 90 Points Moon Men - 100 Construction Points - Health - Extra 90 Points Inscritable Eye - 100 Construction Points - Health - Extra 90 Points Recessed Bay - 100 Construction Points - Health - Extra 90 Points Viewing Pod - 100 Construction Points - Health - Extra 90 Points Colonial Camper - 100 Construction Points - Health - Extra 90 Points Flarestream - 100 Construction Points - Health - Extra 90 Points The Viewfinder - 100 Construction Points - Health - Extra 90 Points The Viewkeeper - 100 Construction Points - Health - Extra 90 Points Glass Elevator - 200 Construction Points - Health - Extra 180 Points The Sightseer - 200 Construction Points - Health - Extra 180 Points Utility Cockpit - 200 Construction Points - Health - Extra 180 Points Speed Eraser - 200 Construction Points - Health - Extra 180 Points Viewmaster - 200 Construction Points - Health - Extra 180 Points Fly Cuspid - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubblecraft - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Clipped Cone - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Gondola - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Conning Tower - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Advance Scout - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Sleek Fighter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Executive Suite - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Split Cabin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Blue Thunder - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Car - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Mid-Life Crisis - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Thesar - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubble Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Starseed - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Whisp - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Sea==-- Craft Propeller - 100 Construction Points - Speed - Extra 6 Speed Aquatictan - 100 Construction Points - Speed - Extra 6 Speed Grobby Paddle - 100 Construction Points - Speed - Extra 6 Speed Voidstroker - 100 Construction Points - Speed - Extra 6 Speed Mainsail Ahoy - 100 Construction Points - Speed - Extra 6 Speed Hooded Turbine - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet Propulsion - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Propeller Box - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Rivah Boat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Fluid Turbine - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Water Wings - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Hydroplane - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bilateral Oars - 200 Construction Points - Speed - Extra 12 Speed Hydraulic Oar - 200 Construction Points - Speed - Extra 12 Speed Antimatterfan - 200 Construction Points - Speed - Extra 12 Speed Scurvy Canine - 200 Construction Points - Speed - Extra 12 Speed Spinraker - 200 Construction Points - Speed - Extra 12 Speed Fine Junk - 200 Construction Points - Speed - Extra 12 Speed Water Skis - 200 Construction Points - Speed - Extra 12 Speed Aqua Sled - 200 Construction Points - Speed - Extra 12 Speed --==Military==-- Bombardier - 100 Construction Points - Military - 6 Extra Attack Uranium Gun - 100 Construction Points - Military - 6 Extra Attack Tubergun - 100 Construction Points - Military - 6 Extra Attack Ye Olde Cannon - 200 Construction Points - Military - 12 Extra Attack Fortune Hunter - 200 Construction Points - Military - 12 Extra Attack Duo Blaster - 200 Construction Points - Military - 12 Extra Attack Boom Rocket - 300 Construction Points - Military - 18 Extra Attack Planet Sniper - 300 Construction Points - Military - 18 Extra Attack Spinfire - 300 Construction Points - Military - 18 Extra Attack Undue Force - 400 Construction Points - Military - 24 Extra Attack War Crime - 400 Construction Points - Military - 24 Extra Attack Paddleshot - 400 Construction Points - Military - 24 Extra Attack --==Economic==-- Stacked - 100 Construction Points - Economic - 6 Extra Power Coin-Siderate - 100 Construction Points - Economic - 6 Extra Power Ho Hum Heraldry - 100 Construction Points - Economic - 6 Extra Power Apogee - 100 Construction Points - Economic - 6 Extra Power Grab Bag - 200 Construction Points - Economic - 12 Extra Power Metir Badge - 200 Construction Points - Economic - 12 Extra Power Banner Day - 200 Construction Points - Economic - 12 Extra Power Binary Suns - 200 Construction Points - Economic - 12 Extra Power Bully Bullion - 300 Construction Points - Economic - 18 Extra Power High Roller - 300 Construction Points - Economic - 18 Extra Power Standard Bearer - 300 Construction Points - Economic - 18 Extra Power Wings of Flame - 300 Construction Points - Economic - 18 Extra Power Over Compensator - 400 Construction Points - Economic - 24 Extra Power Charmed Quark - 400 Construction Points - Economic - 24 Extra Power Vexillum Verus - 400 Construction Points - Economic - 24 Extra Power Hanging Crests - 400 Construction Points - Economic - 24 Extra Power --==Religious==-- Squawk Box - 100 Construction Points - Religious - 6 Extra Power Shofar Victrola - 100 Construction Points - Religious - 6 Extra Power Note of Accord - 100 Construction Points - Religious - 6 Extra Power Kick-Thumper - 100 Construction Points - Religious - 6 Extra Power Charisma Nest - 200 Construction Points - Religious - 12 Extra Power Gammaphone - 200 Construction Points - Religious - 12 Extra Power The Harmonium - 200 Construction Points - Religious - 12 Extra Power Cymbol Crasher - 200 Construction Points - Religious - 12 Extra Power Sousaphone - 300 Construction Points - Religious - 18 Extra Power Crazaphone - 300 Construction Points - Religious - 18 Extra Power Sensual Harp - 300 Construction Points - Religious - 18 Extra Power Clarion Bell - 300 Construction Points - Religious - 18 Extra Power Goes to 11 - 400 Construction Points - Religious - 24 Extra Power Pi Piper - 400 Construction Points - Religious - 24 Extra Power Harp's Accord - 400 Construction Points - Religious - 24 Extra Power Bombastic Gong - 400 Construction Points - Religious - 24 Extra Power --==Effect==-- Singularitron - 25 Construction Points Premium Service - 25 Construction Points Wide-Band - 25 Construction Points Plasma Bent - 25 Construction Points Port Hole - 25 Construction Points The Looktangle - 25 Construction Points Side View - 25 Construction Points Nemo Peeper - 25 Construction Points Shaft of Light - 25 Construction Points Holding Pattern - 25 Construction Points Authority - 25 Construction Points Roving Spot - 25 Construction Points Glow Slats - 25 Construction Points Smog Light - 25 Construction Points Ring of Light - 25 Construction Points Anthropomorph - 25 Construction Points Tri-Beams - 25 Construction Points Crystal Ball - 25 Construction Points Plasma Lathe - 25 Construction Points Photo Deco - 25 Construction Points The Glow Cone - 25 Construction Points The Glowport - 25 Construction Points Portal of Light - 25 Construction Points Klaxxon - 25 Construction Points Night Light - 25 Construction Points Glowing Hose - 25 Construction Points Camping Torch - 25 Construction Points Halcyon Days - 25 Construction Points Photon Cover - 25 Construction Points Glow Bubble - 25 Construction Points Shine Lozenge - 25 Construction Points Old 57 - 25 Construction Points --==Detail==-- Bendy Band - 25 Construction Points Classin' It Up - 25 Construction Points Brood Ornament - 25 Construction Points The Coat Hook - 25 Construction Points Hermes - 25 Construction Points Mercurial - 25 Construction Points Bat-Bourne - 25 Construction Points Zoomerang - 25 Construction Points Ice Cubed - 25 Construction Points Sillynder - 25 Construction Points Snow Cone - 25 Construction Points Celestial Orb - 25 Construction Points Flower Power - 25 Construction Points Spazzberry - 25 Construction Points Deedly-Booper - 25 Construction Points Wunderstar - 25 Construction Points Trellis - 25 Construction Points Die-Cut Plate - 25 Construction Points Sturdy Strut - 25 Construction Points Coaster Harness - 25 Construction Points Gas Sublimator - 25 Construction Points Plasma Duct - 25 Construction Points Quantum Jet - 25 Construction Points NOS Combustor - 25 Construction Points Sporemangrill - 25 Construction Points Steam Punk'D - 25 Construction Points Roadsterama - 25 Construction Points Spacetimegrill - 25 Construction Points Spore Spoiler - 25 Construction Points Spoiled Rotten - 25 Construction Points Space Burner - 25 Construction Points Whale Tailed - 25 Construction Points Bicycle Seat - 25 Construction Points Back Tooth - 25 Construction Points Duck Bill - 25 Construction Points Tear Drop - 25 Construction Points The Horns - 25 Construction Points Ultra Wide-Band - 25 Construction Points Space Whiskers - 25 Construction Points Craft Beanie - 25 Construction Points Storm Chaser - 25 Construction Points Eraser - 25 Construction Points Buoy o Buoy - 25 Construction Points Chapeau - 25 Construction Points Clam Shell - 25 Construction Points Spade of Aces - 25 Construction Points Crescent Phase - 25 Construction Points Hedge-Row - 25 Construction Points ------------------------------------------------------------------------------ [2.07] Air Vehicles Air Vehicles have exactly the same parts as Sea and Land vehicles and the same crap applies, you just need a body to have a creation, though you might want a bit more in them, since they are flying, after all. --==Bodies==-- Tear Drop-Ship - 100 Construction Points - Health - Extra 90 Points Cubby - 100 Construction Points - Health - Extra 90 Points Tubed - 100 Construction Points - Health - Extra 90 Points Dunce Cap - 100 Construction Points - Health - Extra 90 Points Orbed - 100 Construction Points - Health - Extra 90 Points Breadboxen - 100 Construction Points - Health - Extra 90 Points The Cowbell - 100 Construction Points - Health - Extra 90 Points More Cowbell - 100 Construction Points - Health - Extra 90 Points Sapphire Body - 100 Construction Points - Health - Extra 90 Points Flying Toaster - 100 Construction Points - Health - Extra 90 Points Tippy Canoe - 100 Construction Points - Health - Extra 90 Points Strutter - 100 Construction Points - Health - Extra 90 Points Cargohold - 100 Construction Points - Health - Extra 90 Points Tapered Brick - 100 Construction Points - Health - Extra 90 Points Beveled Lozenge - 100 Construction Points - Health - Extra 90 Points Kessel Runner - 100 Construction Points - Health - Extra 90 Points Smooth Lozenge - 100 Construction Points - Speed - Extra 6 Speed Tipped Plug - 100 Construction Points - Speed - Extra 6 Speed Astro Kennel - 100 Construction Points - Speed - Extra 6 Speed Pointed Node - 100 Construction Points - Speed - Extra 6 Speed Void Chaser - 100 Construction Points - Speed - Extra 6 Speed Macho - 100 Construction Points - Speed - Extra 6 Speed Crying Onion - 100 Construction Points - Speed - Extra 6 Speed Cosmic Flare - 100 Construction Points - Speed - Extra 6 Speed Comet Wasp - 100 Construction Points - Speed - Extra 6 Speed Tapered Bulge - 100 Construction Points - Speed - Extra 6 Speed Shellbeak - 100 Construction Points - Speed - Extra 6 Speed Wimp - 100 Construction Points - Speed - Extra 6 Speed Bird of Prey - 100 Construction Points - Speed - Extra 6 Speed Ridged Cabin - 100 Construction Points - Speed - Extra 6 Speed Event Horizon - 100 Construction Points - Speed - Extra 6 Speed Bubble Rider - 200 Construction Points - Health - Extra 180 Points Vetted - 200 Construction Points - Health - Extra 180 Points Slow and Low - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Trailfin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roadstah - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Battle Ready - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Catchamaran - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Skiffy Skiff - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S YoHoHoBoat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Stubbybubble - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Aft Bluster - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Nulldragger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Airbreather - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Light Venom - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Ghost Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Girded Saucer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Sleakstream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Anvil - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hot Dogger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hawt Tub - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roe Boat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Caviar Cruiser - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Stapeler - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet Stream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Wyrm Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Astro-Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Lozengator - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Horseshoe Flyer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Deployer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Cockpit==-- Exsporatorium - 100 Construction Points - Health - Extra 90 Points Lander Capsule - 100 Construction Points - Health - Extra 90 Points Chill Bibble - 100 Construction Points - Health - Extra 90 Points Moon Men - 100 Construction Points - Health - Extra 90 Points Inscritable Eye - 100 Construction Points - Health - Extra 90 Points Recessed Bay - 100 Construction Points - Health - Extra 90 Points Viewing Pod - 100 Construction Points - Health - Extra 90 Points Colonial Camper - 100 Construction Points - Health - Extra 90 Points Flarestream - 100 Construction Points - Health - Extra 90 Points The Viewfinder - 100 Construction Points - Health - Extra 90 Points The Viewkeeper - 100 Construction Points - Health - Extra 90 Points Glass Elevator - 200 Construction Points - Health - Extra 180 Points The Sightseer - 200 Construction Points - Health - Extra 180 Points Utility Cockpit - 200 Construction Points - Health - Extra 180 Points Speed Eraser - 200 Construction Points - Health - Extra 180 Points Viewmaster - 200 Construction Points - Health - Extra 180 Points Fly Cuspid - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubblecraft - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Clipped Cone - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Gondola - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Conning Tower - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Advance Scout - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Sleek Fighter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Executive Suite - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Split Cabin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Blue Thunder - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Car - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Mid-Life Crisis - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Thesar - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubble Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Starseed - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Whisp - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Air==-- Pb Zeppelin - 100 Construction Points - Speed - Extra 6 Speed Phileas Fogger - 100 Construction Points - Speed - Extra 6 Speed Downward Spiral - 100 Construction Points - Speed - Extra 6 Speed Commercial Jet - 100 Construction Points - Speed - Extra 6 Speed Tongue Wing - 100 Construction Points - Speed - Extra 6 Speed Tiered Wing - 100 Construction Points - Speed - Extra 6 Speed Helix Wing - 100 Construction Points - Speed - Extra 6 Speed Bit Flapper - 100 Construction Points - Speed - Extra 6 Speed Montgolfier - 200 Construction Points - Speed - Extra 12 Speed Cushioned Drop - 200 Construction Points - Speed - Extra 12 Speed Spiritwister - 200 Construction Points - Speed - Extra 12 Speed Duo-Prop - 200 Construction Points - Speed - Extra 12 Speed Thermojet - 200 Construction Points - Speed - Extra 12 Speed Turbojet - 200 Construction Points - Speed - Extra 12 Speed Ramjet - 200 Construction Points - Speed - Extra 12 Speed Scramjet - 200 Construction Points - Speed - Extra 12 Speed Armoured Flight - 200 Construction Points - Speed - Extra 12 Speed Meah-Wing - 200 Construction Points - Speed - Extra 12 Speed Harrier Wing - 200 Construction Points - Speed - Extra 12 Speed Air Shark - 200 Construction Points - Speed - Extra 12 Speed Downward Drag - 200 Construction Points - Speed - Extra 12 Speed Spoar - 200 Construction Points - Speed - Extra 12 Speed Archaeopteryx - 200 Construction Points - Speed - Extra 12 Speed Dorsal Crest - 200 Construction Points - Speed - Extra 12 Speed The Propmaster - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet-Setter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Sailor - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Wright Stuff - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bling Wing - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Ornithopteryx - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Air Cutter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Urvogel - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Military==-- Bombardier - 100 Construction Points - Military - 6 Extra Attack Uranium Gun - 100 Construction Points - Military - 6 Extra Attack Tubergun - 100 Construction Points - Military - 6 Extra Attack Ye Olde Cannon - 200 Construction Points - Military - 12 Extra Attack Fortune Hunter - 200 Construction Points - Military - 12 Extra Attack Duo Blaster - 200 Construction Points - Military - 12 Extra Attack Boom Rocket - 300 Construction Points - Military - 18 Extra Attack Planet Sniper - 300 Construction Points - Military - 18 Extra Attack Spinfire - 300 Construction Points - Military - 18 Extra Attack Undue Force - 400 Construction Points - Military - 24 Extra Attack War Crime - 400 Construction Points - Military - 24 Extra Attack Paddleshot - 400 Construction Points - Military - 24 Extra Attack --==Economic==-- Stacked - 100 Construction Points - Economic - 6 Extra Power Coin-Siderate - 100 Construction Points - Economic - 6 Extra Power Ho Hum Heraldry - 100 Construction Points - Economic - 6 Extra Power Apogee - 100 Construction Points - Economic - 6 Extra Power Grab Bag - 200 Construction Points - Economic - 12 Extra Power Metir Badge - 200 Construction Points - Economic - 12 Extra Power Banner Day - 200 Construction Points - Economic - 12 Extra Power Binary Suns - 200 Construction Points - Economic - 12 Extra Power Bully Bullion - 300 Construction Points - Economic - 18 Extra Power High Roller - 300 Construction Points - Economic - 18 Extra Power Standard Bearer - 300 Construction Points - Economic - 18 Extra Power Wings of Flame - 300 Construction Points - Economic - 18 Extra Power Over Compensator - 400 Construction Points - Economic - 24 Extra Power Charmed Quark - 400 Construction Points - Economic - 24 Extra Power Vexillum Verus - 400 Construction Points - Economic - 24 Extra Power Hanging Crests - 400 Construction Points - Economic - 24 Extra Power --==Religious==-- Squawk Box - 100 Construction Points - Religious - 6 Extra Power Shofar Victrola - 100 Construction Points - Religious - 6 Extra Power Note of Accord - 100 Construction Points - Religious - 6 Extra Power Kick-Thumper - 100 Construction Points - Religious - 6 Extra Power Charisma Nest - 200 Construction Points - Religious - 12 Extra Power Gammaphone - 200 Construction Points - Religious - 12 Extra Power The Harmonium - 200 Construction Points - Religious - 12 Extra Power Cymbol Crasher - 200 Construction Points - Religious - 12 Extra Power Sousaphone - 300 Construction Points - Religious - 18 Extra Power Crazaphone - 300 Construction Points - Religious - 18 Extra Power Sensual Harp - 300 Construction Points - Religious - 18 Extra Power Clarion Bell - 300 Construction Points - Religious - 18 Extra Power Goes to 11 - 400 Construction Points - Religious - 24 Extra Power Pi Piper - 400 Construction Points - Religious - 24 Extra Power Harp's Accord - 400 Construction Points - Religious - 24 Extra Power Bombastic Gong - 400 Construction Points - Religious - 24 Extra Power --==Effect==-- Singularitron - 25 Construction Points Premium Service - 25 Construction Points Wide-Band - 25 Construction Points Plasma Bent - 25 Construction Points Port Hole - 25 Construction Points The Looktangle - 25 Construction Points Side View - 25 Construction Points Nemo Peeper - 25 Construction Points Shaft of Light - 25 Construction Points Holding Pattern - 25 Construction Points Authority - 25 Construction Points Roving Spot - 25 Construction Points Glow Slats - 25 Construction Points Smog Light - 25 Construction Points Ring of Light - 25 Construction Points Anthropomorph - 25 Construction Points Tri-Beams - 25 Construction Points Crystal Ball - 25 Construction Points Plasma Lathe - 25 Construction Points Photo Deco - 25 Construction Points The Glow Cone - 25 Construction Points The Glowport - 25 Construction Points Portal of Light - 25 Construction Points Klaxxon - 25 Construction Points Night Light - 25 Construction Points Glowing Hose - 25 Construction Points Camping Torch - 25 Construction Points Halcyon Days - 25 Construction Points Photon Cover - 25 Construction Points Glow Bubble - 25 Construction Points Shine Lozenge - 25 Construction Points Old 57 - 25 Construction Points --==Detail==-- Bendy Band - 25 Construction Points Classin' It Up - 25 Construction Points Brood Ornament - 25 Construction Points The Coat Hook - 25 Construction Points Hermes - 25 Construction Points Mercurial - 25 Construction Points Bat-Bourne - 25 Construction Points Zoomerang - 25 Construction Points Ice Cubed - 25 Construction Points Sillynder - 25 Construction Points Snow Cone - 25 Construction Points Celestial Orb - 25 Construction Points Flower Power - 25 Construction Points Spazzberry - 25 Construction Points Deedly-Booper - 25 Construction Points Wunderstar - 25 Construction Points Trellis - 25 Construction Points Die-Cut Plate - 25 Construction Points Sturdy Strut - 25 Construction Points Coaster Harness - 25 Construction Points Gas Sublimator - 25 Construction Points Plasma Duct - 25 Construction Points Quantum Jet - 25 Construction Points NOS Combustor - 25 Construction Points Sporemangrill - 25 Construction Points Steam Punk'D - 25 Construction Points Roadsterama - 25 Construction Points Spacetimegrill - 25 Construction Points Spore Spoiler - 25 Construction Points Spoiled Rotten - 25 Construction Points Space Burner - 25 Construction Points Whale Tailed - 25 Construction Points Bicycle Seat - 25 Construction Points Back Tooth - 25 Construction Points Duck Bill - 25 Construction Points Tear Drop - 25 Construction Points The Horns - 25 Construction Points Ultra Wide-Band - 25 Construction Points Space Whiskers - 25 Construction Points Craft Beanie - 25 Construction Points Storm Chaser - 25 Construction Points Eraser - 25 Construction Points Buoy o Buoy - 25 Construction Points Chapeau - 25 Construction Points Clam Shell - 25 Construction Points Spade of Aces - 25 Construction Points Crescent Phase - 25 Construction Points Hedge-Row - 25 Construction Points ------------------------------------------------------------------------------ [2.08] Building Creator Again, there is a building creator to allow you to create buildings. Given that there are going to be a lot of parts, I've bundled all the buildings together, but note that City Hall parts are only for City Halls, Housing for Houses, and so forth. All you need to create a building effectively is a body for the building and that is all. Any other parts are merely accessories for the building, but they probably should be used to make sure you actually have a building. No one wants a city hall as a grey cube. Just as a note, you get 50,000 construction points here, so you are going to probably be limited by the complexity of your building. --==Bodies==-- Cubicle - 500 Construction Points Columnar - 500 Construction Points Octo-Cottage - 500 Construction Points Condominimum - 500 Construction Points Buttressgead - 500 Construction Points Castle Ramparts - 500 Construction Points Archway - 500 Construction Points Octo-Tower - 500 Construction Points Bachelor Vat - 500 Construction Points Bubble Fab - 500 Construction Points Thinkin' Logs - 500 Construction Points Octo-Lashings - 500 Construction Points Scare-Itecture - 500 Construction Points Bristly Abode - 500 Construction Points Bungle-Oh! - 500 Construction Points The Haunt - 500 Construction Points Futuro - 500 Construction Points Deco-Toaster - 500 Construction Points Maxx Ramparts - 500 Construction Points Concentricle - 500 Construction Points Building Block - 500 Construction Points Tube Cabin - 500 Construction Points Octa-Roost - 500 Construction Points Dollop Habitat - 500 Construction Points --==Roofs==-- Barn Roof - 500 Construction Points Civic Roof - 500 Construction Points Tower Roof - 500 Construction Points Dome Roof - 500 Construction Points Narua Roof - 500 Construction Points Ivangorod Roof - 500 Construction Points Merlon Roof - 500 Construction Points Drum Roof - 500 Construction Points Leather Roof - 500 Construction Points Stretched Tarp - 500 Construction Points Cream Topping - 500 Construction Points Berry Roof - 500 Construction Points Ya-Gure Roof - 500 Construction Points Mempo Roof - 500 Construction Points Kabuto Roof - 500 Construction Points Himeji Roof - 500 Construction Points Cake Top Roof - 500 Construction Points Balboa Roof - 500 Construction Points Van Alen Roof - 500 Construction Points Gehry Roof - 500 Construction Points Pyramid - 500 Construction Points Bluauac - 500 Construction Points Top Cap - 500 Construction Points Buckyhome - 500 Construction Points --==Connector==-- Colaba Causeway - 500 Construction Points Kesher - 500 Construction Points Attache - 500 Construction Points Connexion - 500 Construction Points Overpassed - 500 Construction Points Fastenate - 500 Construction Points Marry Way - 500 Construction Points Weaver - 500 Construction Points Correlation Station - 500 Construction Points Walkthrough - 500 Construction Points Hitch - 500 Construction Points Promenada - 500 Construction Points Piazza Della Spora - 500 Construction Points Portico - 500 Construction Points Stoa Way - 500 Construction Points Ponte Vexio - 500 Construction Points Passage - 500 Construction Points Veranda - 500 Construction Points Jeyway - 500 Construction Points Skywalked - 500 Construction Points Rejoinder - 500 Construction Points Up Periscope - 500 Construction Points Colonanade - 500 Construction Points Loggia - 500 Construction Points --==Doors==-- Double Doors - 500 Construction Points Civics Lesson - 500 Construction Points Double-Deco - 500 Construction Points Lancet Columns - 500 Construction Points Sci Fi Slider - 500 Construction Points Pod Bay Doors - 500 Construction Points Cobbled Gate - 500 Construction Points Drawbridge - 500 Construction Points Portcullis - 500 Construction Points Arched Hut Door - 500 Construction Points Lashed Entrance - 500 Construction Points Bio Window - 500 Construction Points Tree Fort - 500 Construction Points Egress - 500 Construction Points Terror Nook - 500 Construction Points Horned Portal - 500 Construction Points Aperture - 500 Construction Points Escape Hatch - 500 Construction Points Pressure Hatch - 500 Construction Points Irising Opening - 500 Construction Points --==Windows==-- Glazier Box - 500 Construction Points Beveled Bay - 500 Construction Points Porthole - 500 Construction Points New Colonial - 500 Construction Points Muntin - 500 Construction Points Spoarish Lancet - 500 Construction Points Polygon Window - 500 Construction Points Gobbled Portal - 500 Construction Points Wishbone Plate - 500 Construction Points Hearth Hole - 500 Construction Points Domed Ledge - 500 Construction Points Amoebic Outlook - 500 Construction Points Fang Porthole - 500 Construction Points Trophy Porthole - 500 Construction Points Gaping Maw - 500 Construction Points Portal Nostrils - 500 Construction Points Vaccum Porthole - 500 Construction Points Bolted Porthole - 500 Construction Points Window Flaps - 500 Construction Points --==Details==-- Awning - 500 Construction Points Lashed Awning - 500 Construction Points Awning of Doom - 500 Construction Points Hive Lover - 500 Construction Points Raw Demagogue - 500 Construction Points Chief's Perch - 500 Construction Points Bully Pulpit - 500 Construction Points Charismatic - 500 Construction Points Fortified Flair - 500 Construction Points Vacuole - 500 Construction Points Hanging Fang - 500 Construction Points Majestic Prong - 500 Construction Points Cubed - 500 Construction Points Pointed - 500 Construction Points Cylindra - 500 Construction Points Esphereal - 500 Construction Points Donut - 500 Construction Points Plop - 500 Construction Points Polyhedron - 500 Construction Points Parasol - 500 Construction Points Kickboard - 500 Construction Points Patch - 500 Construction Points Crayon Topper - 500 Construction Points Button - 500 Construction Points Batty - 500 Construction Points Acicularis - 500 Construction Points Tear Dropped - 500 Construction Points Sands of Time - 500 Construction Points Lozenge - 500 Construction Points Pedoep - 500 Construction Points Boxy - 500 Construction Points Puffer - 500 Construction Points Epee - 500 Construction Points Fringe Grabber - 500 Construction Points Mushroom Stalk - 500 Construction Points Tuning Time - 500 Construction Points Party Flavour - 500 Construction Points Illumine - 500 Construction Points Acorn - 500 Construction Points Your Turn - 500 Construction Points --==City Hall==-- Friar Tucker - 1500 Construction Points Little Johnny - 2500 Construction Points Mad Maid Marian - 2500 Construction Points Sherwood Fawks - 2500 Construction Points Teepee - 500 Construction Points Fiercesom - 500 Construction Points Jefferson - 500 Construction Points Caraousel - 500 Construction Points Yepun Seeker - 3500 Construction Points Antu Reveiver - 3500 Construction Points Qua-Yen Sighter - 3500 Construction Points Me-Li-Pol Finder - 3500 Construction Points Lev Anter Finder - 3500 Construction Points Sciroco Vane - 3500 Construction Points Huba Seeker - 3500 Construction Points Chincook Sensor - 3500 Construction Points --==Housing==-- Lawn Art - 500 Construction Points Window Boxing - 500 Construction Points Wishing Well - 500 Construction Points Overlook - 500 Construction Points Stonewall - 500 Construction Points Portal - 500 Construction Points Entree - 500 Construction Points Street Lamp - 3500 Construction Points Torchiere - 3500 Construction Points Light Sphere - 3500 Construction Points Industry Light - 3500 Construction Points Black Smoker - 3500 Construction Points Smokey Fang - 3500 Construction Points Light Cane - 3500 Construction Points Picnic Time - 3500 Construction Points Pajaro Paradiso - 3500 Construction Points --==Factory==-- Soot Belcher - 2500 Construction Points Carbon Vent - 2500 Construction Points Beamed - 2500 Construction Points Spotty Light - 2500 Construction Points Twirl Gear - 3500 Construction Points Fancy Fan - 3500 Construction Points Aqua Swisher - 3500 Construction Points El Quixote - 3500 Construction Points Steampunk Mill - 3500 Construction Points Artisan Mill - 3500 Construction Points Air Powered - 3500 Construction Points Gear Boxen - 4500 Construction Points Power Converter - 4500 Construction Points Plasma Still - 4500 Construction Points Kuba Steamer - 4500 Construction Points Piston Pusher - 5000 Construction Points Tire Pouse - 5000 Construction Points Criket Pump - 5000 Construction Points Fisson Station - 6000 Construction Points Metal Twister - 7500 Construction Points --==Entertainment==-- Daisy May - 2000 Construction Points Viking Horn - 2000 Construction Points Sagrada Uva - 2000 Construction Points Anemore Planta - 2000 Construction Points Cublious Sign - 2500 Construction Points Musko Sign - 2500 Construction Points Lamski Sign - 2500 Construction Points Ginog Sign - 2500 Construction Points Bubble Taps - 2500 Construction Points Old Spewie - 2500 Construction Points Confetti Blower - 2500 Construction Points Little Puffer - 2500 Construction Points Little Beam - 2500 Construction Points Fire Fly Beams - 2500 Construction Points Orbit Shiner - 3500 Construction Points Spot Light - 3500 Construction Points That should be it for all the buildings, it is a long and painful list to look through. ------------------------------------------------------------------------------ [2.09] Spaceship Creator The best creator in the game, you get to design all the spaceships that you want. You can build spaceships from the fighters in X Com, your favourite fighters from Starlancer and Freelancer, the Star Destroyers from Star Wars, the Enterprise from Star Trek, the Planet Express ship from Futurama, the Battle Ships from Nexus: The Jupiter Incident, the Darkstar One or any fighter from the X Series. Yes, I love my Sci Fi in this department. In the Spaceship Creator, this is where things get a little, complicated. You have all the parts of the vehicles, including SEa, Land and Air (SEAL), as well as space, and a reduced weapons bay. This makes it the best vehicle creator since you can have a carbon spewing boat that happens to cross into space, crazy, but possible. I'll list all of the parts here, but note that the Weapons have changed. --==Bodies==-- Tear Drop-Ship - 100 Construction Points Cubby - 100 Construction Points Tubed - 100 Construction Points Dunce Cap - 100 Construction Points Orbed - 100 Construction Points Breadboxen - 100 Construction Points The Cowbell - 100 Construction Points More Cowbell - 100 Construction Points Sapphire Body - 100 Construction Points Flying Toaster - 100 Construction Points Tippy Canoe - 100 Construction Points Strutter - 100 Construction Points Cargohold - 100 Construction Points Tapered Brick - 100 Construction Points Beveled Lozenge - 100 Construction Points Kessel Runner - 100 Construction Points Smooth Lozenge - 100 Construction Points Tipped Plug - 100 Construction Points Astro Kennel - 100 Construction Points Pointed Node - 100 Construction Points Void Chaser - 100 Construction Points Macho - 100 Construction Points Crying Onion - 100 Construction Points Cosmic Flare - 100 Construction Points Comet Wasp - 100 Construction Points Tapered Bulge - 100 Construction Points Shellbeak - 100 Construction Points Wimp - 100 Construction Points Bird of Prey - 100 Construction Points Ridged Cabin - 100 Construction Points Event Horizon - 100 Construction Points Bubble Rider - 200 Construction Points Vetted - 200 Construction Points Slow and Low - 200 Construction Points Trailfin - 200 Construction Points Roadstah - 200 Construction Points Battle Ready - 200 Construction Points Catchamaran - 200 Construction Points Skiffy Skiff - 200 Construction Points YoHoHoBoat - 200 Construction Points Stubbybubble - 200 Construction Points Aft Bluster - 200 Construction Points Nulldragger - 200 Construction Points Airbreather - 200 Construction Points Light Venom - 200 Construction Points Ghost Rocket - 200 Construction Points Girded Saucer - 200 Construction Points The Sleakstream - 200 Construction Points Flying Anvil - 200 Construction Points The Hot Dogger - 200 Construction Points The Hawt Tub - 200 Construction Points Roe Boat - 200 Construction Points Caviar Cruiser - 200 Construction Points The Stapeler - 200 Construction Points Jet Stream - 200 Construction Points Wyrm Rider - 200 Construction Points Astro-Rocket - 200 Construction Points The Lozengator - 200 Construction Points Horseshoe Flyer - 200 Construction Points Star Deployer - 200 Construction Points --==Cockpit==-- Exsporatorium - 100 Construction Points Lander Capsule - 100 Construction Points Chill Bibble - 100 Construction Points Moon Men - 100 Construction Points Inscritable Eye - 100 Construction Points Recessed Bay - 100 Construction Points Viewing Pod - 100 Construction Points Colonial Camper - 100 Construction Points Flarestream - 100 Construction Points The Viewfinder - 100 Construction Points The Viewkeeper - 100 Construction Points Glass Elevator - 200 Construction Points The Sightseer - 200 Construction Points Utility Cockpit - 200 Construction Points Speed Eraser - 200 Construction Points Viewmaster - 200 Construction Points Fly Cuspid - 200 Construction Points Bubblecraft - 200 Construction Points Clipped Cone - 200 Construction Points Gondola - 200 Construction Points Conning Tower - 200 Construction Points Advance Scout - 200 Construction Points Sleek Fighter - 200 Construction Points Executive Suite - 200 Construction Points Split Cabin - 200 Construction Points Blue Thunder - 200 Construction Points Flying Car - 200 Construction Points Mid-Life Crisis - 200 Construction Points Thesar - 200 Construction Points Bubble Rider - 200 Construction Points Starseed - 200 Construction Points Star Whisp - 200 Construction Points --==Land==-- Spinmill - 100 Construction Points Weft Coil - 100 Construction Points Dune Buggy - 100 Construction Points Slip Gripper - 100 Construction Points Drag Eraser - 100 Construction Points Rocket Keg - 200 Construction Points Carbon Belcher - 200 Construction Points Bespoked - 200 Construction Points Wagon Wheel - 200 Construction Points Cart Wheel - 200 Construction Points Fly Wheel - 200 Construction Points Dust Eater - 200 Construction Points Burn Rubber - 200 Construction Points Tread Smartly - 200 Construction Points Making Tracks - 200 Construction Points Betterpillar - 200 Construction Points Track Marker - 200 Construction Points Red Rover - 200 Construction Points Sunday X 3 - 200 Construction Points Formula Won - 200 Construction Points Locomoleg - 200 Construction Points Mechpedal - 200 Construction Points Leggsy - 200 Construction Points Crawler - 200 Construction Points Swamp Heater - 300 Construction Points The Go-Ped - 300 Construction Points Wheel Well - 300 Construction Points The Chariot - 300 Construction Points --==Sea==-- Craft Propeller - 100 Construction Points Aquatictan - 100 Construction Points Grobby Paddle - 100 Construction Points Voidstroker - 100 Construction Points Mainsail Ahoy - 100 Construction Points Hooded Turbine - 200 Construction Points Jet Propulsion - 200 Construction Points Propeller Box - 200 Construction Points Rivah Boat - 200 Construction Points Fluid Turbine - 200 Construction Points Water Wings - 200 Construction Points Hydroplane - 200 Construction Points Bilateral Oars - 200 Construction Points Hydraulic Oar - 200 Construction Points Antimatterfan - 200 Construction Points Scurvy Canine - 200 Construction Points Spinraker - 200 Construction Points Fine Junk - 200 Construction Points Water Skis - 200 Construction Points Aqua Sled - 200 Construction Points --==Air==-- Pb Zeppelin - 100 Construction Points Phileas Fogger - 100 Construction Points Downward Spiral - 100 Construction Points Commercial Jet - 100 Construction Points Tongue Wing - 100 Construction Points Tiered Wing - 100 Construction Points Helix Wing - 100 Construction Points Bit Flapper - 100 Construction Points Montgolfier - 200 Construction Points Cushioned Drop - 200 Construction Points Spiritwister - 200 Construction Points Duo-Prop - 200 Construction Points Thermojet - 200 Construction Points Turbojet - 200 Construction Points Ramjet - 200 Construction Points Scramjet - 200 Construction Points Armoured Flight - 200 Construction Points Meah-Wing - 200 Construction Points Harrier Wing - 200 Construction Points Air Shark - 200 Construction Points Downward Drag - 200 Construction Points Spoar - 200 Construction Points Archaeopteryx - 200 Construction Points Dorsal Crest - 200 Construction Points The Propmaster - 200 Construction Points Jet-Setter - 200 Construction Points Star Sailor - 200 Construction Points Wright Stuff - 200 Construction Points Bling Wing - 200 Construction Points Ornithopteryx - 200 Construction Points Air Cutter - 200 Construction Points Urvogel - 200 Construction Points --==Space==-- Astrograbber - 400 Construction Points Exo-Arm - 400 Construction Points Vaccum Cups - 400 Construction Points Utility Clasper - 400 Construction Points Guided Thrust - 1000 Construction Points Plasma Jet - 1000 Construction Points Particle Drive - 1000 Construction Points Fusion Coil - 1000 Construction Points Vaccum Spatula - 25 Construction Points SETI Jammer - 25 Construction Points Function Plate - 25 Construction Points Rabbit Ears - 25 Construction Points Rocket Faccole - 1000 Construction Points Crustaceanout - 1000 Construction Points Sonic Reducer - 1000 Construction Points Blast Wings - 1000 Construction Points Landing Gears - 1000 Construction Points Landing Cushion - 1000 Construction Points Tread Lightly - 1000 Construction Points Hard Landing - 1000 Construction Points --==Weapons==-- Astro Ray - 100 Construction Points Comet Duster - 100 Construction Points Squawk Box - 100 Construction Points Shofar Victrola - 100 Construction Points Stacked - 100 Construction Points Coin-Siderate - 100 Construction Points Space Modulator - 200 Construction Points Meteor Mister - 200 Construction Points Charisma Nest - 200 Construction Points Gammaphone - 200 Construction Points Grab Bag - 200 Construction Points Merit Badge - 200 Construction Points The Couterizer - 300 Construction Points Asteroid Belter - 300 Construction Points Sousaphone - 300 Construction Points Crazaphone - 300 Construction Points Bully Bullion - 300 Construction Points High Roller - 300 Construction Points Trident Ray - 400 Construction Points The Nebulizer - 400 Construction Points Goes to 11 - 400 Construction Points Pi Piper - 400 Construction Points Overcompensator - 400 Construction Points Charmed Quark - 400 Construction Points --==Effect==-- Singularitron - 25 Construction Points Premium Service - 25 Construction Points Wide-Band - 25 Construction Points Plasma Bent - 25 Construction Points Port Hole - 25 Construction Points The Looktangle - 25 Construction Points Side View - 25 Construction Points Nemo Peeper - 25 Construction Points Shaft of Light - 25 Construction Points Holding Pattern - 25 Construction Points Authority - 25 Construction Points Roving Spot - 25 Construction Points Glow Slats - 25 Construction Points Smog Light - 25 Construction Points Ring of Light - 25 Construction Points Anthropomorph - 25 Construction Points Tri-Beams - 25 Construction Points Crystal Ball - 25 Construction Points Plasma Lathe - 25 Construction Points Photo Deco - 25 Construction Points The Glow Cone - 25 Construction Points The Glowport - 25 Construction Points Portal of Light - 25 Construction Points Klaxxon - 25 Construction Points Night Light - 25 Construction Points Glowing Hose - 25 Construction Points Camping Torch - 25 Construction Points Halcyon Days - 25 Construction Points Photon Cover - 25 Construction Points Glow Bubble - 25 Construction Points Shine Lozenge - 25 Construction Points Old 57 - 25 Construction Points --==Detail==-- Bendy Band - 25 Construction Points Classin' It Up - 25 Construction Points Brood Ornament - 25 Construction Points The Coat Hook - 25 Construction Points Hermes - 25 Construction Points Mercurial - 25 Construction Points Bat-Bourne - 25 Construction Points Zoomerang - 25 Construction Points Ice Cubed - 25 Construction Points Sillynder - 25 Construction Points Snow Cone - 25 Construction Points Celestial Orb - 25 Construction Points Flower Power - 25 Construction Points Spazzberry - 25 Construction Points Deedly-Booper - 25 Construction Points Wunderstar - 25 Construction Points Trellis - 25 Construction Points Die-Cut Plate - 25 Construction Points Sturdy Strut - 25 Construction Points Coaster Harness - 25 Construction Points Gas Sublimator - 25 Construction Points Plasma Duct - 25 Construction Points Quantum Jet - 25 Construction Points NOS Combustor - 25 Construction Points Sporemangrill - 25 Construction Points Steam Punk'D - 25 Construction Points Roadsterama - 25 Construction Points Spacetimegrill - 25 Construction Points Spore Spoiler - 25 Construction Points Spoiled Rotten - 25 Construction Points Space Burner - 25 Construction Points Whale Tailed - 25 Construction Points Bicycle Seat - 25 Construction Points Back Tooth - 25 Construction Points Duck Bill - 25 Construction Points Tear Drop - 25 Construction Points The Horns - 25 Construction Points Ultra Wide-Band - 25 Construction Points Space Whiskers - 25 Construction Points Craft Beanie - 25 Construction Points Storm Chaser - 25 Construction Points Eraser - 25 Construction Points Buoy o Buoy - 25 Construction Points Chapeau - 25 Construction Points Clam Shell - 25 Construction Points Spade of Aces - 25 Construction Points Crescent Phase - 25 Construction Points Hedge-Row - 25 Construction Points Note that only the body is required for the completion of the spaceship, but make it look like a spaceship, otherwise, grey boxes will be flying. Note that all the parts don't have any real effects, all your power are going to be coming from upgrades. ------------------------------------------------------------------------------ [3.01] Your Cell Your Cell is the thing you are going to be controlling, and when you start off the Cell Stage, you need to click on a planet and start in the Cell Stage. Your Diet will determine what you will be hunting in this stage, but it can be changed if you make the wrong choice. More on that later in its respective part. Your goal here is to survive. If you are killed by other cells, you will get respawned, but this is after you have mated and generally speaking, you don't get to be killed until you mate. To mate, you need to reach the second section or advancement in this stage, but more on that later. All you need to do is to click the mating call and all you need to do is to move towards the cell with the love hearts and you will mate. This will bring you to the cell creator where you can edit and modify your cell to your hearts content, and you can do this as many times as your want with impunity. To modify your cell, you need to be aware that this stage uses DNA points to allow you to modify your creature. DNA Points are awarded when you either consume a piece of food, the choice between plant and animal doesn't really matter, but it will later on. Other than that, protect your cell, and make it through to the next stage. ------------------------------------------------------------------------------ [3.02] Parts There are 6 parts available to you in the very beginning, and 6 that will be unlocked over the course of the Cell Stage. These unlocked parts will be listed for you to see and learn what you're missing out on. Note that these parts are not going to be missing for the Cell Creator, but missing these parts MAY lead to a choice that will impact the rest of your game. Like the Cell Creator, all the parts are going to be the same. You don't get the legs though. Also, their functions are going to be a little different as well, so remember that. --==Mouths==-- Filter Mouth - 15 DNA Points - Allows your Creature to be a Herbivore Jaw - 15 DNA Points - Allows your Creature to be a Carnivore Proboscis * - 25 DNA Points - Allows your creature to be an Omnivore --==Weapons==-- Spike * - 10 DNA Points - Attack and Break Poison * - 15 DNA Points - Poison Electric * - 25 DNA Points - Electrocute --==Movement==-- Flagella - 15 DNA Points - Speed - Level 1 Cilia * - 15 DNA Points - Fast around Corners Jet * - 25 DNA Points - Speed - Level 2 --==Eyes==-- Beady Eyes - 5 DNA Points - Sight Stalk Eyes - 5 DNA Points - Sight Button Eyes - 5 DNA Points - Sight * Denotes that the part is locked. The parts that are locked are shown how in the cell stage, after you have eaten some food. You will see that you can either collect meteor fragments and that will unlocked some parts for you. The second method is to kill another cell that uses that part. For example, a cell with the Electric part is going to give you the first time you kill that cell. Or you can let the other cells do it. You need a mouth, and if you want to be an omnivore, yet lack the Proboscis part, just place a Filter Mouth and a Jaw, but not together, and check the top right hand corner to see that you are an omnivore. This is overall, more expensive than the Proboscis part, but considering that the Proboscis part is the hardest part to obtain, you might need to stick to the double mouth part. A Mouth and Eyes are definitely needed, but Weapons are going to be needed. The Spike will be pretty much given to you during the course of the stage, so to use it, you need an enemy cell to ram into your spike to dish out some damage to them. Or, you can ram into them with spikes there. Movement parts are useful, especially the Jet since it allows you to move a lot fast, and that is a really big benefit for your cell since movement is key to avoid the enemy cells from lunching on your poor little cell. Thats all for parts, there is a lot more to go for the Cell Age. Don't forget, this is the smallest stage in terms of Parts, the Creature stage has PLENTY of parts. ------------------------------------------------------------------------------ [3.03] Food Food is going to be important over the course of this stage, because this pretty much allows you to advance your cell into the next stage and provides one valuable DNA point for each part of food you consume, and these DNA points are definitely needed to make your Cell the biggest and meanest there is on the block. While food are little blobs that seem easy to eat, your best method is to follow the food. Where the food is trying to float to is the best place to swim to, in order to intercept it. Beware, there are a lot of other cells that are going for the same piece of food that you are. Herbivores will use the Filter Mouth to do the feeding. Herbivores are going to be looking for the little green blobs that will pop across the screen. Over the course of the cell stage, there will be plenty of plants for you to consume, and later on, there will be chains of plants to consume. That means, there will be a chain or a ring that is decked in flora. This makes it very easy to feed, but there is a trade off. Since there is a lot of plant parts to consume, there are easy to find, but they will provide and replenish less health, which is important after you have been wounded by the enemy cells. Carnivores are going to be trying to consume the red blobs, these are pieces of meat, and they won't consume the green blobs. Likewise, the Herbivores won't try to consume meat, that doesn't work. In this stage, there is a fair amount in the beginning, but as the game progresses, there isn't going to be a lot of meat floating around, you need to attack other cells for meat. Meat is harder to come by, and as the opposite of plants, you are going to replenish more health as a result. Later on, you need to feed on other cells, so weapons here is going to be a priority. You need to be a decent hunter in order to progress to the next stage. Killing a monster that is smaller than yours will give you one piece of food, as will killing an egg. Killing a monster the same size as you nets 3 pieces of meat, so it really pays to have the guts to take the enemy on. If you want to take on a larger cell, it will net you even more meat if you succeed. Omnivores will not be picky, they will take and eat both the plants and meat, but this is because they need to pay a higher price before they can actually start being an omnivore, most would need a second mouth or a Proboscis part. These parts are hard to come by, so it is a big trade off. After you become an Omnivore, food isn't going to be an issue. You can take plant and animals as you please, or whatever seems to be floating around at the moment in time. You replensish health depending on what type of food that you consume, but generally, they have it easy. Food is an important part of the game, so be sure that you quickly eat more food and become stronger, and take down everybody else. Luk Vandelaer has sent the following as an alternative to becoming an omnivore. "Another trick to end up an omnivore in the cell stage, is to alternate between a filter mouth and a jaw. When you end up a herbivore, you can only choose from herbivore mouths in the creature phase. It is possible to add a carnivore/omnivore mouth when you leave the cell phase. In this way you can even eat meat when being an herbivore." Part 2 "It's also possible to be able to eat both meat and fruit in the later stages, even when there are only herbivore or carnivore mouths. You just have to put the opposite mouth (or both, or the omnivore mouth) on your creature when it leaves the water. You can only choose from the more evolved mouths of carnivore, omnivore or herbivore, but the mouth from the cell stage will let you eat the other food to. Regarding the omnivore mouth, the easist way to destroy those cells that have it, is to put a very long spike in the front of your cell, and attack them from behind. There is a little space between it's defences there that you can reach with a spike at it's longest length." Summary, you can still be an omnivore, even if you ended the cell stage as a herbivore, all you need is the Jaw or Proboscis to make sure you can still be an omnivore. However, the card you get at the end of the stage will determine the type of mouth you have. To back this up, reader Guy/Darksteelhyren, sent in the following: "Hey, just wanted to point out on your guide, that if you put a proboscis on a cell before you advance to the creature age, the creature will be omnivore even if the final verdict on the cell stage was otherwise. If you're concerned about the asthetics, just select the probuscis in creature editor and use the mouse wheel and shrink it way way down, you'll never even see it, and then put on the mouth you want (for biting or singing) and for creature, and more importantly tribal, you'll have creatures that eat meat and veggies." That being said, you can hide the proboscis part in the top of the head, or somewhere it can't be seen. ------------------------------------------------------------------------------ [3.04] Other Cells There are going to be other cells here, and that pretty much means that you are going to have competition of food, and later on, downright kill you. In the early stages where you don't really need to worry about death, you will find that other cells are going to be competition for the food resources in the game. This might be annoying, but later on, you can get rid of them. For Carnivores, later on, you need to attack other cells. You know how to attack, read the manual (my punishment to pirates), and just ram them. Or, the even easier way, to take down other Carnivores, you place a spike and hope that they ram into it. Other cells are going to be more and more aggressive till the point there everyone is going to kill each other. Even the herbivores are going to be quite aggressive, which is why attack and defence is going to be extremely important. Some cells will lay eggs, which is shown on the screen as a black blob, and they will hatch out to be a creature. I suggest that you decide to eat the egg for the DNA point and health replenishment. Other cells will be ones that you want to target yourself. You need to know that the parts that are locked are going to be obtained if you manage to kill a cell that has that certain part, the part will spawn in a flash of white light and you can swim to it and obtain it. Killing large cells are a great way to get new parts since they will generally unlock new parts once they are killed. Apparently, you can get 1 part per phase. Note that if you are going to attack other cells, note that electric cells will not damage cells with the Electric part and the Poison Cell will nuffify all the attacks using the Poison part. Call it immunity if you really want to. Overall, in this stage, cells aren't going to be a massive problem that other creatures, tribals, civilisation and empires are going to be, which explains the short section on them. ------------------------------------------------------------------------------ [3.05] Progress To progress through this stage, you just need to eat more and more food until your cell is strong enough to evolve into something that is more than just a blob and become strong enough to become a creature. This progress, the amount of food that you have eaten, will be shown on the bottom. There are 5 intervals where your cell will grow bigger, and this is shown by the little badges. Here, you grow bigger, making your enemies in the previous stage a lot weaker and easier to kill, all you need to do is to eat them, and it creates new enemies, ones with a lot more power to make you fend for yourself. At the end of the stage, you have the choice whether to keep playing in the cell stage or evolve. Bear in mind that you cannot get any more DNA points at this point, nor will you be able to grow and kill more cells, it is pretty much it. Bear in mind that there are consequence abilities, that is, abilities that will be effected by your diet for the rest of the game, but more on that later. ------------------------------------------------------------------------------ [3.06] Damage All the cells have 6 health points, well, all your cells do anyway. That is the difference is thae amount of damage that is dealt by your cells to other cells and the amount those cells deal to you. First, there are 4 types of cells that you need to be aware of before you start off. Epic Cells - These cells are massive cells that can pretty much take up the entire screen. These are pretty much so big that you can't even break for meat. Predators - These are cells, that don't take up the whole screen as a start, but they are bigger than you, and they will hunt you for meat. Similar - These cells are the same size as you. They will attack you but they won't do as much damage. Prey - These cells are smaller than you and aren't even worth the trouble, but they still try to attack you. In terms of damage, Epic Cells will automatically kill you when they decide to kill you. Predators will deal 3 damage to you, and Similar Cells will deal two damage. Prey seem to do a bit of damage, on average, about 1/3 of a full hit point at most, but you can easily kill them. Spikes will deal 1 Damage to all Predator sized cells. Against Similar Cells, all forms of weapons, Jaws, Spikes, Electric and Poison will deal 3 damage, which means you need to attack twice. Jaws, Electric and Poison will instantly kill prey, but spikes are rendered too inaccurate to kill them. Note that spikes are the only thing that can hit an Epic Cell, for about 1/4 of the health of the cell. ------------------------------------------------------------------------------ [3.07] Tips for Survival If you want to be rather peaceful, or want to survive against multiple foes, the best weapon is the spike. The Spike is best used if you place one right where the tail is, that is, directly at the back. The reason for this is, when you are running away and the enemy is fast, they will bite at the back of your cell, and this will hurt them since there is a spike there. If they flee, you can either pursue them and kill them, or just be on your way. A spike on your tail is also useful since it will block enemies biting your tail for damage. Movement items, especially the jet, are going to be useful if you want to flee or want to grab that piece of meat before the enemy has a chance to. As the game progresses in this stage, the enemy cells become more aggressive and numerous, so you would rather run away now rather than stay and die. Also, let the bigger cells at the end of the stage do all the work for you. There are quite a lot of large cells, ones that you can kill, and they will attack anyone with impunity, they don't care who they kill, nor do they care the amount of meat, normally 3, that a dead monster would yield. They are quite useful to kill the enemy for you, can you can be the cleanup squad. If you are being followed by other cells and you don't want to fight, you need to let the cell bit your tail. Hear me out, while this will do you some damage, it will propell your forwards and that is a nice enough boost to allow yourself to get away. Also, if you are being chased, hide yourself behind some obstacles, big enough to ensure that you cannot be chased. The Large cells are hard to kill because they are very fast and deals a lot of damage, but they are fun to kill, they net you a lot more food than normal, and a great source of parts. That is, of course, if your cell ban break the bigger cell into chunks of meat, which it often can't. Mate often, this allows you to constantly change your creature to the circumstances that have arisen due to what you have seen. Increase attack at the cost of movement if you think that fleeing isn't effective anymore, and likewise. A nice tip for survival, one that I haven't tried yet, was sent in by a diligent reader, Kaixiang Yong, who replaced my Butt Spike (it is), with a Poison Butt, in effects. "I have a suggestion about the cell stage, instead of placing a spike at the tail I used a poison. So I was basically spewing a cloud of poison behind me and creatures that tried to chase/eat me just killed themselves. I think that worked better than having a spike." A following reader of this tip, Lawrence Kolmogorov has sent in a much better tip, improving the previous tip: "In the cell stage, I found quite useful put the poison spitter on the sides, not the back.The trail is much bigger that way, apparently. One can argue that it will more likely damage food, what it does, but at least it doesn't get the chance to counter-attack, which is fair enough for me (even with a proboscis)." Another reader, bongo-dude from the GameFAQs Forums sent in the following: "Have spikes at the sides of your cell's mouth, as they can damage enemy cells when you're both trying to eat the other. (carnivore mouths can't hurt through enemy carnivore mouths; they bounce off eachother) Also, spikes are more effective (for every player) when bigger, purely due to the extra range." A reader, Dan Mclean, has sent in the following tip, after he recounts the destruction of our life. "First off thanks for writing the guide i finally found Sol (and blew it up) with your co-ordinates but off to my tip you could call it a survival tip or not. But the way I do cell stage would be to get enough DNA to get the opposite mouth (if your a carnivore you would get the herbavore mouth) and place it at the front end but at an angle so it would still pick up items straight in front of you and spend the rest on speed items so I am so fast nothing can get me." ------------------------------------------------------------------------------ [4.01] Your Creature Out of the cell stage and into the fire, you need to start designing your creature, and if you haven't read the part on the creature creator, you might as well, or just note that you will see some things. The little additions you made during the cell stage will still be there, and remember that if you don't like the spikes spiking our of your creatures rear end, you can sell it for the full price and place a new part there to take over. When you start, there will only be the most basic of parts there, compared to the full set, you have a very small percentage, so you really want to start to look for some new parts. More on this later, in its own special section. In this stage, you will control a creature, and later on, the leading creature in the pack. Your goal here is to survive and get enough DNA points to improve the intelligence of your creature, which will in turn allow you to evolve into a more intelligent species and allows advancement into the Tribal Phase. This part of the game is more or less like an RPG, compared to the Pacman style of gameplay in the cell phase. This is where you really need to be quick, because you are going to fight a lot of monsters here if you aren't going to be too careful. To earn DNA points here, you have two choices. You can either befriend other creatures or you can attack them. There are no other methods to earn DNA points, so those are your only options. Given the diet of your Cell, that will determine the best solution for you. Herbivores tend to do the socialising and Carnivores tend to do the killing. Omnivores get the best of both worlds, they can befriend and kill with decent efficiency. Make sure meteors don't fall on your creature, they will hurt. Just look in the background for falling rocks and make sure you RUN. Don't swim in the ocean either, unless you want to be eaten by a giant green thing. There is a lot of information in this stage, but due to the randomness of the game and the creatures, I can't really go into specifics since it is all random. But I can go into the general jist of things, as you do. Without further ado, the Creature Stage. ------------------------------------------------------------------------------ [4.02] Allies Allies are basically the way you go about earning DNA points if you don't want to kill too many species. They are the best way to go for the Herbivores since they don't need to hunt for any food and their mouths aren't built for biting, which is more or less the most basic attack for any attacking creature. To Socialise with other creatures, you need to find them which will be indicated on the minimap with a ? mark, and then a bird's nest when you discover them. You need to choose the socialise option, that is the green option with the speech bubble. All creatures can be befriend, except those who will have red faces next to their name, they are natural enemies and cannot be befriended. But on that note, some orange face relationships might be problematic, but they can be befriended, but that would require you not to get the raiding party ready. You have Sing, Charm, Dance and Pose, and they will vary from one to five. The ability to charm and successfully befriend the other tribe depends on how you do in the mini game. The mini game is pretty much matching exactly what the other creature does. The music notes will denote sing, the clacks on the floor will mean dance, the wriggling of body parts with yellow sparks will mean charm and general showing off is pose. Keep those in mind. Matching the actions early on in the beginning of the stage is quite easy, but later on, it is going to get harder. To keep up with this, you need to upgrade your action parts. You need parts that give higher level sing, charm, dance and pose. More on that later. It will also get harder late on as you can develop a pack. You need to bring in other party members with you to counteract the effect of other party members that the other creatures will bring with them. Best if you bring in creatures of your own race. Anyway, with the matching game, just remember and get used to the moves in order to get it done. To net the DNA points here, you need to befriend a certain amount of creatures of a type of creature. The game will list the amount of creatures you need to befriend, and that will depend on the amount of creatures in their pack. Of course, if you successfully befriend a creature, you get DNA points, a bonus if you befriend the necessary amount the games says you need for the bonus. Also on allies, you can befriend the Alpha creature of each pack. This is indicated on the name of the creature, with the Alpha in front of it, and a nice golden symbol to indicate it. The reward for this is great, you get a new part and the DNA points to boot, but they are generally harder to befriend. More on the parts thing later. ------------------------------------------------------------------------------ [4.03] Enemies You can also get DNA points by killing other creatures. This isn't exactly a nice way to increase relations, but it nets you DNA points all the same. This is the path for the Carnivores and possibly Omnivores because they will need to eat meat to survive, and this is the only method to find meat, eating other animals. There will be an entire situation devoted to combat later, but I'll just go into the basics now. There are 4 moves, you can bite, charge, spit and strike. Bite is the basic and the weakest move, Charge is a move that will stun the enemy for a short period of time but needs to be done from a nice range, Strike is a stronger melee attack, but needs more time to recharge, and finally, spit is a long range attack that poisons your enemy. To attack, click on the creature you want to attack and attack it. You will get DNA points for killing a single creature, and it really doesn't matter if you don't kill it by landing the finishing blow, the AI could land the finishing blow and you still get DNA points for helping. Like the Socialising bonus, there is a certain amount of enemies of a certain race that you need to kill before you can get a bonus. This however, will make a species extinct, that is, don't ever come back again, even if there are still other creatures of that pack running around, probably due to no mating partners left. Because this is a sure fire way to make a lot of enemies, and because of this, you need to develop your creature to be even stronger, so you need to level up the power of the attacks. Get higher level moves based on the creature parts available for you, remove the parts that will charm, since you are going to kill everything in your path. Remember, there are relationships here, so attacking a nest and killing the creatures living there may attract the wrath of the creatures allied to the one that you have just made extinct. That surely isn't nice. Finally, like socialising, you can kill the Alpha version of every creature that you can see, and they will net you more parts for your animals, and again, more on that later. Check the part under parts and there you go. ------------------------------------------------------------------------------ [4.04] Epic Monsters There are creatures in the world that you will see that are taller than trees and have a hell of a lot of health. These creatures are the Epic Creatures, random creature selected by the game to turn into a massive monster, and these aren't nice. You'll see these from a distance, they are massive and are a little scary to see first hand. These are big, they are so big, that running is futile. You really need to tag team with A LOT of allies to kill them, because these are really hard to kill. There really seems to be no massive benefit when you actually kill them, except for a nice DNA point bonus and a lot of meat, but that is about all you get, so is it worth the effort? No, it is better just to avoid them and move on. If you see an epic monster in the area, all you want to do is to run. No, don't stand and fight, seriously, run for your life. You need to run face because all it eeds to do is to bend over and all your creature is going to be good for is the snack on. Don't get me wrong, not all of the Epic Creatures are evil here, but the general majority of them are quite aggressive and it is best that you decide to stick your head out of their way and run for cover, maybe for about a good 200 meters and don't stop until you get a quick check and make sure it isn't still chasing you. ------------------------------------------------------------------------------ [4.05] Food Food is extremely important here, you need food to survive. No food means that your creature is going to die a slow, painful death as their body eats its own muscle to survive, and you are tortured for days on end by the pain. Anyway, the amount of food left to burn in the belly is where the health is, and it is the brown bar. This is where your decision in the previous cell stage really is important. I told you that it would be important to get your diet right. Herbivores have it really easy in this stage, and to that effect, so will Ommivores, but the Carnivores better know how to fight. Herbivores need to search for fruit to survive. Fruit is everywhere. Plants and trees will have orange pieces of fruit, which your creature can pick off the plant and trees and they will eat. The problem with the fruit is that it doesn't decide to heal a lot of health and doesn't relieve the hunger all that much, but the good thing is, it is everywhere, so you don't need to worry about healing and hunger when you are out exploring. Carnivores will have to fight for their right to live. Carnivores need the meat of the other creatures to survive, or their own fate is sealed. There is a massive disadvantage here since you really need to be able to fight other creatures to get meat, and that will lead to souring relations, so it is really hard to keep a balance. The small upside is that a corpse is really refilling and restores a lot of health as well. You can also take the corpses of other dead creatures that other animals killed as well, if you need to make do. Omnivores have it real easy. Depending on your gameplay, you can eat the fruit or eat meat. The best way to deal with this is to eat fruit until you are strong enough to take down creatures yourself with your pack if you have one. This means you need to build up your ally base, collect parts, upgrade until you are an efficient hunter. If you are wounded in combat, retreat, eat some fruit, heal and finish it off. Like I said, the best of both worlds. You can't change the type of food that you eat now, you need to change it during the cell stage, and not only will this apply for this stage, the diet you will have will be pushed into the Tribal Stage, where food is EVEN MORE IMPORTANT, but it is too late to change now, less you start a new game, which isn't all that bad, its only the cell stage you need to repeat. ------------------------------------------------------------------------------ [4.06] Home Base Alpha When you start this stage, you will be spawned at a base, a place where all the other members of your species will be residing. This is the place where you will respawn should your creature meet the wrong end of the stick. The Nest is pretty much where you can heal if your are injured, mate, evolve and find other members of your species. This is important if you need some backup, and if you come back with a predator on your tail, your own clan members will attack and hopefully kill them for you. Not bad eh? Also, you heal here, that is, when your creature is injured for whatever reason, you just sit at your nest and wait for a little bit and you will heal here. That isn't all that hard. Just make sure there isn't a predator to make that a little harder. As a side note, when you modify your creature, unless you want to play a game of copy me or Simon Says, just press the best key you are going to meet in the game, the ESC Key. Also, if you ally yourself with another species, it is nice to know that their nest will allow you to heal, so allies are portable or mobile healing nests provided that you are close by. Cody Galluccio has pointed out to me that you can heal at the nests that you have taken over via force, so I assume that this will apply to all other players, so I guess you can heal there. ------------------------------------------------------------------------------ [4.07] Migrating Nests Sooner or later, when the game progresses, you will need to move your nest to a new location. You get a nice DNA point bonus, but there is a bigger reason to do so, most of your kind is there as well, there are normally two that will be left, and they aren't the type you can mate with. Migrating nests is a really annoying change, because there will be a lot of predators to deal with, so you need a really big pack to hunt with and also, you will be forced to respawn at the old nest if you die, so you will lose a lot of progress if you die. The migrate to the new nest, you need to follow the red dot path to the new nest, and this path will pretty much be a road that you can travel, that will bring you close to food, fruit if you are a herbivore, and other tribes with you are a carnivore. Moving nests will noramlly bring you close to natural predators. These are guys with red angry faces next to their name, they will always hate you and you don't have a choice whether you like it or not. For this, they make good sources of meat since relations can't get any worse than it already is, it is already downright war, and you can't make them into allies, so in reality, they make a good source of meat. At the end of the trek, which is often a very long trek across half a continent for each trek, you will need to reach the centre of the new nest to offically migrate to it and then you will get your points and bonuses. When you finished moving nests, you need to remember that no friendly creatures are here to ally with you, so you either need to build new relationships or conquer all the tribes around you to be safe, or else you could be facing a lot of problems. ------------------------------------------------------------------------------ [4.08] Parts There are a lot of parts for your creatures, a lot of parts. You start with the most basic of parts and this is the complete list, and it is a copy of the list found in the creature creator, listed here for the convenience and for the heck of it. ********** **Mouths** ********** --==Carnivore==-- D'Orca - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Gobsterclaw - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Manglerfish - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Terrorpin - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Handibles - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Health - Level 1 Slagjawed - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Crockisser - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 2 Handtennae - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 1 Health - Level 2 Barracutie - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 1 Charge - Level 2 Shortensnout - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 3 Pincernaut - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 1 Health - Level 3 Carcharebear - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 1 Charge - Level 3 --==Herbivore==-- Mollratt - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Swillson - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Cantouis - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Laardvark - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Ungulot - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Charge - Level 1 Splatypus - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Health - Level 1 Luminanteater - 150 DNA - Mating Call, Bite - Level 2, Sing - Level 4 Soundersnout - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Charge - Level 2 Snapgator - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Charge - Level 2 Whalephant - 250 DNA - Mating Call, Bite - Level 3, Sing - Level 5 Haunchface - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 5 Charge - Level 3 Grubblemaw - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 5 Health - Level 3 --==Omnivore==-- Toucan't - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 1 Sauraclod - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 1 Simperton - 25 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Leeyotch - 25 DNA - Mating Call, Bite - Level 2, Sing - Level 1 Buzzbeck - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 2 Health - Level 1 Grimace - 75 DNA - Mating Call, Bite - Level 2, Sing - Level 2 Rostrum - 75 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Gnathognasher - 75 DNA - Mating Call, Bite - Level 3, Sing - Level 1 Buzzmuzzle - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 3 Health - Level 2 Vermillips - 150 DNA - Mating Call, Bite - Level 3, Sing - Level 3 Worrybeck - 150 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Saginaughty - 150 DNA - Mating Call, Bite - Level 4, Sing - Level 1 Skexybeast - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 4 Health - Level 3 S'gnarly - 250 DNA - Mating Call, Bite - Level 4, Sing - Level 4 Amphibitude - 250 DNA - Mating Call, Bite - Level 1, Sing - Level 5 Dietrap - 250 DNA - Mating Call, Bite - Level 5, Sing - Level 1 ******************* **Eyes and Senses** ******************* --==Eyes==-- Optic Orb - 10 DNA - Sight Ocubulge - 10 DNA - Sight Eyebissed - 10 DNA - Sight Scrutineye - 10 DNA - Sight Laro Eye - 10 DNA - Sight Seeodesic - 10 DNA - Sight Eyelein - 10 DNA - Sight Stemma-addict - 10 DNA - Sight Empteyes - 10 DNA - Sight Occulus - 10 DNA - Sight Wide Eyed - 10 DNA - Sight Neoteeny - 10 DNA - Sight Coygamine - 10 DNA - Sight Grumpeye - 10 DNA - Sight Furtive - 10 DNA - Sight Evil Eye - 10 DNA - Sight Felizard - 10 DNA - Sight Wizened - 10 DNA - Sight Saurian - 10 DNA - Sight Boneye - 10 DNA - Sight Stalkgazer - 10 DNA - Sight Meanstalk - 10 DNA - Sight Periscoptic - 10 DNA - Sight Peduncledunk - 10 DNA - Sight --==Nose==-- Sporacles - 10 DNA Chuffle - 10 DNA Snuffle - 10 DNA Snortle - 10 DNA --==Ears==-- Mantenna - 10 DNA Feelyfrond - 10 DNA Segmentenna - 10 DNA Antler - 10 DNA Hearbear - 10 DNA Kitty - 10 DNA Elfinmagick - 10 DNA Gettineerful - 10 DNA Ehhwat - 10 DNA Overhear - 10 DNA Panhear - 10 DNA Batboy - 10 DNA ***************** **Arms and Legs** ***************** --==Arms==-- Slackwrist - 50 DNA, Graspers Python - 50 DNA, Graspers Doubelbow - 65 DNA, Graspers Wizardsleeve - 65 DNA, Graspers Meekling - 50 DNA, Graspers Flextor - 50 DNA, Graspers Burly - 65 DNA, Graspers Buglo - 50 DNA, Graspers Deltroid - 50 DNA, Graspers Cutty - 50 DNA, Graspers Skrappy - 65 DNA, Graspers Gummshow - 65 DNA, Graspers --==Legs==-- Brawnysaurus - 50 DNA, Speed - Level 1 Cankle - 65 DNA, Speed - Level 1 Broncosaurus - 65 DNA, Speed - Level 1 Steatopiggy - 65 DNA, Speed - Level 1 Phatella - 50 DNA, Speed - Level 1 Stompbottom - 65 DNA, Speed - Level 1 Callypigeon - 65 DNA, Speed - Level 1 Yumstick - 65 DNA, Speed - Level 1 Thundercalf - 50 DNA, Speed - Level 1 Ostrichopath - 65 DNA, Speed - Level 1 Thighstrider - 65 DNA, Speed - Level 1 Qopazcoatl - 65 DNA, Speed - Level 1 ************ **Graspers** ************ Setaetarsal - 25 DNA - Pose - Level 2 Nubknuckle - 25 DNA - Pose - Level 1, Strike - Level 1 Trapfist - 25 DNA - Strike - Level 1, Health - Level 1 Bonesticker - 25 DNA - Strike - Level 1, Pose - Level 1 Phatlanges - 25 DNA - Strike - Level 1, Pose - Level 1 Grubbygrabber - 25 DNA - Strike - Level 2 Butterbib - 25 DNA - Pose - Level 1, Health - Level 1 Amphibigrab - 75 DNA - Pose - Level 3 Lockpicker - 75 DNA - Pose - Level 2, Strike - Level 1 Succulenders - 75 DNA - Strike - Level 2, Health - Level 2 Torsionwrencher - 75 DNA - Strike - Level 2, Pose - Level 1, Health - Level 1 Badgerbear - 75 DNA - Strike - Level 2, Pose - Level 1 Velocigrasper - 75 DNA - Strike - Level 3 Mitzy - 75 DNA - Pose - Level 2, Health - Level 2 Amphibigrip - 150 DNA - Pose - Level 4 Opposabubba - 150 DNA - Pose - Level 3, Strike - Level 2 Snatchergrabben - 150 DNA - Strike - Level 3, Health - Level 3 Prongripper - 150 DNA - Strike - Level 3, Pose - Level 2, Health - Level 2 Ultrarolfer - 150 DNA - Strike - Level 3, Pose - Level 2 Hookencrook - 150 DNA - Strike - Level 4 Classic Minion - 150 DNA - Pose - Level 3, Health - Level 3 Croak Masseur - 250 DNA - Pose - Level 5 Monstrumtalon - 250 DNA - Pose - Level 4, Strike - Level 3 Dexterrorous - 250 DNA - Strike - Level 4, Health - Level 4 Tearerwrist - 250 DNA - Strike - Level 3, Pose - Level 3, Health - Level 3 Metacarnal - 250 DNA - Strike - Level 4, Pose - Level 3 Horrorthumbs - 250 DNA - Strike - Level 5 Ectoknight - 250 DNA - Pose - Level 4, Health - Level 4 ******** **Feet** ******** Stubbtoe - 25 DNA - Sprint - Level 2, Dance - Level 1, Speed - Level 2 Twopaw - 25 DNA - Sprint - Level 1, Dance - Level 2, Speed - Level 2 Webwaddle - 25 DNA - Jump - Level 1, Charge - Level 1, Speed - Level 2 Palmwalker - 25 DNA - Speed - Level 1, Dance - Level 1, Sneak - Level 2 Clippity - 25 DNA - Sprint - Level 1, Charge - Level 2, Speed - Level 2 Stumplestilt - 25 DNA - Jump - Level 1, Dance - Level 1, Speed - Level 1 Health - Level 1 Suctoped - 25 DNA - Sneak - Level 1, Charge - Level 1, Dance - Level 1, Speed - Level 1 The Geckonator - 25 DNA - Jump - Level 2, Dance - Level 1, Speed - Level 1 Scareclaw - 75 DNA - Sprint - Level 3, Dance - Level 2, Speed - Level 3 Threepaw - 75 DNA - Sprint - Level 2, Dance - Level 3, Speed - Level 3 Backskritcher - 75 DNA - Jump - Level 2, Charge - Level 3, Speed - Level 3 Underhanded - 75 DNA - Speed - Level 2, Dance - Level 2, Sneak - Level 3 Cloppity - 75 DNA - Sprint - Level 2, Charge - Level 3, Speed - Level 3 Buckfoot - 75 DNA - Jump - Level 2, Dance - Level 2, Speed - Level 2 Health - Level 2 Sugenefoot - 75 DNA - Sneak - Level 2, Charge - Level 2, Dance - Level 2, Speed - Level 2 The Geckoning - 75 DNA - Jump - Level 3, Dance - Level 2, Speed - Level 2 The Clawman - 150 DNA - Sprint - Level 4, Dance - Level 3, Speed - Level 4 Fourpaw - 150 DNA - Sprint - Level 3, Dance - Level 4, Speed - Level 4 Eleuctorclaws - 150 DNA - Jump - Level 3, Charge - Level 4, Speed - Level 4 Hombrenid - 150 DNA - Speed - Level 3, Dance - Level 3, Sneak - Level 4 Hoppity - 150 DNA - Sprint - Level 3, Charge - Level 4, Speed - Level 4 Slasherknight - 150 DNA - Jump - Level 3, Dance - Level 3, Speed - Level 3 Health - Level 3 Suctopod - 150 DNA - Sneak - Level 3, Charge - Level 3, Dance - Level 3, Speed - Level 3 The Froggening - 150 DNA - Jump - Level 4, Dance - Level 3, Speed - Level 3 Dirtchargers - 250 DNA - Sprint - Level 5, Dance - Level 4, Speed - Level 5 Morepaw - 250 DNA - Sprint - Level 4, Dance - Level 5, Speed - Level 5 Raptorclaws - 250 DNA - Jump - Level 4, Charge - Level 5, Speed - Level 5 Sassyquatch - 250 DNA - Speed - Level 4, Dance - Level 4, Sneak - Level 5 Hippoty - 250 DNA - Sprint - Level 4, Charge - Level 5, Speed - Level 5 Scarmaker - 250 DNA - Jump - Level 4, Dance - Level 4, Speed - Level 4 Health - Level 4 Suctofleur - 250 DNA - Sneak - Level 4, Charge - Level 4, Dance - Level 4, Speed - Level 4 The Toadening - 250 DNA - Jump - Level 5, Dance - Level 4, Speed - Level 4 *********** **Weapons** *********** Pediculous - 25 DNA - Charge - Level 2 Keratinhorn - 25 DNA - Charge - Level 1, Health - Level 1 Gobstalker - 25 DNA - Spit - Level 1, Health - Level 1 Hockitlauncher - 25 DNA - Spit - Level 2 Maceball - 25 DNA - Strike - Level 1, Health - Level 1 Scimitard - 25 DNA - Strike - Level 2 Fawninatrix - 75 DNA - Charge - Level 3 Narwholicom - 75 DNA - Charge - Level 2, Health - Level 2 Phlegmthrower - 75 DNA - Spit - Level 2, Health - Level 2 Spraybuchet - 75 DNA - Spit - Level 3 Stressball - 75 DNA - Strike - Level 2, Health - Level 2 Toxic Telson - 75 DNA - Strike - Level 3 Ultramegadeer - 150 DNA - Charge - Level 4 Cornutopic - 150 DNA - Charge - Level 3, Health - Level 3 Problem-Solvent - 150 DNA - Spit - Level 3, Health - Level 3 Ziggur-hat - 150 DNA - Spit - Level 4 The Tauntlet - 150 DNA - Strike - Level 3, Health - Level 3 Reapermantis - 150 DNA - Strike - Level 4 Elkegent - 250 DNA - Charge - Level 5 Rammer - 250 DNA - Charge - Level 4, Health - Level 4 Sprayplam - 250 DNA - Spit - Level 4, Health - Level 4 Poroupain - 250 DNA - Spit - Level 4 SilmSlam Kabalm - 250 DNA - Strike - Level 4, Health - Level 4 Spurprise! - 250 DNA - Strike - Level 5 *********** **Details** *********** Heycorn - 25 DNA - Charm - Level 2 Pomp Pom - 25 DNA - Charm - Level 2 Derma Bark - 25 DNA - Charm - Level 1, Health - Level 1 Featherbluster - 25 DNA - Jump - Level 1, Charm - Level 1 Grasstachio - 25 DNA - Sneak - Level 1, Charm - Level 1 Whipwhick - 25 DNA - Charm - Level 2 Shellshard - 25 DNA - Health - Level 2 Bonekneepad - 25 DNA - Health - Level 2 Sporsalfin - 25 DNA - Sprint - Level 1, Charm - Level 1 Antisoptera - 25 DNA - Jump - Level 1, Glide - Level 2 Nurple - 75 DNA - Charm - Level 3 Springle - 75 DNA - Charm - Level 3 Baublewarts - 75 DNA - Charm - Level 2, Health - Level 2 Marshcara - 75 DNA - Jump - Level 2, Charm - Level 2 Coverleaf - 75 DNA - Sneak - Level 2, Charm - Level 2 Protubers - 75 DNA - Charm - Level 3 Osteoflippy - 75 DNA - Health - Level 3 Knurl Down - 75 DNA - Health - Level 3 Icky-osaur - 75 DNA - Sprint - Level 2, Charm - Level 2 Fauxry Wings - 75 DNA - Jump - Level 1, Glide - Level 3 Jellybutton - 150 DNA - Charm - Level 4 Wrottontail - 150 DNA - Charm - Level 4 Jemite - 150 DNA - Charm - Level 3, Health - Level 3 Peacrock - 150 DNA - Jump - Level 3, Charm - Level 3 Branch Deco - 150 DNA - Sneak - Level 3, Charm - Level 3 Hairlagmites - 150 DNA - Charm - Level 4 Hydroxyloppetite - 150 DNA - Health - Level 4 Bone Tablets - 150 DNA - Health - Level 4 Finneas - 150 DNA - Sprint - Level 3, Charm - Level 3 Megachiraptora - 150 DNA - Jump - Level 1, Glide - Level 4 Mackne - 250 DNA - Charm - Level 5 Fleurbine - 250 DNA - Charm - Level 5 Stealing Crystals - 250 DNA - Charm - Level 4, Health - Level 4 Featherferns - 250 DNA - Jump - Level 4, Charm - Level 4 Florsage - 250 DNA - Sneak - Level 4, Charm - Level 4 Crestacean - 250 DNA - Charm - Level 5 Triterraflops - 250 DNA - Health - Level 5 Rockne - 250 DNA - Health - Level 5 Pool Party-Foul - 250 DNA - Sprint - Level 4, Charm - Level 4 Cassoworry - 250 DNA - Jump - Level 1, Glide - Level 5 *** These parts are quite important because they will sort of determine what your creatures will do in the tribal stage, because to an extent, the work that they can do, the way they attack, will all depend on the type of creature you made them in the creature Stage. For the mouths, there is a certain condition here. The diet of your creature will determine what type of mouth your creature can unlock. Therefore, the Herbivore cannot unlock mouths belonging to the Carnivore and the Omnivore and likewise for the rest of the diets that you have. --==Obtaining Parts==-- There are several methods to obtains the parts for your creature. Well, there are only two. You can either obtain it off the skeletons or the Alpha Creatures. The Skeletons are pretty much the carcasses of the dead creatures that you will see are littered all over the landscape. These will be found when you explore all over the area, and there are quite a lot, considering the amount of parts there are. The general rule of thumb here is that the bigger the skeleton carcass that you find, the better and more expensive the part that you unlock. The second, which I have already documented is that by either befriending or killing the Alpha Creatures of a specific creature (there are normally 2 per set of creatures), they will give you or drop dead in their corpse a new part. These are completely random, you don't get a choice whether it is a good part or a crap part. ------------------------------------------------------------------------------ [4.09] Combat Whether you like it or not, combat is probably going to very important in this stage, because the odds are, you cannot stay alive forever when there is a massive monster trying to kill you or there is a extremely hostile tribe right next door, which no one would want either. There are only 4 sorts of attacks that you can use, and that really limits what you can do. Note you don't have swords or guns to slash and hack and shoot your way out of this, so you might want to pay a bit of attention. Bite is the basic attack. It doesn't do much damage against most monsters, you are looking at about 2 damage at most, but the really good thing is that there is a really small cooldown, making you spam this move really quick and you can slowly chip away at the enemy's health. Charge is a ranged attack what will basically means you rush towards the enemy and you will not damage them, but you will stun them, which gives you enough time to unleash some real hell on them while you still can. This is the best when you are forced to battle and you want to dish out the damage when you still can. Strike is the stronger version of Bite, it is basically using the hands to smack the enemy. This has a longer recharge time to match, since it does do a fair amount more damage. On average, it does 3 times the damage of bite and has 2.5 times the recharge time of bite. Finally, there is spit, which is the poison attack. It will deal damage from a nice range, which is always a nice bonus and it will slowly damage the enemy, slowly chipping their health away with poison, but by the time the recharge is done for Spit, the poison has worn off. To kill the enemy fast, you should single them out one by one, which will make things a lot easier to start off with. Next, you want to Spit from a range, then Charge to stun. After that, Strike, Bite, Bite, Strike, Bite and keep going on and on till the enemy is dead. Once you get to close range, it is pretty much a contest of whether you are capable enough to mash the keyboard or mouse fast enough to kill him. Make sure that when you are attacking an enemy, you aren't being ganged up upon because that will make it harder to fight. You effectively have half the health to play with which is a problem, so make sure the coast is clear before you rush in and start raising all hell. ------------------------------------------------------------------------------ [4.10] Abilities All the abilities have been listed in their respective sections, the part on Combat has been listed in the Combat section, which is detailed out in full, the Social interactions has been listed out in the Allies section, and the respective consequence abilities has been listed in that respective section as well. There are a few abilities that haven't been named. These are the movement abilities. These are Jump, Glide, Sprint and Sneak, and they are given by using the correct parks that give these abilities. Of course, the level of the ability will determine how useful it is, the higher the level, the more power there is in it. Jump is a nice move that you can use in the midst of battle. This basically makes your creature jump into the air, and not only does this have its uses when you are in battle when you can dodge away from overwhelming odds, but it does give you a fair amount of room to move away from hostile groups of creatures. Glide is one to use in conjunction with Jump. Glide is basically a way to stop your fall to the ground and make you fly around, which is kind of fun I guess. This will allow you to make full use of your time in the air, and you can even access the places where you can't normally access due to the restrictions on the height your creature can climb. Sprint is the one for those who either want to hunt or want to not be what is being hunted. Sprint increases your movement rate for a short period of time, like how you will sprint in reality. This makes it good for closing in on the prey that is running away or you are being chased and you want to run away. And finally, sneak. This is the move for the crafty because it pretty much allows you to move past a very hostile area without grabbing the attention of the enemy units that live there. It is hard to use, but once it once in a while to get the hang of it. Otherwise, those are the abilities that we have to play with, and that is pretty much it. ------------------------------------------------------------------------------ [4.11] Packs Packs are going to be available to you during the course of the stage. This is where you can recruit allies, ie, those creatures who you are friendly with or creatures from your own tribe to hunt with you, fight with you, socialise with you, follow you, everywhere you go, they will follow. These guys are made to join your tribe when you have already allied or impressed them. Then, after another socialise action or minigame if you will, then you get them to join your pack. You can tell if they can join your pack because there is a sidebar on the right hand side of the screen showing the pack. If there are empty spots, then you can get another creature in, but if it is filled, then either kick one out or build up the brain capacity of your creatures by progressing through the stage. To kick one out, hover over the portrait of a current member and click that red cross. What are packs for? If you have extremely good socialising creatures, it makes it even easier to befriend creatures. Later on, without more creatures to back you up at the socialising minigame, it becomes impossible to befriend creatures since they will have members of their own tribe to back them up, and that is why you need creatures to back you up as well. The other use is for fighting. Well, it makes it a lot easier to fight one against a pack rather than one against one. You can easily take and lure a creature away from their nest, and attack them and kill them with your pack. It makes killing a lot easier and it isn't hard to maintain a pack. They eat when you eat, so if your hunger bar is full, odds are that your pack is as well, so it is to your advantage that you have a pack, and that makes your life a lot easier. When you advance into the tribal stage with a creature in your pack that is from a different species, you will, apparently, instantly domesticate them once you get them into the tribal stage. ------------------------------------------------------------------------------ [4.12] Progress To progress through this stage, you need to ally yourself with other creatures or you could just as easily kill them. These are going to be the main ways that you earn your DNA points here. Again, there are several stages here that will be unlocked after you have gained enough DNA points. At each stage, either your nest will be moved or there will be a new increase in your brain size, which allows you to increase the size of your pack, which is always a good thing. I've already said enough how to pass this phase with no real problem, you will have to befriend and kill other creatures, and that will pretty much be it. As long as you get enough DNA points, progressing to the next stage will be easy. However, the creature you have when you finish this stage is going to be very important, it is essentially going to be how your creature is going to look like for the rest of the game, you can't edit the body parts of the creature any more, so make sure you like how they look, because that is going to be the end of it. ------------------------------------------------------------------------------ [4.13] Throwing Sticks and Stones There are items on the floor that you can pick off the ground and throw them to the other creatures. In particular, there are going to be two that will be interesting, sticks and shells. To pick such items off the ground, just hover the mouse over it and if you have the option to pick them off the ground, then do so, it would be in your best interest to do so. Sticks are nice items to throw. They are pretty much the best option that isn't an attacking move to use on the enemy, because all this makes them do, if you move close enough and throw it at them, is that they will curse and swear at you, and they will normally chase you out. How often have you let someone throw a stick at you and you didn't try to lynch them? It will annoy them, try throughing it at your own fellow creatures. Shells are also quite interesting since they will normally result in the stun effect. The only difference from sticks is that sticks can be found literally anywhere, well, anywhere where there is grass, but shells can only be found near the beach areas, that is, the areas where there is some water to play around with. Best used if you want to use it before the leadup to the attack. You can also store these items at your nest, these will be there to be used in the future. Don't think it's going to be carved into a sword or anything however. Still, these items are nice to play with, and they are fun when you figure out that the enemy is trying to abuse the crap out of you. ------------------------------------------------------------------------------ [4.14] Tips for Survival I have some tips for survival, more if some people email in, hint hint. My advice to you is to hunt in packs. Hunting in packs is relatively important for you to do, it allows you to easier take on creatures that you normally can't take on due to the size problem, and also problems such as groups of other enemy units, etc. Luring out units and attack them whilst they are on their own, using attacks such as Spit to lure them out, and then taking them down on their own is the best way if you are going to go solo, and you either want to hunt the species to death or to get a free feed. If you don't like those methods, and are being hunted close to your next, lure an enemy out and make them chase you, chase you all the way back to your nest, and once they see that you are being attacked, your own creatures, well, species will come to the aid of one of their own and kill the predator for you. Not a bad way to go either. If you aren't aware of already, make sure you look out for the skeletons that sparkle, these are now parts that you can take for free. These are important, and the bigger they are, the better the part that you get in the end. This is important if you want to develop your creature into a stronger speciman. Befriend or kill the Alpha creature of each species first, they are the most important because they will always give you a new part if you manage to kill or befriend them, and that is surely a nice way to go. These parts are important, but the biggest bones are the best way to grab parts, the Alpha creatures are just too random. Lawrence Kolmogorov/Zeroid has sent in this following tip, which seems to be quite helpful. "Befriend rogues and turn them part of the pack. Not only they have a large HP (about 260, IIRC) and give a sweet 100 DNA reward (apparently) regardless of how much progress has been made, they are very easy to befriend (especially if the player creature is not alone). Although they may lack some important level on social skills on average, their usefullness in battle is quite unquestionable (even for herbivores, to gather more DNA points near-end and get those big skulls from agressive species' nest ). And more, every species that is in the player's pack the moment it passes to tribe stage will leave a pet in the tribe (the 'rogue' part makes no difference here, though). I used two of them as herbivore (just flew away and let them fight) and three as omnivore (though one got chewed by an epic, and replaced for the alpha of my species), it went quite smoothly (though befriending social alpha creatures always become a close call) and I just regret not finding this out as a carnivore (though they may not do that much damage after the player creature gets sentient, which is the stage in which DNA from extinguinshing is much higher than befriending)." Colin McMillen has sent in a useful tip for Carnivores and Omnivores. "In Creature stage, if you are a carnivore/omnivore, you can eat from one enemy corpse while fighting another enemy. Useful if someone gangs up on you, because it's the only way of healing while not at a nest." RobCLSwoverland has sent in a following tip, which nets a lot of DNA points in the long run. "Your creature (if an omnivore or a meat eater), is able to consume the eggs of other species for a nice little 25 DNA points a pop. It's best used on enemies, or allied nests in which the population has been drawn away. You must be in an attack stance to do this." Caleb367 has sent in the following: "In the creature stage, height comes into account when feeding. Tall creatures with long limbs can actually reach fruit on trees that shorter ones can't." Tony Birchill sent in the following, which I though was nigh impossible, but I was proved wrong, yet again. "I've just been reading through your spore FAQ, and thanks for making the effort. I had a good laugh at your comments about epic creatures (run, just keep running etc...), then decided to risk my neck and try recruiting one for my pack. I found with a creature with high enough sing, pose, etc, you can convince one to join you. Then you have a serious boost to further attempts to either ally with other tribes, or a killing machine to back you up if you decide to wipe them out. It's a risky strategy, but it worked. now it's time to try for 3 of them!" I hope he actually did that, I mean, who, in their right mind, will attack a creature with three damn giants right behind them. Its like a tiny guy with a spear attacking an infantry soldier, with a gun, armed with 3 tanks behind him, machine guns and turrets pointed at him. BongoDude sent in the following: "If playing as a herbivore, keeping the electrobud thingie from the Cell Stage makes it easier to socialise, as it gives the charm ability. If playing as a carnivore, the other two Cell Stage weapons are useful for having charge and spit. Migrating nests is not necessary and in fact can be a bad thing, as the original nest is guarunteed to be a seaport city in the Civilization Phase, and also very likely to be near fish/seaweed in the Tribal Phase. Also, there are multiple choices when making the final migration other than the one the game points you to; it is common that at least one of these will be a seaport." ------------------------------------------------------------------------------ [5.01] Your Tribe The Tribal Stage is a place where you need to master the part of micromanagement, think of a Real Time Strategy, but on a much smaller scale. At least you aren't commanding a whole fleet of Battlecrusiers, Mammoth Tanks or running an aged empire, three references to three games, guess which. You will start out with a total of 3 members, with the ability to have three more tribe members until you reach the limit. At the end of the stage, through a large array of alliances and wars, you will be able to get a total of 12 tribe members. You need to gather food, but you can also hunt in packs. Unlike the creature stage, you can now control your tribe members and order to make them do what they want you to do. However, while there are other creatures around, you are now top dog and you are going to be fighting your own kind, the other trives are going to be the same creatures as you, except that they are a bit different, lead by a different chief. All you need to do to finish this level is to find all 5 tribes, either ally or conquer them all, and finish this level. This is probably one of the hardest levels to master well because for one, you can be out attacking or socialising and other tribes may attack, or wild animals will eat all your food, so you really need to keep a balance. Other than this, this chapter/section/part will pretty much cover all the things you need to know. ------------------------------------------------------------------------------ [5.02] Tribal Village If you haven't noticed already, there are several parts to your village. First of all, there is the village hut. First of all, the village hut is going to be relatively important. If it gets destroyed, then it is pretty much game over for you. Imagine it as your headquarters that has no substitute, so if you lose it, your outta here. At the tribal hut, it is important because you can place new buildings here, more on that later in its own section, and you can also dresss your creatures here as well, follow the tutorial at the beginning and it will show you the path. Also at the tribal hut, you can create babies, or rather, spawn them, because all they do is seem to roll out of no where and there you go, a new child. Buildings are going to be important. You can only have 6 of them at any given time, which might be hard since there are 9 different buildings to choose from, again, unlocked over the course of the game. Then, there is the totem pole. To finish this level, you need to have 5 heads on them. How do you get the heads? To get the heads, you need to either ally, which means the green face, or conquer and destroy another tribe. Once that is done, you get a head for that tribe, the colour will represent the colour of the tribe that you befriended or killed. Note that this will only appear when you have conquered your first tribe. Another item is the food stash. This is where all the food from your gathering efforts are stored. Herbivores will stash eggs, fruit and seaweed. Carnivores will stash eggs, meat and fish. Omnivores will stash eggs, fruit, meat and fish. Of course, it does look a litter bare at the beginning, as the food starts to flow in, there is going to be a lot of food. Though the way they store eggs doesn't seem too, well, practical. The third item is the firepit. What does it do? Well, pretty much nothing but raise the morale of your tribe, but morale is a factor here, you don't have such a thing as retreating troops. Anyway, when you conquer or ally more tribes, the size of the fire pit grows, well, it is the same with the village, it will grow as your village grows. And finally, there is your animal pen. This is where your domesticated creatures stay for the night, where they lay their eggs for you to eat and so forth. It is important to those that when your village is under attack, those animals will come to your aid, but whatever good they will do doesn't seem to be such a big problem for those attacking. ------------------------------------------------------------------------------ [5.03] Accessories Accessories are like parts from the previous two stages, however, they are going to be unlocked differently. They will be unlocked over the course of the game, or rather, stage, when you have conquered more and more tribes, and near the end, you will be able to get some new accessories. First of all, you will only get half of the available set that is originally available for you. In each set, you get the cheaper or the crappier half, and when you unlock it, you get the more expensive and much better part. Accessory points are also unlocked over the course of the game. It is not related in any way to the food count of your village, that has pretty much no bearing on what happens on the tribal outfitter screen, the screen that will enable you to outfit your tribe. Note that you do not need any accessories for the phase here, you can go right through this entire stage without any need for accessories, unlike the previous stages where not using the opportunity for new parts will dearly cost you in the long run. The parts are as listed: --==Hats==-- Dockworka - 15 Accessory Points - Health - Level 3 Plundercap - 30 Accessory Points - Combat - Level 2, Health - Level 4 Body Wok - 20 Accessory Points - Gathering - Level 2, Social - Level 2 Tierdrop - 30 Accessory Points - Gathering - Level 2, Social - Level 4 Bakerware - 15 Accessory Points - Gathering - Level 3 El Graucho - 30 Accessory Points - Gathering - Level 4, Social - Level 2 Ultra-Fez - 15 Accessory Points - Social - Level 3 King Bling - 30 Accessory Points - Combat - Level 2, Social - Level 4 Floronet - 15 Accessory Points - Gathering - Level 2, Combat - Level 1 Aloe Haira - 30 Accessory Points - Gathering - Level 2, Combat - Level 4 --==Masks==- Apelious Mask - 10 Accessory Points - Combat - Level 1, Social - Level 1 Kofi Kete Mask - 30 Accessory Points - Combat - Level 3, Social - Level 3 Ayuba Mask - 10 Accessory Points - Combat - Level 2 Oba Shaka Mask - 25 Accessory Points - Combat - Level 5 Khwame Mask - 10 Accessory Points - Social - Level 2 Tiki Gamba Mask - 25 Accessory Points - Social - Level 5 --==Chest==-- Fancypack - 15 Accessory Points - Gathering - Level 3 Charm Plate - 25 Accessory Points - Gathering - Level 5 Leaf Camouflage - 5 Accessory Points - Health - Level 1 Singuard - 25 Accessory Points - Health - Level 5 Thorsbjerg Tunic - 5 Accessory Points - Social - Level 1 Tunic of Virtue - 25 Accessory Points - Social - Level 3 Featherkilt - 5 Accessory Points - Combat - Level 1 Philamore Kit - 15 Accessory Points - Combat - Level 3 --==Shoulder==-- Crown Shoulder - 10 Accessory Points - Social - Level 1, Health - Level 1 Metal Pleats - 20 Accessory Points - Social - Level 3, Health - Level 1 Shell Shopped - 10 Accessory Points - Combat - Level 1, Health - Level 1 Kharmadillo - 20 Accessory Points - Combat - Level 3, Health - Level 1 Body Aegis - 10 Accessory Points - Health - Level 2 War Plating - 20 Accessory Points - Health - Level 4 --==Symbol==-- Stunrise - 2 Accessory Points Spideycrest - 2 Accessory Points Gleeclipse - 2 Accessory Points Geltbuckle - 2 Accessory Points Spore Gears - 2 Accessory Points Stovras - 2 Accessory Points --==Detail==-- Stickler - 1 Accessory Point Trophybuck - 1 Accessory Point Mustache - 1 Accessory Point Hearty - 1 Accessory Point Glibia - 1 Accessory Point Prongalong - 1 Accessory Point Bravefeather - 1 Accessory Point Tufted Stalk - 1 Accessory Point Ring - 1 Accessory Point Skull - 1 Accessory Point ------------------------------------------------------------------------------ [5.04] Buildings There are 6 buildings that you can place in your tribal village, and these are going to be at the cost of some. You see, there are 9 possible buildings that you can choose, and there are only 6 spots, so some are going to miss out which is pretty much the idea of opportunity cost. However, you need to remember that when the building with the tools are destroyed, for whatever reason, you will lose the tools altogether, even though the members in your tribe are carrying them. So if those tools are integral to the success of the tribe, you might want a little defence. However, these are additional problems for you. While each will cost about 20 to 30 food per building, but the problem is that you will only get the basic tools at the beginning, the new buildings will number of 3. As your progress, more buildings will be unlocked, and they are quite important later on. At the beginning, you will only be able to access the wooden horn, fishing spears and the throwing spears themselves. These will be your default buildings. The fishing spear is not useful for herbivores, so you don't need that for the herbivore. Wooden horn is useful for socialising and the throwing spear is your ranged attack or the throwing item. CORRECTION: Apparently, having the fishing spear for the herbivores will make them gather seaweed faster. After the first unlock, you will be access to the maracas, the fire torch and the gathering cane. These will serve the herbivore well, because the gathering cane is pretty much useless for the carnivore. The fire touch is basically to torch buildings, as you do, and finally, the maracas is another socialising tool, but again, more on that later. And the final upgrade or unlock for the buildings are the stone axes, the healing rods and the didgeridoos. The stone axes are the best melee weapons in the game, the healing rods will heal your troops wherever they are, they don't need to be back at base and the didgeridoos are useful for the socialising game. What I find disappointing is that there is no stage from this and the civilisation stage, so there is no medieval stage where you can brandish swords and swing and fight like crazy. What I would give for that to happen. Sometimes, you simply can't have it all. Then it has come to my attention that that is only true for omnivores, but the playout for the herbivores and carnivores will be quite different but the above set is set for omnivores. For the herbivores, you will get the Maracas, the Gathering Cane and the Fire Torch first, then, I would imagine, the Didgeridoo, the Stone Axes and the Healing Rods, and finally, the Wooden Horn, Fishing Rod and the Throwing Spear. For the carnivores, you will get the Stone Axes, Healing Rods and the Didgeridoo first, then the Throwing Spears, Fishing Spears and Wooden Horns next and finally, the Gathering Cane, the Maracas and the Fire Torch. Thanks for Mariano Rodriguez for the heads up. ------------------------------------------------------------------------------ [5.05] Herbivore Food Herbivores have again, a real easy job to gather food for their tribe. There are really two main sources of food for the herbivores, since they cannot gather meat as part of their diet. The first is using the nearby trees and bushes as a source of food. They tend to take a long time to gather, and for a tribe that needs to grow, it is a pretty painful wait. You see, to gather food, you need to head to a tree or bush, but each tree once provides 5 food, enough for only one trip at most. The problem is that these trees, unlike farms, are really spaced out so after you have exhausted your supply near your tribe, it is going to be a problem as you get further away from your tribe. Don't fret, they will be replenished over time. The second exclusive source of food for the herbivore is Seaweed. This is going to be a very good source of food for tribes near the coastline and a fishing spot. The reason is that this source will never be depleted, it will always be there and provide a constant source of 5 food in the form of seaweed. Note that for omnivores, this will be replaced with fish. It is a constant form as it does not for you to move to another location for more food, but it may be a walk from your tribe. These are the two exclusive types of food for the Herbivore, fruit from the trees and bushes, and the seaweed from the sea. It is best to have a few to harvest the fruit near your own base or tribe, and enough so that you don't have to wonder too far before the fruit is replaced with new fresh fruit. ------------------------------------------------------------------------------ [5.06] Carnivore Food Carnivores don't want fruit, even though it is for a balanced diet. They need meat, and the more the better. They need to kill other creautres, those not from tribes, and send them to the slaughterhouse. The first real source of meat is going to be from other creatures, any wild animal is a source of food. Monsters are going to provide 10 food, which is enough for two tribesmen to gather, while the baby animals only provide 5. The Alpha animal, there are 2 for each species of animals, will provide a nice total of 20 meat. The Epic monsters, if you somehow manage to kill them, will provide more than enough food, so much that by the time you gathered a few rounds, the corpse would have disappeared, since there are not a lot of epics and they are going to be few and far between on a continent. From what I have seen myself, the meat you can gather from an Epic creature is about 300 so that is a lot of meat. Lucky the corpse was close to my tribal base. The best way to have a constant supply of food is to monitor the close nests of creatures near your tribal base. Never kill their young, do not kill the baby creatures. Take the Alphas down, wait for more to grow, and then kill 2 more, and wait, and repeat. That way, the number of creatures will stay relatively constant, which is always nice, and make sure you rotate nests because that way, you can pass the time and still have a relatively constant supply of food. The second supply for carnivores are going to be the fishing spots. Unlike the herbivores who will search for some seaweed, you will instead search for some fish. The problem with this process is that it is rather tedious and takes a bit of time. Consider this as a trade off. The fruit gathering for herbivores is slow compared to the meat gathering for carnivores. The seaweed gathering for herbivores is going to be faster than the fishing for the carnivores. This is a constant supply like seaweed, so you might want to have a few tribesmen here to do some fishing for a constant supply that doesn't kill any animals. These are the two exclusive sources of food for the carnivore, the meat and the fish. The best food gathering method is to have most of your tribe to be rotating and slaying other creatures for meat and some on fish. That way, you build up a nice source of food. And the best thing for hunters is that they get weapons, and with weapons, they can also defend your village. ------------------------------------------------------------------------------ [5.07] Food for All Again, omnivores have the best of both worlds. They can gather both fruit and meat, fish (they cannot get seaweed for some reason), and eggs. Everyone can get eggs, so, how do you get them. You can get eggs only by domesticating a creature. To do this, you need to social with a creature, and this will mean that you give it 15 food, and they will be friend. Then, social a creature of your choice and you get them to head into the tribal pen. This will slowly but surely provide you with a provision of eggs. Note that you can always reclaim the food that you have used in the domestication process if the animal doesn't take it. A domesticated creature will take some time before the first egg is laid, this can be seen in a little fenced area that looks like a gate. You will see eggs there once they have laid some. It really confuses me that these animals aren't chickens yet all of them lay the exact same type of eggs. Green eggs and ham anyone? You can have up to three creatures for domestication. These creatures, however, need to be from all different species. Therefore, you need to befriend three different species in order to have a nice set of eggs. This flow will continue, and if you ever get sick of a domesticated speciman, you can always kill it for the meat. The next source of food for everyone is the fishing spot. Regardless of the fact they you are a carnivore, omnivore or herbivore, you will always be able to get food here. This makes it handy if you start near a beach. If you have the fishing spears, they will help you gather seaweed faster. A third, or less reliable set is where you will get gift baskets from other tribes, but that will be explained in depth in its own section of peace. Therefore, Carnivores need to meat, herbivores need fruit and omnivores can pick and choose. Its nice to be an omnivore. ------------------------------------------------------------------------------ [5.08] Other Tribes Other tribes will sprout during the course of the game. As you get more and more food, and more heads are added to your totem pole, and soon, there will be five tribes that you need to face. At first, there will only be a limit of 6 units in the other tribes, which isn't going to be all that hard, but the problem is that once you have taken care of that tribe, either through alliance or conquer, you will spawn three more tribes, each with a limit of 9 members, to face, which isn't going to be all that nice. The final tribe, the fifth tribe, doesn't have a limit, it will spawn when it wants to, and this has a limit of 12 members, which makes it very hard for you to defeat via military actions unless a wondering Epic unit decides to snack on their tribe or you decide to ambush the food gatherers. Note that these tribes will start on neutral relations with you, it will depend on your difficulty of course. These tribes, will, over time, become more and more hostile against you unless you actually do something. These tribes are competition as well, they will compete for animals to kill for meat, fruit off the trees or control over the fishing hole. This is a problem if they are close by, because they can use raiding parties against you, so you don't want that. Anyway, more on that later. That is about it for the tribes, there isn't much about them, War and Peace, well, that is a completely different matter. ------------------------------------------------------------------------------ [5.09] Relations What is going to be important is that you have decent relations with all the other tribes until you either want to ally with them or build up a nice force of all your tribe members to attack and plunder their fair city, or tribe. There are 5 stages of relations that you can have with your fellow tribes. Again, there are 5 faces that you need to focus on, red, orange, yellow, blue and green, focus on the colour and not the faces, it is easier that way you see. When there is a red face, that means war. They will attack you when they see you, they will attack and try to steal from your food stash, and they generally aren't going to be the nicest people that you know. Orange is unfriendly or unhappy to say the least. They aren't going to attack you per se, however, they will attempt to raid your food stash, which means you need to defeat them and that would lead to war, and your relations will continue to spiral down, therefore, they will head into the red unless you decide to do something. Yellow is neutral, they don't like you, nor do they hate you. That is to say that they won't attack you, or try to steal your food, that is the job for wild animals, but they will have their relations go down over time, so if you don't do anything and autopilot this part, you will head into the orange and then the red stage. Blue is friendly, that means, they are happy with you and won't try to burn your village down, but I don't trust them goblins, its always them goblins. They will bring the occasional basket of food, about 10 to 15 food per basket and they will have their relationships set at blue, they don't seem to decay, which is kind of nice. Green means ally. That means that you will get a head on the totem pole for this, a friendly one. They will bring your food baskets as well, more often than before, and unless you kill their entire tribe so to speak, they will stay allies for life. To boost your relations from red or orange to neutral, you need to give them a little gift basket of your own, at the cost of some food, while you can use instruments to make them go from neutral to friend to ally. Or you can just wipe them out if you really want to finish things off. ------------------------------------------------------------------------------ [5.10] War War is going to be something that is more or less unavoidable, unless you truly are a diplomat, or the next Kissinger. War is going to be a nasty business if you want to conquer the other tribes instead of allying with them. Overall, it is easier to conquer than to ally, because war is in, most cases, much faster to finish because its way, conquer and finish off the other tribes with ease. You are going to wait till you get some more food to heal when you finish your killing spree. You are going to have a full tribe, so all available members wielding weapons, in the beginning, spears, and your chieftan, and you need to move out to the enemy camp. What you want to do is to observe the enemy. Wait until they have most of their tribe out gathering food. You now have two options, you can rush, or kill. If you rush, you want to quickly run and destroy the enemy tribal hut before they destroy yours or come back to fight. If you are going to fight, then you need to find all the available members. First of all, kill all of the enemy tribe members that are alone or in pairs and are gathering food. Check the nearby trees or nests, and if you are near the cost, the nearby fishing spots because the enemy sure likes to fish. After you have killed all those that are not in the base anymore, you will be able to launch an attack on the chieftan. You want to take him down, but if there are other units there that protect the chief, you want to take them down. Generally, there are two tribe members there to protect the big wig. Take down all the members, making sure that the Chief is last for the respawn reasons, and once they are all down, burn down the tribal hut, that will eliminate the tribe. There is no leveling in this game, so the amount of kills doesn't matter. Once the hut is down, bye bye tribe. When you get better weapons, it is going to be more fun for you. Fire torches aren't very strong against enemy units, but they will make your rush and burn down the tribal hut tactic much easier since they are super effective against buildings. Axes are the best melee weapons, they are good for attacking and removing other enemy tribe members, so keep them for your frontline units. Spears are your ranged units. So if you like, you can think of it this way, the spears are the archers, the axes are the swords and the torches are the catapults. Fill in the rest and there you go. A following reader, Kevin Lipkowskik, has sent in the following about the attacks of your creatures. "Also, you keep racial traits. So if your creature had spit in the animal stage, if you keep the spit, he'll use it in combat. The same with stealth, which helps raiding other tribes or ambushing animals so much easier." With the above tip sent in, it seems that if you are going for the conquering approach in the Tribal Stage, best to bulk up your creature during the Creature Stage less they suffer from a weak attack. ------------------------------------------------------------------------------ [5.11] And Peace Peace is something that people see as weak, and it is probably the best way to finish this part of the Tribal Stage without losing all your tribe members to death. To socialise, there are two real options that you have to make the other tribes happy with you, the ability to gift and send food to the other tribe or to play the instruments. To send food, you need to hover over their food stash and right click and that will send the food over. However, there are some reasons you cannot always do this. First of all, you need to be either on the orange or red face status with the other tribe, and this will only boost it to the yellow or neutral level. And this is the only way to stop or end a war, nothing else. When they are neutral, you can play them instruments and this will make them more happy. To play this, you need to select and socialise one of the other tribe members, and this will trigger the minigame. You need to play the instrument that they require. Look at the instrument that the other members request, and play that instrument. The general rule of thumb is that when you socialise, you bring in your entire tribe. The split should be about 4 tribe members per instrument because the max the enemy will ask for is four. You can tell the amount of people required when you see the speech bubble. One speech bubble requires one person for that. You generally get about 3, but 4 to be safe. Peace is the sure fire path to make sure you don't lose any units or anyone for that matter, but the problem is that it does require you to leave your tribal village alone the whole time, but it sure beats the hell out of killing everything in sight. ------------------------------------------------------------------------------ [5.12] Chieftan The Chieftan is the big wig of the tribe, he is the leader. The Chieftan is essentally, the creature that you controlled during the creature stage if you decided to head through that stage. Well, either that or the Galactic Handbook lied to me. The Chief is important for a few reasons. The fact of the matter is, if you want to socialise, you need the Chief there to start the interaction. If you want to play some instruments, the Chief is the conductor. Therefore, if you lose the Chief, there goes being friendly. Note that you can send gifts with any other tribesmen, social interaction is only limited to playing musical instruments. The Chief is also armed with more firepower and more health. This makes him quite formidible in terms of fighting, and look at that staff, you really don't want to mess with that thing. And when he dies, he has a regeneration power where after a short period of time, he will suddenly appear in the village again. He will also pack most of the tools, provided that the building is down, so he doesn't need any tools at all for this part of the mission. So that is about all the big chiefty chiefty does. ------------------------------------------------------------------------------ [5.13] Tools I've already talked about most of the tools here, but now is the time to go in depth, I guess. The Fire Torch is essentially your siege weapon, it works best destroying enemy buildings but they will do some damage to enemy units. Throwing Spears are decent melee weapons, but they can dish out some damage from a range, 10 to be exact. They are your ranged weapons. And finally, you have your stone axes. These are quite powerful at close range, but you need to be in close range to use them. The Maracas, the Wooden Horns and the Didgeridoos are all musical instruments and need to be used in the socialising mini-game, don't bother if you aren't going to be nice to anyone but yourself. The Fishing Spears make is much easier to fish, they will increase the speed in which you gather fish from the sea, which is more than useful since fish is probably the slowest type of food that can be gathered. Fishing spears will also help you gather seaweed from the sea faster as well. Gathering Canes make is much easier to gather fruit, which is useful, because other than fish, this too takes a long time to gather. And finally, the Healing Rod is useful since this is the only way that you can heal your troops besides them resting at the tribal village. 9 different tools, one would ask for more, but you aren't going to get any. ------------------------------------------------------------------------------ [5.14] MEDIC! Babies and Wounds Well, you are going to need new tribe members sooner or later, either to fill up the vacant gaps or to replace your fallen tribe members. To create some new babies, you need to hover over your tribal village, and select the create baby option under the tribal planner. They will cost 10 food each, and they will take some time to grow into fully functioning tribal members, so let them develop, and they will grow, Make sure that you protect the babies when they are out and about because roaming tribes and animals will attack the babies and that isn't going to be very useful in wasting your food like that. Once the circle around the baby's portrait has spun a complete 360, the baby will grow into an adult. What baffles me is how babies roll out of tribal huts like that. The next part of this section is hunger and wounds. Like the creature stage, there is a health bar. This health bar, once it hits zero, it will make your creature go bye bye, unless the character is the Chieftan. To restore your health, either use some healing rods or head back to your tribal village and stay there to heal your wounds. Finally, hunger. You can still die from starvation here, that is why your have food as currency. Normally, they will eat, but for reasons unknown, they might be away from their food stash for a long period of time, due to raiding or attacking, and they need to eat. Right click at the food stash to force them to eat. Remember, it is best to be fully healed and fully fed before you launch a military campaign. Never fight on an empty stomach. ------------------------------------------------------------------------------ [5.15] Threats Again, there are threats on your tribe as usual, as you do. Besides the fact that you can easily be sent into war for no real reason, just worsening relations, there are several that may threaten your tribe. Once are raiding parties. These will come and attempt to steal your food, and these are quite annoying since they are going to be increasingly common as you continue to do nothing to stop the enemy from raiding your own base. They are quite easy to destroy if you have some forces at home to keep them at bay. The second, while they aren't going to be such a threat are wild animals that will try to steal the food from your little tribal stash. While they aren't all that hard to kill, what strikes me is that when your entire tribe is out, say, far from your tribal village, these guys strike and eat your food. At least you get some back when you kill them. Thats about it for threats, though UFOs may come down and suck up your tribe. ------------------------------------------------------------------------------ [5.16] Tips for Survival You can progress through this stage by befriending or killing all the tribes there are. Therefore, the most important thing is that you survive through this stage, because you can lose now, the lost of the tribal hut means you are screwed. Again, this is the part where you need to read all I have typed, and what people have sent in. This is sent in by John Baima, who sent in an excellent strategy (probably trying to steal my job o.0) on how do effectively befriend all the enemy tribes that you face. "When you start you will be the only one there, so first thing you're going to want to do is farm food. Do so. Shortly after you start one tribe will pop up (on hard mode they start unhappy with you). If they are unhappy with you, first thing you're going to want to do is give them a gift so they don't steal your food. Once that's done, continue to farm and get enough to buy your first instrument. Equip everyone with an instrument, go over to the tribe, and make them "happy." Stop there. Why stop there? Two reasons. For one, the moment you ally the first tribe, three other ones will pop up (on hard mode, all unhappy or sworn enemies. This is bad). The other reason is it unlocks another instrument thing. This sounds good, but if you don't have it unlocked, the other tribes won't demand it. Due to this, you can make every tribe but the last happy with you by just using one instrument; they will demand nothing more. With the tribe now happy, you have no need to worry about them again until you're ready to have everyone allied with you. Go back and continue farming. Farm as much as you can (and make more babies) until the three new tribes pop up (they pop up anyways after a set amount of time). If any are unhappy, immediately give them a gift. As soon as possible, make them all happy as well (this entails just moving a phalanx of dudes over from one to the other and mashing a button, since you only have on instrument). Soon enough they will all be happy, and you won't have to worry about their happiness decaying. I've found that the fifth tribe does not appear on a time limit, unlike the others, but I may be wrong. If I am wrong, then it's quite a long time. Now that you've got all the time in the world, just start farming like mad until you have as much food as you want. I usually go to like 200 or more, but that's just me. Once you're comfortable with your amount, move out and start allying the tribes. Remember to buy and equip instruments the moment they become available. After two or so allied, the final tribe should pop up. Immediately give them a gift if they are unhappy or worse, and either make them happy or ally them. Doesn't really matter at this point, once they're happy you've effectively removed all threats unless you do something stupid. Just ally everyone from then on. Not that hard. Using this method I was able to get the Watchful Parent achievement on Hard Mode (not a single tribe member dead during the tribal phase), everyone was an ally, and all was well. The key part of this strategy is to keep them happy, but not allied. When they're happy, they give you gifts and are no longer any sort of threat to you, with no downsides other than not getting the perks of advancement (most importantly, the gathering tools and increased maximum amount of tribe members). When they're allied, the same is true, but it can have very undesirable side effects (more tribes to contend with, more instruments to buy). In Easy mode, this largely isn't much of a problem, as tribes are by default okay with you, if I recall correctly. In Hard mode though, it's quite the dilemma." Caleb367 has sent in the following. "In the tribal stage, as you said, traits from the previous stage do carry over. So I've found an effective tactic for fast and/or sneaky creatures, get 3 or 4 tribe members near the enemy village's food storage, dart in and steal food, drop back to base, repeat. They'll basically starve out and if you manage to pick them off one by one (spears work wonders on this) you prevent them from reinforcing. Oh, and every weapon has a special attack mode activated by pressing its key during a fight. Stone axes roll around, I think hurting every enemy in range (not sure about that), spears charge and stun enemies, flaming torches don't know exactly." Marious from GameFAQs has sent in the following, which is an interesting observation to say the lease. "In your Spore FAQ, you stated that in the tribal stage, when another tribe is at yellow, they will not raid or attempt to steal food. In my personal experience, that's not true. They won't send a raiding party, but they will attempt to steal food if they come close enough to your camp, though it is less common. When I played the tribal stage last, I sent 9 people, including my leader, to attack the pink tribe in retaliation for a raid attempt. While I was attacking their hut, a lavender gatherer (lavender was at yellow) attempted to steal my food. My two guards chased him all the way back to his village, and attacked. When the guards saw him, their disposition was changed from yellow to orange, and then red once my two guards got to the village. Unfortunately I was going for economic in the civilization stage, and an alliance with the lavender tribe would have gotten me that. I was an omnivore adaptive before that, but I got militaristic in civ stage because I destroyed lavender." ------------------------------------------------------------------------------ [6.01] Your Civilisation Your tribe has evolved into a civilisation and now you are only one stage away from the real part of the game, the space stage. Anyway, this is the Sid Meier's Civilisation ULTRA Lite, and you need to conquer, own, or convert all the cities on the map to progress to the next stage. Here, the trait that your city developed during the tribal stage will be the type of city that you get to play with. Red is Military, Blue is Economic and Green is Religious, but more on that later. Here, the aim is to produce a large empire. You want cities to be profitable, yet to keep the citizens happy to ensure that they don't rebel against you and you need to wage a desperate campaign to keep the city. Over the course of the stage, other cities will spawn and you need to, over time, take them over, buy them out or convert them, depending on your city type. In this stage, you don't command a creature, they command themselves. You will command a fleet of vehicles, SEa, Land and Air, to dominate the planet and win the stage. You start with a city, and you get to customise the heck out of it. You can design the buildings, design the vehicles, place them however you like or customise the effects, or even have your own national anthem. Welcome to the Civilisation Stage. ------------------------------------------------------------------------------ [6.02] Military Military Cities have it pretty easy, all they need to do is to blow up all the other cities in their paths. This means, all that they have to do is to blow up all the other city halls on the map in order to attain victory. Since there are three types of vehicles, there are going to be uses for them, but thats a different matter. Military vehicles conquer cities by targeting city halls, but the problem with that is that there are going to be turrets that are going to target your vehicles first. That means that you get going to need your units to target the turrets first, and then surrounding vehicles that will attack your vehicle. They are the main targets before you bomb the city into submission. As such, it is going to be hard for the Military cities to ally with other cities since you are going to need to take them over at some point or another. You don't however, want to target the structures inside the city walls, bar the turrets. This is because that you will take over the city once you have finished attacking the town hall, the city will be yours and you will have to rebuild at the end of the day, and that will cost you some money to rebuild. ------------------------------------------------------------------------------ [6.03] Economic If you are playing the Economic route, there is only one method to take over other cities by buying them out. All you need to do here is to trade and take over their city when the trade bar gets full. There are really good reasons why the economic route has it that easy. First of all, the economic route means that you are forced to trade to take over other cities, therefore, you can easily stay out of wars since trading boosts alliances. You have it real easy. All your vehicles will actually do is to trade with the other city, and this has the benefit to bring in some extra Sporebucks to your tally since each trade, from your city to the other, or the reverse, will being in the money and the further the distance, the more money you get. I wonder what you are trading besides spice. Anyway, when the trade progress bar, which can be observed over the city, is full, you can offer the city a nice buyout price. The amount will be depending on the amount you decide, but generally speaking, 16K seems to be a decent buying out price. If you bid too low, the other side will reject your offer and to top it off, resets the trade progress bar. You need to buy out all the cities to win this stage, and generally speaking, you can get a lot of money quick. Build more vehicles and get more trade done, increase the speed of your vehicles if you really think it will help you that much. Like I said, the Economic class have it easy. ------------------------------------------------------------------------------ [6.04] Religious The Religious are there to convert others to their cause, and they are going to be the hardest class to play during the Civilisation stage. Why, their method of takeover is converting the unbelievers of Spode to their will, and they don't have weapons. See, the problem is that the Religious need to in sort, attack the enemy city, in order to convert them. However, as long as the citizens in the city aren't unhappy with their current ruler, they will throw little bombs at your vehicles and try to kill you, which isn't all that helpful when you have no weapons. If you are going to convert a city, you need one of the following. A large army of converters to help you convert the city with a constant stream of reinforcements, or, a military escort to ensure that you don't have any trouble, but that would need converting first. The better thing is that you can make this stop. You can use your religious vehicles to target the turrets to disable them, and disable the entertainment buildings, which, if the enemy has factories, will lower the happiness and make the enemy more resented in their own city, which will help you so that you can have little resistance to take over the city. The best part of being religious is that you get to have the option to make sure that the city you take over it unharmed. The city you will take over will end up, at the end of the way, undamaged, so what the enemy built is now yours for the taking. Excellent. ------------------------------------------------------------------------------ [6.05] Mixture You can have a mixture of cities in your empire. When you take over another city, if that city has a different trait, where their city power is different to yours, military, religious or economic, you get to have a choice. You can either impose your own belief over them, or let them keep it. If you let them keep it, the best thing is that you get to build their vehicles from their trait. That is, you can build their type of military, economic and religious vehicles, and they retain their function. That is, you can start out as a religious city and you can end up taking over the rest of the cities with economic means. Please note that you need to carefully note what type of city it is. You still don't get a choice, the city of the enemy is not up to you, you can only take them over. That is to say that it is the luck of the draw that will determine what kind of city you get to take over. Good hunting. ------------------------------------------------------------------------------ [6.06] Diplomacy Diplomacy is the power of words, the power to keep a nation either happy or to turn that at war with you, whichever option it is, it is completely up to you. Again, there are 5 relationship states. Red is that they are completely angry at you, that means, they will attack on sight, raid your cities, won't even trade with you. You need to even pay them for peace, even if you are 1 million times stronger than they are. Man, this world is stuff. Orange means that you are on the brink of war. They aren't too happy with you and if you stay too close to their land, they will shoot you down, so don't think of getting too close. No trading either. If you don't improve the relationship, it will sink into red. Yellow means neutral, they don't like you, nor do they dislike you. Guess it is fair sailing. They won't trade with you, but they won't decide to attack you, so it is up to you where you start with this empire. Blue means friendly, they are happy with you, and they are more than happy to trade with you. Keep up the relationship and you'll be allies in no time. Green means alliance. They are happy with you and will trade with you. When you are at war, they will, more often than not, come to the aid of you, but alliances are two way streets, they expect you to help them. There are ways to make the other cities happy with you. You can always trade with them, but the best way is to bribe them. Bribe them, then trade, and that will certainly improve the relationship. But there are a lot of things that can make them more hostile with you. You can attack them, steal their spice, try to convert them, try and fail to trade with them, not give them money when they ask, not helping when they are for help and not giving enough money when bidding for their city. See, there is more wrong than right. ------------------------------------------------------------------------------ [6.07] Consequence Abilities There are 12 consequence abilities that you can use in this stage. 9 of them, three each for each type of city, will be based on whether or not you completed the previous stages or not. There is only one that is available regardless, and that is the massive superweapon for each stage. The 9 abilities are as follows - Cell Stage * Invulnerability * Healing Aura * Static Bomb Creature Stage * Mighty Bomb * Diplo Dervish * Bribe Tribe Stage * Gadget Bomb * Ad Blitz * Black Cloud These abilities are rewarded to you based on the outcome of your gameplay throughout the stages, the details on them are listed below in their relative section, no point repeating myself like a broken record player. There are 3 that are rewarded, regardless of gameplay, after the capture of 5 cities, bring your city count to 6. You get a superweapon depending on your city type. The ICBM is for the military cities. You will launch nuclear missiles at the other cities and that will let you automatically take them over once they get their dose of radiation. I don't see how the cities still stand after a nuclear missile has been delivered to their city, but it still works. The Messianic Uprising is the superweapon for the religious. Imagine Kane from C&C X 10 and this is what you get. You will automatically convert all the cities on the map to your cause and you win the Civilisation stage. Finally, the Superweapon for the economic is the Global Merger. You will buy out all the cities on the map for a small fee and you will take them over. They will all belong to you. The use of the Superweapon will automatically win the Civ stage for you, but you need the money to do so. The cost of the superweapon is about 12,000 Sporebucks per enemy city remaining, so if you have 6 cities and the AI has 4, it will cost 48,000 Sporebucks to use your Superweapon. It takes a bit of money saving to use one of these, but it is an automatic victory. ------------------------------------------------------------------------------ [6.08] Trade Trade is for those who have the power of money, this is quite important if you are of the economic type. The ability to trade is the only way they can take over another city, which is the only way to progress through the civilisation stage. Trade is only started if you are on the blue face, that is, friendly with the nation you want to trade with. You might want to bribe them to boost the relationship if you cannot trade with them because they aren't happy with you enough. The best thing about trading is that is brings in another source of income for the Economic type. You already have the spice geysers and the cities to generate revenue, trade brings in the third. Land vehicles are going to be the basic vehicles for trading, they are decent for the time being. Sea vehicles are for port cities, they make more money because there is more distance to cover. Aircraft are the best to make money with, but they come late in the game, but they can cover the most distance and cross seas. Distance and speed determine the amount of money you make. The more distance you cover, the more money you make, and the faster you do it, the better. This is the second most stable way to make money, after all, those spice geysers don't last forever you know. ------------------------------------------------------------------------------ [6.09] City Building City building is one of the most important things you are going to master in the game, because it is one of the most important sources of money in the game. There are 5 types of buildings you have to build. The City hall is automatically built in the city you choose, you have no choice on that. There are slots for turrets, again, you don't get to choose what type of turret you get either. There are three you get to control, houses, factories and entertainment. Well, lets start how these buildings work. Houses and the city hall will provide population via their links. You see, when you place a building, adjacent buildings will acquire a link to it. A link between a house and another house or city hall will provide a useless link, that will do nothing. A link with an entertainment building will provide 1 happiness and a link with a factory will provide unhappiness but money for the unhappiness. Entertainment buildings will provide happiness only when there is a link with a house or city hall. A link with the factory with do nothing, the same when there is a link with another entertainment building. The Factory will generate money by itself, but links with the city hall or houses will generate more income, but at the cost of increased unhappiness. Therefore, it is necessary to keep a positive balance between happiness and wealth. Turrets are there to defend your city from attack. When the enemy decides to attack your city, then your turrets provide a source of defence until you scramble together a defence force to repel the invaders and bring the attack on them. As such, all links between buildings should be green or blue, never white since white means nothing is going on. Make sure that either entertainment buildings or factories surround the city hall, houses between to give a nice link. The best you can do is about 120 Sporebucks without the unhappiness showing. This will be delved deeper when we head to the space stage. Below is a list of all the parts that you can use to build. The amount of Construction Points you start out with is 50,000, but odds are, you will hit the complexity part before you reach 0 Construction Points. --==Bodies==-- Cubicle - 500 Construction Points Columnar - 500 Construction Points Octo-Cottage - 500 Construction Points Condominimum - 500 Construction Points Buttressgead - 500 Construction Points Castle Ramparts - 500 Construction Points Archway - 500 Construction Points Octo-Tower - 500 Construction Points Bachelor Vat - 500 Construction Points Bubble Fab - 500 Construction Points Thinkin' Logs - 500 Construction Points Octo-Lashings - 500 Construction Points Scare-Itecture - 500 Construction Points Bristly Abode - 500 Construction Points Bungle-Oh! - 500 Construction Points The Haunt - 500 Construction Points Futuro - 500 Construction Points Deco-Toaster - 500 Construction Points Maxx Ramparts - 500 Construction Points Concentricle - 500 Construction Points Building Block - 500 Construction Points Tube Cabin - 500 Construction Points Octa-Roost - 500 Construction Points Dollop Habitat - 500 Construction Points --==Roofs==-- Barn Roof - 500 Construction Points Civic Roof - 500 Construction Points Tower Roof - 500 Construction Points Dome Roof - 500 Construction Points Narua Roof - 500 Construction Points Ivangorod Roof - 500 Construction Points Merlon Roof - 500 Construction Points Drum Roof - 500 Construction Points Leather Roof - 500 Construction Points Stretched Tarp - 500 Construction Points Cream Topping - 500 Construction Points Berry Roof - 500 Construction Points Ya-Gure Roof - 500 Construction Points Mempo Roof - 500 Construction Points Kabuto Roof - 500 Construction Points Himeji Roof - 500 Construction Points Cake Top Roof - 500 Construction Points Balboa Roof - 500 Construction Points Van Alen Roof - 500 Construction Points Gehry Roof - 500 Construction Points Pyramid - 500 Construction Points Bluauac - 500 Construction Points Top Cap - 500 Construction Points Buckyhome - 500 Construction Points --==Connector==-- Colaba Causeway - 500 Construction Points Kesher - 500 Construction Points Attache - 500 Construction Points Connexion - 500 Construction Points Overpassed - 500 Construction Points Fastenate - 500 Construction Points Marry Way - 500 Construction Points Weaver - 500 Construction Points Correlation Station - 500 Construction Points Walkthrough - 500 Construction Points Hitch - 500 Construction Points Promenada - 500 Construction Points Piazza Della Spora - 500 Construction Points Portico - 500 Construction Points Stoa Way - 500 Construction Points Ponte Vexio - 500 Construction Points Passage - 500 Construction Points Veranda - 500 Construction Points Jeyway - 500 Construction Points Skywalked - 500 Construction Points Rejoinder - 500 Construction Points Up Periscope - 500 Construction Points Colonanade - 500 Construction Points Loggia - 500 Construction Points --==Doors==-- Double Doors - 500 Construction Points Civics Lesson - 500 Construction Points Double-Deco - 500 Construction Points Lancet Columns - 500 Construction Points Sci Fi Slider - 500 Construction Points Pod Bay Doors - 500 Construction Points Cobbled Gate - 500 Construction Points Drawbridge - 500 Construction Points Portcullis - 500 Construction Points Arched Hut Door - 500 Construction Points Lashed Entrance - 500 Construction Points Bio Window - 500 Construction Points Tree Fort - 500 Construction Points Egress - 500 Construction Points Terror Nook - 500 Construction Points Horned Portal - 500 Construction Points Aperture - 500 Construction Points Escape Hatch - 500 Construction Points Pressure Hatch - 500 Construction Points Irising Opening - 500 Construction Points --==Windows==-- Glazier Box - 500 Construction Points Beveled Bay - 500 Construction Points Porthole - 500 Construction Points New Colonial - 500 Construction Points Muntin - 500 Construction Points Spoarish Lancet - 500 Construction Points Polygon Window - 500 Construction Points Gobbled Portal - 500 Construction Points Wishbone Plate - 500 Construction Points Hearth Hole - 500 Construction Points Domed Ledge - 500 Construction Points Amoebic Outlook - 500 Construction Points Fang Porthole - 500 Construction Points Trophy Porthole - 500 Construction Points Gaping Maw - 500 Construction Points Portal Nostrils - 500 Construction Points Vaccum Porthole - 500 Construction Points Bolted Porthole - 500 Construction Points Window Flaps - 500 Construction Points --==Details==-- Awning - 500 Construction Points Lashed Awning - 500 Construction Points Awning of Doom - 500 Construction Points Hive Lover - 500 Construction Points Raw Demagogue - 500 Construction Points Chief's Perch - 500 Construction Points Bully Pulpit - 500 Construction Points Charismatic - 500 Construction Points Fortified Flair - 500 Construction Points Vacuole - 500 Construction Points Hanging Fang - 500 Construction Points Majestic Prong - 500 Construction Points Cubed - 500 Construction Points Pointed - 500 Construction Points Cylindra - 500 Construction Points Esphereal - 500 Construction Points Donut - 500 Construction Points Plop - 500 Construction Points Polyhedron - 500 Construction Points Parasol - 500 Construction Points Kickboard - 500 Construction Points Patch - 500 Construction Points Crayon Topper - 500 Construction Points Button - 500 Construction Points Batty - 500 Construction Points Acicularis - 500 Construction Points Tear Dropped - 500 Construction Points Sands of Time - 500 Construction Points Lozenge - 500 Construction Points Pedoep - 500 Construction Points Boxy - 500 Construction Points Puffer - 500 Construction Points Epee - 500 Construction Points Fringe Grabber - 500 Construction Points Mushroom Stalk - 500 Construction Points Tuning Time - 500 Construction Points Party Flavour - 500 Construction Points Illumine - 500 Construction Points Acorn - 500 Construction Points Your Turn - 500 Construction Points --==City Hall==-- Friar Tucker - 1500 Construction Points Little Johnny - 2500 Construction Points Mad Maid Marian - 2500 Construction Points Sherwood Fawks - 2500 Construction Points Teepee - 500 Construction Points Fiercesom - 500 Construction Points Jefferson - 500 Construction Points Caraousel - 500 Construction Points Yepun Seeker - 3500 Construction Points Antu Reveiver - 3500 Construction Points Qua-Yen Sighter - 3500 Construction Points Me-Li-Pol Finder - 3500 Construction Points Lev Anter Finder - 3500 Construction Points Sciroco Vane - 3500 Construction Points Huba Seeker - 3500 Construction Points Chincook Sensor - 3500 Construction Points --==Housing==-- Lawn Art - 500 Construction Points Window Boxing - 500 Construction Points Wishing Well - 500 Construction Points Overlook - 500 Construction Points Stonewall - 500 Construction Points Portal - 500 Construction Points Entree - 500 Construction Points Street Lamp - 3500 Construction Points Torchiere - 3500 Construction Points Light Sphere - 3500 Construction Points Industry Light - 3500 Construction Points Black Smoker - 3500 Construction Points Smokey Fang - 3500 Construction Points Light Cane - 3500 Construction Points Picnic Time - 3500 Construction Points Pajaro Paradiso - 3500 Construction Points --==Factory==-- Soot Belcher - 2500 Construction Points Carbon Vent - 2500 Construction Points Beamed - 2500 Construction Points Spotty Light - 2500 Construction Points Twirl Gear - 3500 Construction Points Fancy Fan - 3500 Construction Points Aqua Swisher - 3500 Construction Points El Quixote - 3500 Construction Points Steampunk Mill - 3500 Construction Points Artisan Mill - 3500 Construction Points Air Powered - 3500 Construction Points Gear Boxen - 4500 Construction Points Power Converter - 4500 Construction Points Plasma Still - 4500 Construction Points Kuba Steamer - 4500 Construction Points Piston Pusher - 5000 Construction Points Tire Pouse - 5000 Construction Points Criket Pump - 5000 Construction Points Fisson Station - 6000 Construction Points Metal Twister - 7500 Construction Points --==Entertainment==-- Daisy May - 2000 Construction Points Viking Horn - 2000 Construction Points Sagrada Uva - 2000 Construction Points Anemore Planta - 2000 Construction Points Cublious Sign - 2500 Construction Points Musko Sign - 2500 Construction Points Lamski Sign - 2500 Construction Points Ginog Sign - 2500 Construction Points Bubble Taps - 2500 Construction Points Old Spewie - 2500 Construction Points Confetti Blower - 2500 Construction Points Little Puffer - 2500 Construction Points Little Beam - 2500 Construction Points Fire Fly Beams - 2500 Construction Points Orbit Shiner - 3500 Construction Points Spot Light - 3500 Construction Points ------------------------------------------------------------------------------ [6.10] Maintaining Happiness Maintaining happiness is quite important. If your citizens aren't very happy with you well, that would make it much easier for the religious to convert your city. If that happens, you are kind of stuffed. Also, happiness will make it easier for enemies to take over in general. Happy citizens in the Civ stage will be happy with your rule overall, and if you have a happy city, they will throw a celebration in your honour and that will increase production of Spice in your cities, and that makes more money. On average, it will double the production of spice, and that makes the city twice as productive. It is imperative that you keep your citizens happy. Like Civ 4, happy citizens make productive citizens. ------------------------------------------------------------------------------ [6.11] Making Money For the military and religious, there are only two real ways of making money while the economic have the advantage of having trade routes with their strategy. Trade has already been covered in its respective section, so we will only go into two. Cities are going to be providing solid sources of money. Cities will, if you build enough entertainment and factory buildings, provide a fair amount of money for your empire, but they will, overall, provide less than the spice geyser, but the good thing is, it will provide a constant supply of funds, the only way to go is up. Spice Geysers are little vents that pump out red spice for you. This will always be at 1,000 Sporebucks a minute when you first capture one, but the problem is, it will slowly degrade in the production of spice. That is, over time, the amount of funds will fall to 900, 800 and keeps on falling, the amount of spice is determined by the progress bar beneath the income, the fuller the better. So, it would be in your best interest to capture all the spice geysers that you can in the beginning. Therefore, you need to wish for a starting port city. This will allow access to sea units later on and conquering the spice geysers in the sea. The best tip for you is to capture all the spice geysers in the continent that you are on during the tutorial, before the other cities pop up. That will give you more money before the enemy tries to take it off you. Therefore, unless you are economic in strategy, you have two sources. Cities provide lower income, but they are a constant supply of income, while spice geysers provide a lot of income, but over a short period of time before the moeny generated by the geyser declines. ------------------------------------------------------------------------------ [6.12] Exploring the Map Why should you explore the map? Well, there are two things that are of interest when you travel across the map. First, the most cruel plan, to run over all those other animals that you really don't like at all, just run them over. You can also kill epic units, but the problem is that they have a lot more health, fight back and you don't get the achievement for it if you kill it. Fun killing those creatures that used to kill you. The next one is the fact that you can visit remaining tribes on the map. You need to surf the map for that to work, but you can visit the tribes and you get a few benefits. You will have the chance to get some money as a result, or get a vehicle that can either be of the military, economic or religious type. But there is a downside that the tribe could be hostile and attack your vehicles. Like spears do to a tank, it will do some damage, but thge net result is that your tank will take some damage and the tribe will disappear and be burnt to the ground. ------------------------------------------------------------------------------ [6.13] Capturing Cities Capturing cities is rather important, after all, that is what you need to complete the Civilisation stage isn't it? You need all 10 cities on the map to be yours to win. If you are playing Military, the problem with capturing cities is to capture it intact, without doing significant damage to the other buildings. You are problem going to take out the turrets if you don't have an overwhelming force to take the enemy city. That not withstanding, you don't need to target any other structure, but make sure that the vehicles don't automatically fire on those structures, they might just do that. Religious vehicles and economic vehicles will generally leave the cities intact so you don't need to worry about them too much, but the religious vehicles may need military escort to avoid being firebombed and turreted into submission. After you have 6 cities, you get the Superweapon, the ICBM, Messianic Uprising or the Global Merger, and this will take over all the other cities on the map, leading to an instant victory. ------------------------------------------------------------------------------ [6.14] Vehicles Vehicles are going to be important in this phase, you are going to be using a fair amount of them to be doing your bidding in this phase. The more cities that you control and the more houses that are in your cities will allow for more vehicles for you to command. The more there are, the more you can control. This becomes vital as the other cities grow with more cities and it will become harder to take them over. The Land vehicles are going to be the most basic form of vehicle that you will command. They are quite fast and relatively strong, so they are decent for completing their tasks on the same continent that you are on. Sea Vehicles are weaker in terms of health, though you can compensate for that, but they have firepower and speed as well, but you need a port city to be able to build a sea unit since boats don't float on land all that well. And no, you can't build a hovercraft. Air vehicles, though late in the game, are faster and they can ignore the problems posed by sea since it is flying. Don't worry about the refuels, they are solar powered or something. They are quite quick and can pack some heat, but again, they are weaker in terms of armour. Too bad Spore doesn't obey the laws of aerodynamics. Below are the parts for all the vehicles, you will have 10,000 points to play with here, but you might hit the complexity part first. --==Bodies==-- Tear Drop-Ship - 100 Construction Points - Health - Extra 90 Points Cubby - 100 Construction Points - Health - Extra 90 Points Tubed - 100 Construction Points - Health - Extra 90 Points Dunce Cap - 100 Construction Points - Health - Extra 90 Points Orbed - 100 Construction Points - Health - Extra 90 Points Breadboxen - 100 Construction Points - Health - Extra 90 Points The Cowbell - 100 Construction Points - Health - Extra 90 Points More Cowbell - 100 Construction Points - Health - Extra 90 Points Sapphire Body - 100 Construction Points - Health - Extra 90 Points Flying Toaster - 100 Construction Points - Health - Extra 90 Points Tippy Canoe - 100 Construction Points - Health - Extra 90 Points Strutter - 100 Construction Points - Health - Extra 90 Points Cargohold - 100 Construction Points - Health - Extra 90 Points Tapered Brick - 100 Construction Points - Health - Extra 90 Points Beveled Lozenge - 100 Construction Points - Health - Extra 90 Points Kessel Runner - 100 Construction Points - Health - Extra 90 Points Smooth Lozenge - 100 Construction Points - Speed - Extra 6 Speed Tipped Plug - 100 Construction Points - Speed - Extra 6 Speed Astro Kennel - 100 Construction Points - Speed - Extra 6 Speed Pointed Node - 100 Construction Points - Speed - Extra 6 Speed Void Chaser - 100 Construction Points - Speed - Extra 6 Speed Macho - 100 Construction Points - Speed - Extra 6 Speed Crying Onion - 100 Construction Points - Speed - Extra 6 Speed Cosmic Flare - 100 Construction Points - Speed - Extra 6 Speed Comet Wasp - 100 Construction Points - Speed - Extra 6 Speed Tapered Bulge - 100 Construction Points - Speed - Extra 6 Speed Shellbeak - 100 Construction Points - Speed - Extra 6 Speed Wimp - 100 Construction Points - Speed - Extra 6 Speed Bird of Prey - 100 Construction Points - Speed - Extra 6 Speed Ridged Cabin - 100 Construction Points - Speed - Extra 6 Speed Event Horizon - 100 Construction Points - Speed - Extra 6 Speed Bubble Rider - 200 Construction Points - Health - Extra 180 Points Vetted - 200 Construction Points - Health - Extra 180 Points Slow and Low - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Trailfin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roadstah - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Battle Ready - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Catchamaran - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Skiffy Skiff - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S YoHoHoBoat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Stubbybubble - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Aft Bluster - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Nulldragger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Airbreather - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Light Venom - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Ghost Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Girded Saucer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Sleakstream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Anvil - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hot Dogger - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Hawt Tub - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Roe Boat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Caviar Cruiser - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Stapeler - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet Stream - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Wyrm Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Astro-Rocket - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S The Lozengator - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Horseshoe Flyer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Deployer - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Cockpit==-- Exsporatorium - 100 Construction Points - Health - Extra 90 Points Lander Capsule - 100 Construction Points - Health - Extra 90 Points Chill Bibble - 100 Construction Points - Health - Extra 90 Points Moon Men - 100 Construction Points - Health - Extra 90 Points Inscritable Eye - 100 Construction Points - Health - Extra 90 Points Recessed Bay - 100 Construction Points - Health - Extra 90 Points Viewing Pod - 100 Construction Points - Health - Extra 90 Points Colonial Camper - 100 Construction Points - Health - Extra 90 Points Flarestream - 100 Construction Points - Health - Extra 90 Points The Viewfinder - 100 Construction Points - Health - Extra 90 Points The Viewkeeper - 100 Construction Points - Health - Extra 90 Points Glass Elevator - 200 Construction Points - Health - Extra 180 Points The Sightseer - 200 Construction Points - Health - Extra 180 Points Utility Cockpit - 200 Construction Points - Health - Extra 180 Points Speed Eraser - 200 Construction Points - Health - Extra 180 Points Viewmaster - 200 Construction Points - Health - Extra 180 Points Fly Cuspid - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubblecraft - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Clipped Cone - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Gondola - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Conning Tower - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Advance Scout - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Sleek Fighter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Executive Suite - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Split Cabin - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Blue Thunder - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Flying Car - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Mid-Life Crisis - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Thesar - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bubble Rider - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Starseed - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Whisp - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Land==-- Spinmill - 100 Construction Points - Speed - Extra 6 Speed Weft Coil - 100 Construction Points - Speed - Extra 6 Speed Dune Buggy - 100 Construction Points - Speed - Extra 6 Speed Slip Gripper - 100 Construction Points - Speed - Extra 6 Speed Drag Eraser - 100 Construction Points - Speed - Extra 6 Speed Rocket Keg - 200 Construction Points - Speed - Extra 12 Speed Carbon Belcher - 200 Construction Points - Speed - Extra 12 Speed Bespoked - 200 Construction Points - Speed - Extra 12 Speed Wagon Wheel - 200 Construction Points - Speed - Extra 12 Speed Cart Wheel - 200 Construction Points - Speed - Extra 12 Speed Fly Wheel - 200 Construction Points - Speed - Extra 12 Speed Dust Eater - 200 Construction Points - Speed - Extra 12 Speed Burn Rubber - 200 Construction Points - Speed - Extra 12 Speed Tread Smartly - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Making Tracks - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Betterpillar - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Track Marker - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Red Rover - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Sunday X 3 - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Formula Won - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Locomoleg - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Mechpedal - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Leggsy - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Crawler - 200 Construction Points - Health, Speed - Extra 90HP, 6 S Swamp Heater - 300 Construction Points - Health, Speed - Extra 90HP, 12 S The Go-Ped - 300 Construction Points - Health, Speed - Extra 90HP, 12 S Wheel Well - 300 Construction Points - Health, Speed - Extra 90HP, 12 S The Chariot - 300 Construction Points - Health, Speed - Extra 90HP, 12 S --==Sea==-- Craft Propeller - 100 Construction Points - Speed - Extra 6 Speed Aquatictan - 100 Construction Points - Speed - Extra 6 Speed Grobby Paddle - 100 Construction Points - Speed - Extra 6 Speed Voidstroker - 100 Construction Points - Speed - Extra 6 Speed Mainsail Ahoy - 100 Construction Points - Speed - Extra 6 Speed Hooded Turbine - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet Propulsion - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Propeller Box - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Rivah Boat - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Fluid Turbine - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Water Wings - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Hydroplane - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bilateral Oars - 200 Construction Points - Speed - Extra 12 Speed Hydraulic Oar - 200 Construction Points - Speed - Extra 12 Speed Antimatterfan - 200 Construction Points - Speed - Extra 12 Speed Scurvy Canine - 200 Construction Points - Speed - Extra 12 Speed Spinraker - 200 Construction Points - Speed - Extra 12 Speed Fine Junk - 200 Construction Points - Speed - Extra 12 Speed Water Skis - 200 Construction Points - Speed - Extra 12 Speed Aqua Sled - 200 Construction Points - Speed - Extra 12 Speed --==Air==-- Pb Zeppelin - 100 Construction Points - Speed - Extra 6 Speed Phileas Fogger - 100 Construction Points - Speed - Extra 6 Speed Downward Spiral - 100 Construction Points - Speed - Extra 6 Speed Commercial Jet - 100 Construction Points - Speed - Extra 6 Speed Tongue Wing - 100 Construction Points - Speed - Extra 6 Speed Tiered Wing - 100 Construction Points - Speed - Extra 6 Speed Helix Wing - 100 Construction Points - Speed - Extra 6 Speed Bit Flapper - 100 Construction Points - Speed - Extra 6 Speed Montgolfier - 200 Construction Points - Speed - Extra 12 Speed Cushioned Drop - 200 Construction Points - Speed - Extra 12 Speed Spiritwister - 200 Construction Points - Speed - Extra 12 Speed Duo-Prop - 200 Construction Points - Speed - Extra 12 Speed Thermojet - 200 Construction Points - Speed - Extra 12 Speed Turbojet - 200 Construction Points - Speed - Extra 12 Speed Ramjet - 200 Construction Points - Speed - Extra 12 Speed Scramjet - 200 Construction Points - Speed - Extra 12 Speed Armoured Flight - 200 Construction Points - Speed - Extra 12 Speed Meah-Wing - 200 Construction Points - Speed - Extra 12 Speed Harrier Wing - 200 Construction Points - Speed - Extra 12 Speed Air Shark - 200 Construction Points - Speed - Extra 12 Speed Downward Drag - 200 Construction Points - Speed - Extra 12 Speed Spoar - 200 Construction Points - Speed - Extra 12 Speed Archaeopteryx - 200 Construction Points - Speed - Extra 12 Speed Dorsal Crest - 200 Construction Points - Speed - Extra 12 Speed The Propmaster - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Jet-Setter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Star Sailor - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Wright Stuff - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Bling Wing - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Ornithopteryx - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Air Cutter - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S Urvogel - 200 Construction Points - Health, Speed - Extra 90 HP, 6 S --==Military==-- Bombardier - 100 Construction Points - Military - 6 Extra Attack Uranium Gun - 100 Construction Points - Military - 6 Extra Attack Tubergun - 100 Construction Points - Military - 6 Extra Attack Ye Olde Cannon - 200 Construction Points - Military - 12 Extra Attack Fortune Hunter - 200 Construction Points - Military - 12 Extra Attack Duo Blaster - 200 Construction Points - Military - 12 Extra Attack Boom Rocket - 300 Construction Points - Military - 18 Extra Attack Planet Sniper - 300 Construction Points - Military - 18 Extra Attack Spinfire - 300 Construction Points - Military - 18 Extra Attack Undue Force - 400 Construction Points - Military - 24 Extra Attack War Crime - 400 Construction Points - Military - 24 Extra Attack Paddleshot - 400 Construction Points - Military - 24 Extra Attack --==Economic==-- Stacked - 100 Construction Points - Economic - 6 Extra Power Coin-Siderate - 100 Construction Points - Economic - 6 Extra Power Ho Hum Heraldry - 100 Construction Points - Economic - 6 Extra Power Apogee - 100 Construction Points - Economic - 6 Extra Power Grab Bag - 200 Construction Points - Economic - 12 Extra Power Metir Badge - 200 Construction Points - Economic - 12 Extra Power Banner Day - 200 Construction Points - Economic - 12 Extra Power Binary Suns - 200 Construction Points - Economic - 12 Extra Power Bully Bullion - 300 Construction Points - Economic - 18 Extra Power High Roller - 300 Construction Points - Economic - 18 Extra Power Standard Bearer - 300 Construction Points - Economic - 18 Extra Power Wings of Flame - 300 Construction Points - Economic - 18 Extra Power Over Compensator - 400 Construction Points - Economic - 24 Extra Power Charmed Quark - 400 Construction Points - Economic - 24 Extra Power Vexillum Verus - 400 Construction Points - Economic - 24 Extra Power Hanging Crests - 400 Construction Points - Economic - 24 Extra Power --==Religious==-- Squawk Box - 100 Construction Points - Religious - 6 Extra Power Shofar Victrola - 100 Construction Points - Religious - 6 Extra Power Note of Accord - 100 Construction Points - Religious - 6 Extra Power Kick-Thumper - 100 Construction Points - Religious - 6 Extra Power Charisma Nest - 200 Construction Points - Religious - 12 Extra Power Gammaphone - 200 Construction Points - Religious - 12 Extra Power The Harmonium - 200 Construction Points - Religious - 12 Extra Power Cymbol Crasher - 200 Construction Points - Religious - 12 Extra Power Sousaphone - 300 Construction Points - Religious - 18 Extra Power Crazaphone - 300 Construction Points - Religious - 18 Extra Power Sensual Harp - 300 Construction Points - Religious - 18 Extra Power Clarion Bell - 300 Construction Points - Religious - 18 Extra Power Goes to 11 - 400 Construction Points - Religious - 24 Extra Power Pi Piper - 400 Construction Points - Religious - 24 Extra Power Harp's Accord - 400 Construction Points - Religious - 24 Extra Power Bombastic Gong - 400 Construction Points - Religious - 24 Extra Power --==Effect==-- Singularitron - 25 Construction Points Premium Service - 25 Construction Points Wide-Band - 25 Construction Points Plasma Bent - 25 Construction Points Port Hole - 25 Construction Points The Looktangle - 25 Construction Points Side View - 25 Construction Points Nemo Peeper - 25 Construction Points Shaft of Light - 25 Construction Points Holding Pattern - 25 Construction Points Authority - 25 Construction Points Roving Spot - 25 Construction Points Glow Slats - 25 Construction Points Smog Light - 25 Construction Points Ring of Light - 25 Construction Points Anthropomorph - 25 Construction Points Tri-Beams - 25 Construction Points Crystal Ball - 25 Construction Points Plasma Lathe - 25 Construction Points Photo Deco - 25 Construction Points The Glow Cone - 25 Construction Points The Glowport - 25 Construction Points Portal of Light - 25 Construction Points Klaxxon - 25 Construction Points Night Light - 25 Construction Points Glowing Hose - 25 Construction Points Camping Torch - 25 Construction Points Halcyon Days - 25 Construction Points Photon Cover - 25 Construction Points Glow Bubble - 25 Construction Points Shine Lozenge - 25 Construction Points Old 57 - 25 Construction Points --==Detail==-- Bendy Band - 25 Construction Points Classin' It Up - 25 Construction Points Brood Ornament - 25 Construction Points The Coat Hook - 25 Construction Points Hermes - 25 Construction Points Mercurial - 25 Construction Points Bat-Bourne - 25 Construction Points Zoomerang - 25 Construction Points Ice Cubed - 25 Construction Points Sillynder - 25 Construction Points Snow Cone - 25 Construction Points Celestial Orb - 25 Construction Points Flower Power - 25 Construction Points Spazzberry - 25 Construction Points Deedly-Booper - 25 Construction Points Wunderstar - 25 Construction Points Trellis - 25 Construction Points Die-Cut Plate - 25 Construction Points Sturdy Strut - 25 Construction Points Coaster Harness - 25 Construction Points Gas Sublimator - 25 Construction Points Plasma Duct - 25 Construction Points Quantum Jet - 25 Construction Points NOS Combustor - 25 Construction Points Sporemangrill - 25 Construction Points Steam Punk'D - 25 Construction Points Roadsterama - 25 Construction Points Spacetimegrill - 25 Construction Points Spore Spoiler - 25 Construction Points Spoiled Rotten - 25 Construction Points Space Burner - 25 Construction Points Whale Tailed - 25 Construction Points Bicycle Seat - 25 Construction Points Back Tooth - 25 Construction Points Duck Bill - 25 Construction Points Tear Drop - 25 Construction Points The Horns - 25 Construction Points Ultra Wide-Band - 25 Construction Points Space Whiskers - 25 Construction Points Craft Beanie - 25 Construction Points Storm Chaser - 25 Construction Points Eraser - 25 Construction Points Buoy o Buoy - 25 Construction Points Chapeau - 25 Construction Points Clam Shell - 25 Construction Points Spade of Aces - 25 Construction Points Crescent Phase - 25 Construction Points Hedge-Row - 25 Construction Points ------------------------------------------------------------------------------ [6.15] Tips for Survival To survive this stage, I can offer a few tips for you. First, before you finish the tutorial, you might want to build more vehicles, establish control of the continent before the tutorial is over. Take over all the spice geysers in your area and build up a very nice slush fund, and then use this fund later on to build a fleet of vehicles to take over the enemy cities to control the continent. The best path to play, if you can choose it, is Economic. You don't need to worry about fighting, all you need to do is to trade, buy them out at about 16,000 Sporebucks, and do that enough to take over the map. You might want to bribe the other cities to make them happy. One of the reasons is that they will be more willing to trade with you, if you can, they will be allied with you, do when you are in trouble, they will aid you. Also, if you are allied to all the other nations near the end of the stage, they will join you and you win. Make sure you plan your cities out correctly, that will be useful in making the citizens as happy as they can be without the disadvantage of making small amounts of money. Remember, money is king. ------------------------------------------------------------------------------ [7.01] Space Stage The Space Stage is pretty much Master of Orion 3 lite. Here, you control a spaceship and this spaceship flies throughout the galaxy and you need to play as you want. There is, as in all Maxis games, no real win or lose, although there is a compulsary part which means you completed something. Anyway, this part is accessed after the completion of the civilisation stage and that has been explained from the previous section and above. Anyway, before you can start the space stage, you will need to complete the tutorial that you have to go through, and that will lead you through the basics of the space stage. This is the deepest part of the game, there are millions of planets to visit and thousands upon thousands of star systems to visit as well. This makes it nearly impossible to complete the space stage by having a colony on every single planet, that would take years. I doubt someone will have the motivation to colonise all the planets, not even my motivation for Spore can do that. Anyway, there is more on the space stage that will not be included in this section, badges and collections are miscelleanous parts that will have their own section later on but they are for the completion of this guide and will be complete at my discretion. Anyway, lets talk about space. ------------------------------------------------------------------------------ [7.02] Your Spaceship Your spaceship is your starting vehicle and the parts are going to be listed below for your own viewing. --==Bodies==-- Tear Drop-Ship - 100 Construction Points Cubby - 100 Construction Points Tubed - 100 Construction Points Dunce Cap - 100 Construction Points Orbed - 100 Construction Points Breadboxen - 100 Construction Points The Cowbell - 100 Construction Points More Cowbell - 100 Construction Points Sapphire Body - 100 Construction Points Flying Toaster - 100 Construction Points Tippy Canoe - 100 Construction Points Strutter - 100 Construction Points Cargohold - 100 Construction Points Tapered Brick - 100 Construction Points Beveled Lozenge - 100 Construction Points Kessel Runner - 100 Construction Points Smooth Lozenge - 100 Construction Points Tipped Plug - 100 Construction Points Astro Kennel - 100 Construction Points Pointed Node - 100 Construction Points Void Chaser - 100 Construction Points Macho - 100 Construction Points Crying Onion - 100 Construction Points Cosmic Flare - 100 Construction Points Comet Wasp - 100 Construction Points Tapered Bulge - 100 Construction Points Shellbeak - 100 Construction Points Wimp - 100 Construction Points Bird of Prey - 100 Construction Points Ridged Cabin - 100 Construction Points Event Horizon - 100 Construction Points Bubble Rider - 200 Construction Points Vetted - 200 Construction Points Slow and Low - 200 Construction Points Trailfin - 200 Construction Points Roadstah - 200 Construction Points Battle Ready - 200 Construction Points Catchamaran - 200 Construction Points Skiffy Skiff - 200 Construction Points YoHoHoBoat - 200 Construction Points Stubbybubble - 200 Construction Points Aft Bluster - 200 Construction Points Nulldragger - 200 Construction Points Airbreather - 200 Construction Points Light Venom - 200 Construction Points Ghost Rocket - 200 Construction Points Girded Saucer - 200 Construction Points The Sleakstream - 200 Construction Points Flying Anvil - 200 Construction Points The Hot Dogger - 200 Construction Points The Hawt Tub - 200 Construction Points Roe Boat - 200 Construction Points Caviar Cruiser - 200 Construction Points The Stapeler - 200 Construction Points Jet Stream - 200 Construction Points Wyrm Rider - 200 Construction Points Astro-Rocket - 200 Construction Points The Lozengator - 200 Construction Points Horseshoe Flyer - 200 Construction Points Star Deployer - 200 Construction Points --==Cockpit==-- Exsporatorium - 100 Construction Points Lander Capsule - 100 Construction Points Chill Bibble - 100 Construction Points Moon Men - 100 Construction Points Inscritable Eye - 100 Construction Points Recessed Bay - 100 Construction Points Viewing Pod - 100 Construction Points Colonial Camper - 100 Construction Points Flarestream - 100 Construction Points The Viewfinder - 100 Construction Points The Viewkeeper - 100 Construction Points Glass Elevator - 200 Construction Points The Sightseer - 200 Construction Points Utility Cockpit - 200 Construction Points Speed Eraser - 200 Construction Points Viewmaster - 200 Construction Points Fly Cuspid - 200 Construction Points Bubblecraft - 200 Construction Points Clipped Cone - 200 Construction Points Gondola - 200 Construction Points Conning Tower - 200 Construction Points Advance Scout - 200 Construction Points Sleek Fighter - 200 Construction Points Executive Suite - 200 Construction Points Split Cabin - 200 Construction Points Blue Thunder - 200 Construction Points Flying Car - 200 Construction Points Mid-Life Crisis - 200 Construction Points Thesar - 200 Construction Points Bubble Rider - 200 Construction Points Starseed - 200 Construction Points Star Whisp - 200 Construction Points --==Land==-- Spinmill - 100 Construction Points Weft Coil - 100 Construction Points Dune Buggy - 100 Construction Points Slip Gripper - 100 Construction Points Drag Eraser - 100 Construction Points Rocket Keg - 200 Construction Points Carbon Belcher - 200 Construction Points Bespoked - 200 Construction Points Wagon Wheel - 200 Construction Points Cart Wheel - 200 Construction Points Fly Wheel - 200 Construction Points Dust Eater - 200 Construction Points Burn Rubber - 200 Construction Points Tread Smartly - 200 Construction Points Making Tracks - 200 Construction Points Betterpillar - 200 Construction Points Track Marker - 200 Construction Points Red Rover - 200 Construction Points Sunday X 3 - 200 Construction Points Formula Won - 200 Construction Points Locomoleg - 200 Construction Points Mechpedal - 200 Construction Points Leggsy - 200 Construction Points Crawler - 200 Construction Points Swamp Heater - 300 Construction Points The Go-Ped - 300 Construction Points Wheel Well - 300 Construction Points The Chariot - 300 Construction Points --==Sea==-- Craft Propeller - 100 Construction Points Aquatictan - 100 Construction Points Grobby Paddle - 100 Construction Points Voidstroker - 100 Construction Points Mainsail Ahoy - 100 Construction Points Hooded Turbine - 200 Construction Points Jet Propulsion - 200 Construction Points Propeller Box - 200 Construction Points Rivah Boat - 200 Construction Points Fluid Turbine - 200 Construction Points Water Wings - 200 Construction Points Hydroplane - 200 Construction Points Bilateral Oars - 200 Construction Points Hydraulic Oar - 200 Construction Points Antimatterfan - 200 Construction Points Scurvy Canine - 200 Construction Points Spinraker - 200 Construction Points Fine Junk - 200 Construction Points Water Skis - 200 Construction Points Aqua Sled - 200 Construction Points --==Air==-- Pb Zeppelin - 100 Construction Points Phileas Fogger - 100 Construction Points Downward Spiral - 100 Construction Points Commercial Jet - 100 Construction Points Tongue Wing - 100 Construction Points Tiered Wing - 100 Construction Points Helix Wing - 100 Construction Points Bit Flapper - 100 Construction Points Montgolfier - 200 Construction Points Cushioned Drop - 200 Construction Points Spiritwister - 200 Construction Points Duo-Prop - 200 Construction Points Thermojet - 200 Construction Points Turbojet - 200 Construction Points Ramjet - 200 Construction Points Scramjet - 200 Construction Points Armoured Flight - 200 Construction Points Meah-Wing - 200 Construction Points Harrier Wing - 200 Construction Points Air Shark - 200 Construction Points Downward Drag - 200 Construction Points Spoar - 200 Construction Points Archaeopteryx - 200 Construction Points Dorsal Crest - 200 Construction Points The Propmaster - 200 Construction Points Jet-Setter - 200 Construction Points Star Sailor - 200 Construction Points Wright Stuff - 200 Construction Points Bling Wing - 200 Construction Points Ornithopteryx - 200 Construction Points Air Cutter - 200 Construction Points Urvogel - 200 Construction Points --==Space==-- Astrograbber - 400 Construction Points Exo-Arm - 400 Construction Points Vaccum Cups - 400 Construction Points Utility Clasper - 400 Construction Points Guided Thrust - 1000 Construction Points Plasma Jet - 1000 Construction Points Particle Drive - 1000 Construction Points Fusion Coil - 1000 Construction Points Vaccum Spatula - 25 Construction Points SETI Jammer - 25 Construction Points Function Plate - 25 Construction Points Rabbit Ears - 25 Construction Points Rocket Faccole - 1000 Construction Points Crustaceanout - 1000 Construction Points Sonic Reducer - 1000 Construction Points Blast Wings - 1000 Construction Points Landing Gears - 1000 Construction Points Landing Cushion - 1000 Construction Points Tread Lightly - 1000 Construction Points Hard Landing - 1000 Construction Points --==Weapons==-- Astro Ray - 100 Construction Points Comet Duster - 100 Construction Points Squawk Box - 100 Construction Points Shofar Victrola - 100 Construction Points Stacked - 100 Construction Points Coin-Siderate - 100 Construction Points Space Modulator - 200 Construction Points Meteor Mister - 200 Construction Points Charisma Nest - 200 Construction Points Gammaphone - 200 Construction Points Grab Bag - 200 Construction Points Merit Badge - 200 Construction Points The Couterizer - 300 Construction Points Asteroid Belter - 300 Construction Points Sousaphone - 300 Construction Points Crazaphone - 300 Construction Points Bully Bullion - 300 Construction Points High Roller - 300 Construction Points Trident Ray - 400 Construction Points The Nebulizer - 400 Construction Points Goes to 11 - 400 Construction Points Pi Piper - 400 Construction Points Overcompensator - 400 Construction Points Charmed Quark - 400 Construction Points --==Effect==-- Singularitron - 25 Construction Points Premium Service - 25 Construction Points Wide-Band - 25 Construction Points Plasma Bent - 25 Construction Points Port Hole - 25 Construction Points The Looktangle - 25 Construction Points Side View - 25 Construction Points Nemo Peeper - 25 Construction Points Shaft of Light - 25 Construction Points Holding Pattern - 25 Construction Points Authority - 25 Construction Points Roving Spot - 25 Construction Points Glow Slats - 25 Construction Points Smog Light - 25 Construction Points Ring of Light - 25 Construction Points Anthropomorph - 25 Construction Points Tri-Beams - 25 Construction Points Crystal Ball - 25 Construction Points Plasma Lathe - 25 Construction Points Photo Deco - 25 Construction Points The Glow Cone - 25 Construction Points The Glowport - 25 Construction Points Portal of Light - 25 Construction Points Klaxxon - 25 Construction Points Night Light - 25 Construction Points Glowing Hose - 25 Construction Points Camping Torch - 25 Construction Points Halcyon Days - 25 Construction Points Photon Cover - 25 Construction Points Glow Bubble - 25 Construction Points Shine Lozenge - 25 Construction Points Old 57 - 25 Construction Points --==Detail==-- Bendy Band - 25 Construction Points Classin' It Up - 25 Construction Points Brood Ornament - 25 Construction Points The Coat Hook - 25 Construction Points Hermes - 25 Construction Points Mercurial - 25 Construction Points Bat-Bourne - 25 Construction Points Zoomerang - 25 Construction Points Ice Cubed - 25 Construction Points Sillynder - 25 Construction Points Snow Cone - 25 Construction Points Celestial Orb - 25 Construction Points Flower Power - 25 Construction Points Spazzberry - 25 Construction Points Deedly-Booper - 25 Construction Points Wunderstar - 25 Construction Points Trellis - 25 Construction Points Die-Cut Plate - 25 Construction Points Sturdy Strut - 25 Construction Points Coaster Harness - 25 Construction Points Gas Sublimator - 25 Construction Points Plasma Duct - 25 Construction Points Quantum Jet - 25 Construction Points NOS Combustor - 25 Construction Points Sporemangrill - 25 Construction Points Steam Punk'D - 25 Construction Points Roadsterama - 25 Construction Points Spacetimegrill - 25 Construction Points Spore Spoiler - 25 Construction Points Spoiled Rotten - 25 Construction Points Space Burner - 25 Construction Points Whale Tailed - 25 Construction Points Bicycle Seat - 25 Construction Points Back Tooth - 25 Construction Points Duck Bill - 25 Construction Points Tear Drop - 25 Construction Points The Horns - 25 Construction Points Ultra Wide-Band - 25 Construction Points Space Whiskers - 25 Construction Points Craft Beanie - 25 Construction Points Storm Chaser - 25 Construction Points Eraser - 25 Construction Points Buoy o Buoy - 25 Construction Points Chapeau - 25 Construction Points Clam Shell - 25 Construction Points Spade of Aces - 25 Construction Points Crescent Phase - 25 Construction Points Hedge-Row - 25 Construction Points Note that you have 10,000 Construction Points for your vehicle and that is spent however you want. Like I keep mentioning, for vehicles and buildings, you are more likely to be stopped due to the complexity factor rather than the lack of points to spend on it. The reason why you have land, sea and air parts as well on the vehicle is totally beyond me, but thats life I guess. Note that no part of the spaceship is really necessary except for the body and cockpit parts that do give you some sort of bonus and visual appeal. You can make this spaceship however you want, you can make TIE fighters, I've done one, X-Wing Fighters, the Sabre from Freelancer, the Enterprise from Star Trek, the Battleships from the X Series, the Darkstar One from its respective game, the Angelwing from Nexus: The Jupiter Incident. Why do I know all this? Well, I like my Space Games. Or you could just make the Planet Express. TyraxLightning has sent the following via email about this section. "1st: All of the Space tab engines are rear mounted, so if you want a side-mounted engine for your spacecraft, your only option is the Carbon Belcher land part. Some designs might want to side mount their engines and do something else for the back of the spacecraft, such as mount a weapon toting tail for aesthetics reasons. 2nd: The wing parts in the Air tab are useful for adding both wing aesthetics, and for other things as well. If ya want to see what I mean, search the Sporepedia for the Star Screamer spacecraft, of my making. (shameless self promotion) I LOVE the Air Shark wing part. It has amazing versatility for use as more than just wing making. It gave my Star Screamer a lot of definition and detail. (definition= shameless attempt to try to sound smart.) As for the other parts in the Air, Land, and Sea tabs other than these 2 specified, I agree on their uselessness in making non-joke spacecraft." ------------------------------------------------------------------------------ [7.03] Having Colonies Colonies are going to be the most important thing in the world in the space stage, because the space stage needs one trading commodity, and that is spice, and what produces spice? Well, Colonies. A Colony is technically classified as a single city or more on a planet. As such, there is your Homeworld and your colonies. Some colonies, as you will find, are worth a lot more than others, but we will talk about that later as we progress, and more in terraforming. Also, colonies can only be placed in star systems that contain no sentient life. That is, planets that have another empire in it OR a creature in the tribal or creature stage. More on capturing these later. Initially, you can only have one colony on the planet, but depending on the Terraforming score of the planet, you can have more and more colonies until you reach the almighty limit of three. However, the problem is that even with a single colony, you cannot have all the building spaces open to you until you have the best possible terraforming score. Colonies are just like cities, they will produce spice for your empire, and via the communication channel, you will be able to collect the spice, or you can manually beam them up. Again, this will be helpful if you have the best possible city layout. Again, there are two factors of spice production and happiness, but in this case, spice production means the total amount of spice that your colony can produce in an hour. Happiness will determine how fast your colony will be captured when attacked and attempted to be conquered by the enemy, the more happiness, the better since it will take the enemy a longer period of time to take it over, which means more time for you to deal with the threat. Turrets will defend your city against space threats. A maximum of eight turrets can be placed on a colony and these will pretty much blow the crap out of all living things that will decide to attack your planet. This makes them useful for planetery defence. For people wanting a city layout, I have one sent in by a reader, though it was attached as a JPEG file, so this will be converted to ASCII art, behold, the ASCII art in all its ... crapness. H H | \ | H--F H--F | \ | /| H C H |\ / \/ | E --F |/ / H--- Pretty crap representation, I know, but this will provide 120 Spice per hour and 1 Happiness guaranteed or your money back. There are also tools that you can place on your planet. There is the Spice Storage facility, which is a building that can be attacked, well, all of the following can be attacked and destroyed, and these will gone. Anyway, the Spice Storage will double the amount of Spice that your planet can hold, which originally starts with 5 per colony, so you do the math. Bio Protectors will slow down the rate in which biodisasters occur while the Bio Stabilisers will decrease the chance of it happening. The Uber Turret will render your enemies unable to attack the planet with proper means and the Happiness and Loyalty Boosters will make your colonies more happy, even if they hate your guts. The best layout I've seen was sent by Crystal Dreams with the ability to produce 132 Spice per hour and 2 Happiness at the same time. H----E- /| | \ / F E--H |/ \ / | H CH----F \ / \ / F \ / \ F-H \ / H "Basically, position the colony so the 3 spoke side is to the right, place one entertainment at the top spoke, one more entertainment above it on the same spoke, place factories on the other 4 spokes, and the rest is houses." This, thanks to Aya, is the best of the best, the best city layout for spice production, with and without the need for happiness. Population: 90 Production: 132 Happiness: +2 This can be achieved with any of the 4 following layouts: Layout 1 -------- F H /|\ | / | \ | / | H | | | |\ | | | | \| H--F | F | \ | / \ | \|/ \ | C H | / \ / | / \ / E--E F | \ / \ \ / \----H Layout 2 -------- H H /|\ | / | \ | / | F | | | |\ | | | | \| H--F | F | \ | / \ | \|/ \ | C H | / \ / | / \ / E--E F | \ / \ \ / \----H Layout 3 -------- E H /|\ | / | \ | / | H | | | |\ | | | | \| H--E | F | \ | / \ | \|/ \ | C H | / \ / | / \ / F--F F | \ / \ \ / \----H Layout 4 -------- H H /|\ | / | \ | / | F | | | |\ | | | | \| E--E | F | \ | / \ | \|/ \ | C H | / \ / | / \ / H--F F | \ / \ \ / \----H If you're not interested in happiness (I'm assuming it's not important if you have placed a Happiness Booster on the planet), then the highest production layout stats are: Population: 90 Production: 180 Happiness: -6 This can be achieved with any of the 3 following layouts: Layout 1 -------- F H /|\ | / | \ | / | H | | | |\ | | | | \| H--F | F | \ | / \ | \|/ \ | C H | / \ / | / \ / F--F F | \ / \ \ / \----H Layout 2 -------- H H /|\ | / | \ | / | F | | | |\ | | | | \| F--F | F | \ | / \ | \|/ \ | C H | / \ / | / \ / H--F F | \ / \ \ / \----H Layout 3 -------- H H /|\ | / | \ | / | F | | | |\ | | | | \| H--F | F | \ | / \ | \|/ \ | C H | / \ / | / \ / F--F F | \ / \ \ / \----H ------------------------------------------------------------------------------ [7.04] Diplomacy Diplomacy is extremely important here, unless you want to have your colonies blown into smithereens or worst, captured. Seriously, I'd rather have it destroyed than captured because destroyed means that you need to colonise the planet again, relatively easy, but captured means that you need to capture it. Anyway, the scope of the diplomatic states seems to vary between -100 and 100, but you can go over it, though it won't lead to ultra happy alliance or really pissed off enemy. The relationship status will be based on previous stages. There is red, orange, yellow, blue and green. Again, Red means active way, Orange means on the brink of war and they will kill you if you fly in their airspace, yellow is neutral, blue means that they will trade with you and green means that you can establish trade routes with them. When you first meet other nations, you will be able to greet them. If you have the ultra happy greetnig power, then you will get a nice +10 boost in relationship as well as a bonus for introducing yourself. That is when you first meet them, a lot can go wrong from there. If you have the same trait as they do, such as Zealot, Warrior, etc, that means you think along the same lines as they do, and as such, that will give you a little bonus as well. You can still bribe the enemy with some Sporebucks and that will boost relations through your generous gift. Completing missions for any empire will boost your happiness with that empire by a significant amount. Trading, when you have access to it, will also be useful, as well as establishing trade routes with a planet in the other empire's empire. When you are on the green phase, alliance, if you have one of their ships in your fleet, you get a bonus of alliance. Embassies that are established on their planet will give a nice boost, and don't worry, they won't attack it. The use of the Happy Ray will give the relationship a boost and if you complete prompted missions, such as defending their bases from enemy attack or biodisasters will give you a nice boost. There is still a lot of crap that can go wrong. If you land on their planet and take some items, such as parts for your collection or their spice, you are stealing their resources and depending on their trait, that will lead to a certain decrease, the amount based on their trait. Traders seem to take it the worst. Also, if you break the Galactic Code within 20 Parsecs of their empire, they will be scared/pissed off. Breaking the Galactic Code means that you either use the Gravitional Wave, Fanatical Frenzy or the Planet Buster near them. Also, alliance with the Grox isn't all that nice, everyone will hate you if you ally with the Grox. Failure to complete a mission, either chosen by you or prompted by the game, will result in a drop in relationship. The destruction of their ship in your fleet will give a negative result. If you are not too happy with them, movement into their territory will result in a dip in relations, as will bad behaviour on their planets, such as terraforming that is quite unnecessary as well as setting the laser on HYPERDEATH and zapping their citizens. As you will be able to guess, WAR will seriously hurt relations. If you are at WAR, regardless of how you are, how many star systems you have captured and such, they will always demand money if you want to end the war, which is a problem when the enemy is down to only a single star system, not even their home planet, just a colony in a T0 planet, and they depend half a million Sporebucks to end the war. No war, just drop a planet buster. When you are hostile with another nation, you will see that they will attack your colonies, which means that if you don't have turrets to defend, you will need to defend your colony lest you want to lose it. And depending on the empire, they might take a little more than fire and forget missiles to get rid of them. Being friendly with an empire allows for cheaper refills of energy and health at their planets, the ability to establish trade routes to purchase their space system and the ability to form an alliance, which means one of their ships in your fleet. ------------------------------------------------------------------------------ [7.05] Terraforming Terraforming is one of the most important aspects in the game, because given the lack of T3 planets sitting empty for the taking, you need to get your systems up to T3 in order to have colonies and spice for the taking. --==Terraforming==-- Lets explain what terraforming is. When you land on the planet, you have the option to see the terraforming score of the planet. It can either be T0, T1, T2 or T3. When it is at T0, that means it cannot support anything, T1 means that it can support a colony, T2 means 2 colonies and T3 means that it can be maxed out to support three colonies. There are two important factors in terraforming, the atmosphere and the temperature. Atmosphere is the amount of breathing air in the atmosphere and the temperature is self-explanatory. These need to be modified to suit your creature's need. Now, you will see a circle with three concentric circles. Normally, if it is a T0 planet, the dot will be far outside the circles, T1 planets will have a dot in the outer ring, T2 in the middle ring and T3 in the centre of the central ring. This dot will determine what you need to do. When there is too low a temperature, there will be ice everywhere and geysers will spew ice that will damage your ship. Too high a temperature will mean that it will spew lava, a volcano, and will damage your ship as well. High atmosphere leads to thunderstorms and that will damage your ship while too low a temperature will lead to meteor storms, which will damage your ship. Now that you can find the terraforming score, you need to be able to get the necessary tools that will allow you to terraforming the planet. There are two types of tools, there are one off items and others that last a bit longer. They can be distinguished by price, the more expensive ones (>500k) will be the energy dependant and the others (150k) are one off. Energy tools are yours to keep, you can use it as many times as your want until you find it is comfortable (unlike the Spore's DRM), while the one off ones are fixed and do their job and you get no control. Anyway, when you use the tools, you can see the direction it is heading by watching the arrows. Your aim is to head into the centre ring. You are best using the energy tools since you can control where the dot is heading, but they require unlocking and a lot of money to purchase one. After you have successfully headed into another level, that is, improve the Terraforming Score from T0 to T1, T1 to T2 or T2 to T3, there will be a flash of green light, while a red light means that the Terraforming Score has decreased. --==Stabilisation==-- When you have reached a new Terraforming Level, you need to do a single thing. You need to stablise the planet if you want to keep it there because if the ecosystem is not stabilised, that dot will head back to the location where it was originally located. To stablise it, you need to fill out the ecosystem for each layer, that is, you need to completely the ecosystem three times for a T3 planet. For each layer, there are 3, you need a small plant, a medium plant and a large plant. After the plants have been placed, you will be able to place two herbivores there. After the herbivores are in place, you can put in a Carnivore and that will support 5 buildings for a T1 colony, 12 buildings for a T2 colony and 20 buildings for a T3 colony. Also, city halls and turrets count as buildings, so keep that in mind. When you do this, you might keep in mind that you need completely different plants and animals. If you really want a nice tip, you can terraform several planets and after you are ready to stablise, you can place the plants and animals down, and them beam them back up, the game won't know the difference. Make sure that when you place the plants and animals down, you need the all the plants down first, the all the herbivores and finally the carnivore. That way, it won't give you problems of biosphere not being able to support the plant or animal. --==Colonies==-- When you place a colony, you need to place it near, but not exactly right next to a spice geyser. After all, how do you think the colony is going to produce spice? The more spice geysers won't effect spice production, the only thing that will effect production is the layout of you're city. ------------------------------------------------------------------------------ [7.06] Planetside Moves When you are on the planet, you get to play with a few toys. The Scanner is going to be relatively important. This will allow you to scan any object, vehicle, creature, plant, etc, and you can then add it to your Sporepedia which is essentially a collection of all the creations you have found and it is like a trading card game, except the problem that the creators aren't creating it. Anyway, the scanner does have its uses. When you are on certain missions to collect a few species, your radar, more on that next, might not always lead you to the correct species, and the scanner allows for you to know, for sure, what type of creature you are scanning. Rather useful. The next tool is the Radar. This will essentially lead you to your target. If you are close to whatever it is you are looking for, maybe an artifact or a diseased lifeform, it will ping you to your target. It will also start to beam more often the closer you are, and this is shown on screen and with sound if you have the speakers on, because the closer you are, the more it makes a pinging noise. The next tool is the abduction ray. This allows you to pick an object off the ground and into your ship. Make sure that you hold onto the mouse while you are doing this because it will not be in your ship until it shows up in the cargo hold and as such, letting go will be letting it fly. When you are planning to set it down, select the item you want to set down and then beam it till it reaches the desired destination. Again, don't let it fly because in the case of animals, letting it drop even a meter off the ground will kill the animal you are trying to set down. ------------------------------------------------------------------------------ [7.07] Missions Whether you like it or not, you are going to need to do some missions to ensure that you make money and keep your empire intact. The first type of missions are defence missions. All you need to do here, as this is prompted by the game, is that you need to kill all the invaders, either here to destroy your colony or to steal your spice. If it is the former, you need to prepare for a dogfight and arm your Proton Missiles since you are normally going to be facing a squad of ships. Other empires will field relatively strong ships while pirates will field weak and useless ships. Failure here will either result in the destruction of the colony or it is captured by the enemy. If it is the latter, you are going to be facing a 2 or 3 pirate ships that are at your colonies stealing the spice. The problem with this is that your proton missiles won't be able to knock them out with a single shot and once you go near them, they will fly like crazy. You need to catch up and speed up to get close behind them, constantly firing your missiles in hopes that you can kill them. You need to eliminate a majority of them or hold them off long enough to get rid of it. Failure here will make the spice count lower on the planet. Another type of mission is biodisaster. This is where there is a threat to the ecosystem and you need to eliminate diseased lifeforms. All you need to do is to fly to where the lifeforms are, using your radar for this, whip out the laser and laser the lifeform to death. This is cruel, but if you stuff up, your ecosystem will be set back a notch. Laser them, and after you have killed 5, then you finish the mission. The final type of typical mission is the collection mission. All you need to do is to head to a certain planet, one requested by the empire you are helping since this is a mission you need to take from an empire, and you need to head to the specificed planet on your log and you need to collect a few samples of a certain lifeform in a certain period of time, starting when you land on the planet to collect and return to the planet where you undertook the mission. Failure here will result in the fact that the relationship between you and the other empire will be lower. Failure is not an option. ------------------------------------------------------------------------------ [7.08] Spice Production Spice Production here is very important, it is the commodity that you trade for the other empires and your own colonies to get you more money. That is the point of colonies, you will be able to build colonies for a set investment and they will produce spice, for free. There are 6 types of spice, listed below as well as the price in which you can purchase the spice from any colony that is not under your control. As you can see, red spice is the most common while the purple spice is the rarest. * Red Spice "This rare spice is used as a flavoring for certain foods and often produces an eye-watering effect on the consumer." Purchasing Cost : 3,375 Sporebucks per unit * Blue Spice "A deep blue spice used primarily as a sleeping aid." Purchasing Cost : 4,500 Sporebucks per unit * Yellow Spice "A sour spice used primarily in summertime beverages." Purchasing Cost : 6,750 Sporebucks per unit * Green Spice "A Green spice used in making a relaxing, minty tea beverage." Purchasing Cost : 10,125 Sporebucks per unit * Pink Spice "A pink spice used as a sweetener or as a floor polish." Purchasing Cost : 14,625 Sporebucks per unit * Purple Spice "A purple-ish spice used in making a sweet-flavored purple pudding." Purchasing Cost : 22,500 Sporebucks per unit --==Spice Probability==-- If you don't see, you can tell the probability of spice appearing with a star and the vapour of the planet. Below is the type of star, the vapour trail of the planet and the probability of the planet holding a certain colour of spice. * Red Stars Green Vapour Trail = 96% of Red Spice 2% of Green Spice 2% of Pink Spice Red/Blue Vapour Trail = 50% of Red Spice 44% of Yellow Spice 2% of Green Spice 2% of Pink Spice 2% of Purple Spice * Yellow Stars Green Vapour Trail = 94% of Yellow Spice 2% of Green Spice 2% of Pink Spice 2% of Purple Spice Red/Blue Vapour Trail = 34% of Yellow Spice 22% of Green Spice 2% of Pink Spice 2% of Purple Spice * Blue Stars Green Vapour Trail = 100% of Blue Spice Red/Blue Vapour Trail = 20% of Blue Spice 30% of Green Spice 35% of Pink Spice 15% of Purple Spice As you can see, if you really want the rarest spice, head to the blue stars. Of course, what this doesn't say is the probabilty that each star will appear. No one, has, of course calculated the amount of each type of star, so there is no point is estimating there. --==Maximum Selling Price==-- Each piece of spice has a maximum selling price that is seemingly determined by the game. These are, according to one of my sources, the highest observed prices for each piece of Spice. Red Spice = 16,868 Sporebucks per unit Blue Spice = 26,140 Sporebucks per unit Yellow Spice = 22,491 Sporebucks per unit Green Spice = 50,605 Sporebucks per unit Pink Spice = 56,188 Sporebucks per unit Purple Spice = 73,096 Sporebucks per unit Of course, if you have observed higher, send in a screenshot and prove me wrong. I find that yellow spice should have a selling price between 35 to 50 thousands, but I haven't observed that yet. Reaching near these levels is considered a decent sell. 30% from the observed maximum is considered a decent selling point, it all determines your luck on the day you land. ------------------------------------------------------------------------------ [7.09] Money Making Money making is relatively important. If the above spice production doesn't really work, there are other methods. If you don't want to produce spice, there is nothing to say that you can't steal the spice. If you want some spice, just head to a nearby planet with an empire there or a civilisation stage planet, best for the latter since the former can bomb you back, and abduct the spice boxes that are lying there in the city. If you don't want to be a thief, a mercenary. You can be a sword for hire and take missions from the other empires and you will be able to make some money from them as well. The more missions you take, the happier the other empire gets and the more money you get, which is always useful. But in the long run, it doesn't compare to the amount of money that you can make from the spice trade. Spice trading is the most effective way to make money, especially if you have control over some rare spice fields. That extra work from terraforming is going to be worth it in the long run. A decent source of side income is from collectibles, but more on that later. For now, if you collect all 10 pieces in a collection, you can sell the entire collection for 10 times the value if they were sold by themselves. We are talking about 4 million per collection at least, but the problem is storage of the items isn't helpful, planetside aside, there is no real place to store it and it does take a long time to collect it all, so that makes it a problem. Other than that, there is no real source of income. Blowing people up for their planets doesn't count, that spice needs to head somewhere, but it is up to you how you make your money, but rest assured, for this stage, you need a lot. After all, I do keep a Planet Buster, just in case. ------------------------------------------------------------------------------ [7.10] Exploration Exploration of the Spore Galaxy is relatively important. It is safe to say that it isn't the Spore Galaxy, it is the Milky Way. After all, that is the galaxy that contains Sol or Earth, however you like to call it. If you explore the galaxy, you will find that there are little items called wormholes. These are places of interest, where if you zoom in to the max, you will see it sucks everything in, and this will teleport you to another place, but be warned, you need to know where this leads to and how to get back, as well as knowing that without a Wormhole key, you are going to take some damage as a result. Anyway, when you visit new systems, there are going to be planet that will have some lines buzzing out of it, pinging out if you like, which means that your radar is going off. Blue means that there is someone who wants to talk with you. Orange, beige, cream, whatever, means that there is something of interest. What is this something of interest? Well, it could be an ambush by pirates, so make sure you can quickly whip out your missiles and "Fox 2" that sucker into a nice piece of scrap metal. However, it can also be an artifact, that would be really nice, and it can be a piece of art that you can use for colouring a planet. Tentacle seas anyone? There are some codes that you need to look for when you are going to mess around with some planets. These will make it a lot easier when you surf the galaxy. My thanks go out to Aya who sent all this in. For a Planet, these icons will semi help you, and when you find some sort of life on it, it will help even more. Large cirle: Planet Small circle: Moon Red circle: Too hot to be T1 Blue circle: Too cold to be T1 White circle: Too little or too much atmosphere to be T1 Green circle: T1+ Sphere icon: Less than T1 Leaf icon: T1+ and no animals Paw icon: T1+ and has at least one herbivore Campfire icon: Has tribal species Wireframe planet with flag icon: Has civilized species Flag icon: Has one of your colonies Spaceship icon: Has another species' colony House icon: Home planet ------------------------------------------------------------------------------ [7.11] The Grox Well, the Grox. Where do I start? Well, they hide near the centre of the galaxy, and their empire is huge. Seriously, it is huge. The Grox are a bunch of robots that control over a thousand star systems around the centre of the galaxy and that makes it extremely hard to fight with them. It is possible to make peace with the Grox. To do so, you need to first, find one of their planets and make contact with them. The problem is, you do anything that can be considered bad in their territory will automatically set them off at you and try to beat the crap out of you, so you really want to be a good little kid around them. When you see them, you want to first of all, happy ray their pants off. That will give a boost. Another booster will be an embassy, let them know that your civilisation doesn't like being carpet bombed back to the stone age. Another method is bribery. Just half them a nice wad of Sporebucks, about half a million and they will be happy with you. Or blow up a neutral planet and that would please them. Once you get to the happy stage, the neutral stage, you can run missions for them and that will boost your relationship, and soon, you can even have a trade route with them. Soon, you head into alliance, and you get a nice badge for doing that. Their missions might make you a bit unpopular. Getting artifacts or abduction or complete destruction of other species. Nothing says hello like a nice robot probing you. There is one reason for this alliance, they will give you a badge for the alliance. However, the problem is that nearly every single empire will instantly declare war on you for allying with the Grox. Well, you allied with one of the strongest empires, but you get attacked by all the other empires. Or you can, alternatively, destroy the Grox. The problem with that is that the Grox has a lot of star systems to play with, and you really need to be able to fight for a long period of time. I suggest that you set up a base of operations near the Grox Empire. The best method is to slowly take over. You know that the Grox will only send a single ship after you for every single star system you visit. So visit one, clear it out, rearm and refuel, and go again. As for the destruction of the Grox, all you need to do is to terraform their planet from the T0 into a T1 planet. This will instantly destroy their colony, and you can place your's there as well. However, that is the simple method, alternatively, you can just drop a hell of a lot of bombs on them and hope for the best. Defeating all the Grox will give you a badge as well. It is possible but nearly impossible to be allied and kill the Grox, but ally and then blow them into smithereens. It is completely up to you how to attack the Grox, but the problem is, alliance will make everyone else hate you and war will take a long time. Your choice. ------------------------------------------------------------------------------ [7.12] Fighting Fighting is going to be a really big part of this stage, you are going to be fighting a lot to defend your land and to make some headway to make yourself a superpower. If you are going to fight in the air, there is no choice but to use the Proton Missiles. They are going to be the tools that you are going to be upgrading first because air combat is the most important factor. An automatic turret can't hurt either. Once you are attacked, it will be useful for a turret to automatically fight back and shoot them for a fair amount of damage, which, over time, will hurt. Land targets are going to be a bit harder. Lasers are accurate, but they are weak and they suck up a lot of energy. That is a problem. Pulse is strong and can hit multiple targets, but damage wise, not too good. If you want to bomb targets, use the bomb. However, while they do good damage, they will be rather inaccurate, so you really need to be close to the ground and bomb them. So, if you are fighting a city, you can use the laser to zap and destroy the turrets, which will remove the defence from the enemy, and then you can zoom down to the ground and use the bomb and drop the and hit the city hall to capture it. Those are the weapons that you are going to use. Repairs are rather essential, considering that in some battles, you are going to take some sort of heavy damage, and you really need to be repaired since if you are a long distance from home, repairs aren't going to be cheap and considering the fact that if you have allies, the repair bill goes up, and in the midst of battle, these are going to be life savers. Just make sure you be careful, there is a recharge time here as well. ------------------------------------------------------------------------------ [7.13] Other Empires If you need to bear in mind that there is a relationship factor that you need to remind yourself of. You can go rushing into other planets and blow the living crap out of it just to make sure they get a message. It is just like a country invading another because they don't like them. It isn't the most diplomatic solution. You need to follow the galactic code. That is, don't juse a planet buster, gravitional wave or fanatical frenzy near them, otherwise, they won't be too happy with you. You shouldn't ally with the Grox either, that would also make them mad. Also, when you visit an empire, it is only there and then that they will start to expand their empire. When you don't explore them, they won't expand, so make no contact, no expansion, so you will have it a bit easy. However, when you make contact with them, they will expand, and they will expand rapidly until they hit the brick wall of another empire. The problem here is that if they grow too big, bigger than your empire, you are going to need to be able to kill them or buy your way out of it. It is important that you be able to buy yourself out of it or fight because if you are surrounded, you won't have money to play with along the way since your colonies will be able to produce spice and that will be important for a source of money. Be careful with alliances, you need to be able to avoid a World War 1 situation this guy is allied to another guy who is enemies with that guy. That is, if you are allied with another empire, you might be forced to fight with another civilisation because they are at war with another civilisation. This is rather problematic, since my colonies get pounded, well, they use to before they started facing 3 colonies with 8 turrets there waiting for them. If you are at war with another empire, you really want to seek a solution. Why? Because if you don't, you will be fighting for a long time, since they will only give up when you give them money for peace or you destroy all of their colonies and take over their homeworld. Unlike most games, the capture of the homeworld doesn't meant the end of the empire, you need to capture every single on. And a final note, if you are able to get a monolith and place it on a planet with a tribal or civilisation stage species, you will slowly have them evolve, 2001: A Space Odyssey style and they will evolve into the Space Stage and you get a nice bonus with them. A +50 Relationship bonus, and that is certainly a good thing. ------------------------------------------------------------------------------ [7.14] Centre of the Galaxy To get to the centre of the galaxy, you really need to be using the Interstellar Drive 5 since there are going to be problems once you get to the centre. To get to the centre, you need to follow the arm of the galaxy you are in and go to the centre. Zoom out and see for yourself. Also, the bar at the bottom will show how far you are from the centre. The closer you are, the more that bar is filled to the right. When you near the centre, you will see the Grox. They are the biggest problem that you are going to face, the Grox are everywhere, they own all the star systems around the centre of the galaxy, and don't forget, you need to be able to get out as well as get in, so you need to be able to bring in a lot of firepower. To get to the centre, you either need to ally or destroy the Grox, and they have already been mentioned in the relevant section that is found above this. The method that I haven't mentioned is hopping. Like Island Hopping during the Second World War, you are just going to skip through a lot of star systems to get to the desired location. However, for this, you are going to need a few things. You need the best proton missile and defensive turret, a lot of repair and energy packs, and some allies can't hurt. What you do is to visit a Grox system and wait till you destroy the ship. Don't move until that ship is destroyed. That is important because if you get a bunch of Grox ships after you, and there are 5 of them, they are going to be a lot harder to beat than if they are on their own, which can always be a problem. The problem is, when you get closer and closer to the centre of the galaxy, the gravity will pull you closer, and that limits your movement. They is why you needed to start with ISD 5 because when you get closer, the amount you can move shrinks. You might be able to move about 12 parsecs in a single go, by the time you get to the centre, it will be about 2, so that is why you need to wait for a while. When you get to the centre, it is like a wormhole, just zoom in and enjoy the ride. You will meet Steve and from then, you will just talk, and then you get out of the centre of the galaxy. And then, RUN! ------------------------------------------------------------------------------ [7.15] From There Onwards From there, what do you do? It is like the Sims, you've moved into the biggest house, and there is really nothing else to do. It is like Oblivion, you have killed that massive Mehrunes Dagon, but the game still continues. There is nothing else that you can do, or is there? If you want some motivation to keep playing Spore after that, my challenge is set for you. The Gauntlet has been dropped on the table. * Collect all the collectibles. This might sound easy, but the hardest part is to find all the Storyline Planets. More on this later, but you need to find a few planets out of many. Good luck with that. * Defeat the Grox. Enough said, all you need to do is kill all of them, every single colony that the Grox have, take it. Good luck with that, because you surely need it. * Explore the entire galaxy. I will be surprised if anyone is able to explore every single star system. It will take a long time, so good luck with that. Make sure you have some coffee, or two, or a few more. * Find Earth. Seriously, find it. If you can't be bothered to find the co-ordinate, this is it: Angle 225.06, Distance: 7,295.43. Now look for it, and say hi to us all. If you have a challenge to your fellow players, send it in, and let us test them on Spore. ------------------------------------------------------------------------------ [7.16] Completing this Stage There is really no way to complete this stage. There is no set goal to complete, but there are some that are considered to be goals. * Reach the Centre of the Galaxy * Reach the Level of Omnipotent in terms of Badges * Complete all the Achievements * Explore all the Star Systems and Planets * Defeat the Grox * Defeat all the other Empires Again, there are no goals here, it is a Maxis game, no win, no loss. ------------------------------------------------------------------------------ [7.17] Tips for Survival This is an entirely reader friendly section. This is where all the tips sent in by readers will be added and trust me, before I have even started this part, I already had a fair amount to put in. I'll add a bit on the difficulty on the game When you start the game, easy will get 1500 base health for their starship, normal will get 1000 and hard will get a measly 300. Also, hard mode is more likely to encounter pirate attacks and ecodisasters, the fallout for failure is far higher, the enemy will attack more often when at war, and when you try to sue for peace, their demands for money are more unreasonable. As if half a million for losing isn't unreasonable enough, but that is another story. Colin McMillen has sent in the following about taking a free T3 planet. "In Space stage, you can take over a nice juicy T3 planet (or any other planet) if it is claimed by a Tribal or Civilization species; you just have to go around and destroy all the cities on the planet in order to destroy sentient life so you can install your own colonies. It's simple to destroy Tribal species, Civilization might be a little harder because they can attack you with turrets and air vehicles." Marijn Roorda (Mardiana), has sent in the following about Terraforming, and supports that you can play beamer. "When you beam down creatures on your planet of choice, with the idea of populating that planet for increased spice production, make sure your zoomed in fully, and drop first the 3 trees (small medium and large) on the same spot, and right after they are beamed down, beam em up again. The planet will still be populated with those trees, but you don't lose them from your cargohold. You can do the same thing with creatures. This way you can take 5 of each, and populate a million planets, and always keep 5 of each ready in your cargo hold at any time. Only thing to worry about are the escorts, they can sometimes get in the way of the beam and scatter your tree/creature. If so, just beam down another, zoom out fully, zoom back down to the planet, and your planet is filled with the creature/tree you lost." Hough123 has sent in this following tip about attacking other nations, and I must say, it is rather effective. Effective, and you don't need to get some missiles to give as a gift, or drop a bomb in anger. "As we are both aware, you get terra-forming tools throughout the stage. I thought to myself one day “What would happen if I used these on someone else’s planet?” so I tried my cloud vacuum on a planet that I was at war with. It worked beautifully as a weapon. The second I took away their atmosphere, all but one city was left out of 12. I made quick work of this city with a laser and placed a colony of my own on the planet. I then did this to every one of that empire’s colonies, I took down all 5 of their systems in about 15 minutes. This is better than buying millions of spore-bucks worth of weapons to take over one planet, which even then you have to take out each city one by one constantly having to take out ships and turrets with ally ships that you need to protect from these threats as well as yourself. The only downside is that you have to terra-form the planet afterwards if you want to use it for spice, but this isn’t that bad if you have the proper tools to do so." Caleb367 has sent in this nifty observation for the beginning of the space Stage. "In the space stage, the homeworld gets 50 spice storage on start and begins with its cities as they were in the end of the civ stage. that means, if you've bombed out half of them, you'll still get them razed and unproductive. Also, buildings on the homeworld cost much less than elsewhere (for example, turrets cost 1,000 Sporebucks instead of the 16,000 on every other planet)." However, it is important to note that in the long run, you cannot rely on your Home planet for spice production, since it is extremely sluggish, but it is cheap to defend your planet, but then again, no one will try to attack your home planet. David Engel sent in the following tip for the Space Stage. If you have a fast computer, this isn't such a bad idea after all. "In space stage, if you are a zealot, there is a really easy strategy once you have the monolith to gain a T3 planet with 10 colonies making pink/purple or whatever spice you want. All you have to do is terraform an empty planet to T3, then stabilize, then place a monolith. Subsequently wait for a little while, and then come back, use the zealot uber power and voila you have a super money source. Rinse and repeat, another nice thing is if you exit to the main window, your superpower is refreshed, so you can go back and forth and take over planets really quickly if you want to do that dirty way." Grant Rippon sent in the following about the empires not really liking you to paint their planets. He also sends in some other things, various hints and tips overall. "Just a heads up for the faq, using terrascultpting (not terraforming) tools or colouring tools on a planet owned by another race will count as a negative action, driving your relationship with the species down a fair ways (5 or more at times). You can do this on your own colonies without danger, except if it gets too close to a city. At one point I tried to place a gear sea near one of my cities, thinking it would allow me to make colony sea, but in return I got a red face from my colony. The red face normally only appears when you attack an alien empire, indicating they will immediately start shooting you. To ally with anyone except the grox, terraform. Terraform one of their T0 planets to T3 to boost your standing with the empire by up to 100 points. Considering how quickly one can terraform at the later stages, this can become the fastest way to ally with others. Enemy ships will flee in terror once they hit a certain percentage of their health. These, like pirates can be infuriating to catch. However, flying as fast as you can after them with a laser aimed at them will be more effective than missiles in this case. Leave enemy homeworlds as intact as you can. If you capture cities rather than killing them you can get around 5 colony pack cities on a single planet, beating your home planet or any regular colonized planet in terms of spice production and storage." LordSkull sent in the following to give yourself a nice boost to the Space Stage as well as some really unconventional weapons. Seriously, you really don't expect these to be weapons. "I found it was also helpful to max out my cities while in Civ stage as it rolls over to Space stage. So taking the time to build up all your cities before evolving can save money in the tight initial stages. Volcanos, Comet and Asteroid call also make great weapons. Plus the effect is pretty fun to watch." ------------------------------------------------------------------------------ [8.01] Weapons Weapons are going to be an important tool for any spacecraft, because whether you like it or not, you are going to need to attack enemies here, defend your empire, and to defeat and remove the mechanical Grox out of the galaxy. It would be funny if the Grox did exist in the middle of the Milky Way. NOTE, ALL TOOLS WILL REQUIRE THE PREVIOUS TOOL. THAT IS A LASER WILL REQUIRE THE MINI LASER. ALSO, THE BASE COST WILL DEVIATE DEPENDING ON THE EMPIRE YOU PURCHASE IT FROM. CERTAIN EMPIRES WILL HAVE LOWER COSTS. Anyway, you will start off with a Laser and Proton Missile. --==Laser==-- Mini Laser - Start Laser - Conquerer 2 or Eco Hero 1 - Base Cost = §500,000 Mega Laser - Conquerer 3 or Eco Hero 2 - Base Cost = §1,500,000 The Laser is the precision weapon in the game. The laser is important for the Biodisaster because it will be needed to pinpoint and kill, accurately, infected animals. Killing too many animals will lead to extinction, so it is advisible for you to make sure you accurately kill the infected animal only. The higher level lasers do more damage and consume a bit less energy than its previous laser. These are also useful for taking out turrets quickly, but against other buildings, they aren't all that useful. --==Auto Blaster==-- Mini Auto Blaster - Colonist 1 or Conquerer 1 - Base Cost = §100,000 Auto Blaster - Colonist 2 or Conquerer 2 - Base Cost = §300,000 Mega Auto Blaster - Colonist 3 or Conquerer 3 - Base Cost = §900,000 The Auto Blaster will attack enemy units automatically, and deal little bits of damage over a period of time, but they will only attack on two single conditions, first of all, it needs to be turned on, and secondly, you need to be damaged by the enemy before it will attack you back. They are one of the most useful tools in the game, because they are the only offensive weapons that can attack other airships except for the Proton Missile and is the only attacking weapon when you are being attacked while orbiting a planet or star system. --==Proton Missile==-- Minor Proton Missile - Start Proton Missile - Body Guard 1 or Conquerer 2 - Base Cost = §400,000 Mega Proton Missile - Body Guard 2 or Conquerer 3 - Base Cost = §1,200,000 The Proton Missile is, single-handedly, the most important weapon in the entire game. This is the only powerful weapon that will attack other spacecraft and you are going to be fighting a lot of those here. While the first two may seem quite weak, the mega proton missile does a fair amount of damage, and they attack rather fast. Proton Missiles are the most important weapons in the game, so you want to upgrade them fast. Seriously, when they start, they are pathetic, weak as crap. But when they are on the mega status, they are powerful, able to defeat most spacecraft in two missiles at most, defeating the strongest siege ships in several shots. --==Pulse==-- Mini Pulse - Colonist 1 or Conquerer 1 - Base Cost = §200,000 Pulse - Colonist 2 or Conquerer 2 - Base Cost = §400,000 Mega Pulse - Colonist 3 or Conquerer 3 - Base Cost = §1,200,000 The Pulse is the mini cousin of the Bomb. They are powerful weapons and are quite powerful shockwave weapons. The difference between this and the bomb are quite important. The first is that the Pulse has a much lower recharge time, and they will be much more accurate than the bomb. The use of the pulse is useful earlier in the space stage as your siege weapon since they do have the shockwave effect and are quite powerful, but they are later outstaged by bombs later on. However, they make a good weapon to take out enemy turrets, which is hard to do so with a bomb. --==Bomb==-- Mini Bomb - Colonist 2 or Warmonger 1 - Base Cost = §400,000 Justa Bomb - Colonist 3 or Warmonger 2 - Base Cost = §800,000 Mega Bomb - Colonist 4 or Warmonger 3 - Base Cost = §2,400,000 The Bomb is the most powerful ground-pounding attack weapon in the game. They are the best unit to bomb buildings into submission, but the problem is that they are very inaccurate. When you are bomb them, it doesn't mean that it will land directly below your spacecraft. When you use the bomb, disable the turrets using either their laser or pulse weapons, and fly directly cover the city, as close as the ground as possible. Right above the building you want to target, bomb it, and that will seriously pound the enemy quick. Best to use on City Halls to force a quick capture. --==Anti-Matter==-- Missile - Colonist 3 or Conquerer 3 - Base Cost = §250,000, 10 Uses Bomb - Colonist 4 or Conquerer 4 - Base Cost = §400,000, 2 Uses The Anti-Matter Missile is 10 uses before it is gone. The Anti-Matter missile is excellent as a beginning attack weapon because of its ability to cause a lot of damage as well as dealing splash damage, which helps you by making a lot of enemies weak. The price tag makes it 25,000 Sporebucks per attack, which is rather expensive. The Anti-Matter Bomb is even more expensive, at 200,000 Sporebucks per bomb, but they dish out a heck of a lot more damage on the city, making for a very fast capture. Does more damage than the Mega Bomb, but I suggest on keeping the Mega Bomb over this varient, it does more damage and unlike the Spore DRM, there is no limit on how many times you can do this. --==Planet Buster==-- Planet Buster - Colonist 5 or Conquerer 5 - Base Cost = §5,000,000 Big Badda Boom! This is the most dangerous weapon in the game, period. This will basically, when used on a planet, blow the planet up into a molten core and a bunch of fragments. For this, there are rules on using this. If you use this, many empires will shun you, no one wants to talk to someone who as basically used a Weapon of Mass Destruction for the fun of it. This will make you a Galactic Pariah, like several countries, no names mentioned. Don't use this less it is the bottom of the barrel, which it never is. You don't need to use it, but if you want to blow up Earth for the achievement, just laugh at the extermination of life. --==Cloaking Device==-- Cloaking Device - Missionista 5 or Trader 5 - Base Cost = §250,000 This is not as useful because all it does is force you to fight another day, but the use of this is for those who want to escape. If you are losing pretty badly, or want to skip through all the enemy states, you might want to use this to lose as little health as possible. The best use is when you are defending your planet and need to escape for a repair. This is best done when you are really low on health and you don't have the ability to use the repair pack, due to cooldown or something. --==Rally Call==-- Rally Call - Diplomat 3 or Warmonger 3 - Base Cost = §750,000 A useful weapon if you have allies, this will boost their attack power for a short period of time, which is always very useful when you have 5 allies with their guns, preped, primed and ready. --==Shield==-- Shield - Colonist 3 or Warmonger 4 - Base Cost = §500,000 This will create a shield, which lasts for only a short period of time or until enough damage has been dealt, before it will be gone. This allows for you to defend against enemy damage without losing any health for a short period of time, great for speed runs through enemy territory. --==Repairs and Energy==-- AOE Repairs - Body Guard 1 or Diplomat 2 - Base Cost = §50,000, 1 Use Repair Pack - Missionista 2 or Trader 2 - Base Cost = §10,000, 1 Use Repair Mega Pack - Missionista 4 or Trader 4 - Base Cost = §20,000, 2 Uses Energy Pack - Missionista 1 or Trader 1 - Base Cost = §10,000, 1 Use Energy Mega Pack - Missionista 3 or Trader 3 - Base Cost = §20,000, 2 Uses These are the most important one off items that you can get. The repair and energy packs will boost the amount of energy and health that you have, which is useful if you are planning to solo this mission. However, the AOE repair is the most useful item because they will heal you, as well as your Allies, all the way back to full health. Since it may be a problem to figure out which ally went down, keep them up as long as possible. ------------------------------------------------------------------------------ [8.02] Socialisation Socialisation tools are very important, they need to be used if you want to socialise with weaker creatures or to make people more happy with you, since war means that you need to pay for the cost of war, even if they started it and they are being crumbled into fine pieces of ancient history. --==Happy Ray==-- Mini Happy Ray - Diplomat 2 or Economist 2 - Base Cost = §200,000 Medium Happy Ray - Diplomat 3 or Economist 3 - Base Cost = §500,000 Super Happy Ray - Diplomat 4 or Economist 4 - Base Cost = §1,500,000 Despite sounding extremely camp, the Happy Ray does have its uses. It will, when used on a planet, make them more happy with you, which is rather beneficial to your cause. Use it over their cities, and after you have used it for a period of time, it will make a little boost. A little does, remember, go a long way. --==Fireworks==-- Fireworks - Missionista 2 or Traveler 2 - Base Cost = §30,000, 1 Use These are best used on your colonies, when they are rather displeased with you and this, when used near your colonies, will make them happier with you, which is a good thing if that colony is a nice target, it will make it harder for your enemies to capture, so Fireworks is useful, but generally speaking, you won't be needing this because it is quite hard to make your colonies unhappy, if you stuff up your city layout. --==Mind Erase==-- Mind Erase - Brain Surgeon 1 or Cleaner 1 - Base Cost = §300,000 Global Mind Erase - Brain Surgeon 3 or Cleaner 3 - Base Cost = §50,000, 1 Use The Mind Erase is very useful if you have pissed off an empire, the more you have pissed them off, the more you will have an effect with the mind erase. You should use this if you are planning to make an attack, especially if you are hostile with them, because this will calm down the citizens of the planet you are preparing to bomb, and you will take a bit less damage as a result. --==Embassy==-- Embassy - Diplomat 5 or Traveler 5 - Base Cost = §500,000, 1 Use This is incredibly useful if you have access to one of these. These, when they are placed on another empire's planet, will always be there and it will give a more or less, permanent boost to your relationship, which is useful when you decide to let loose that little planet buster that makes a lot of people more nervous to be with you, after all, you just destroyed a planet, all of the work put in by Maxis, gone. --==Crop Circles==-- Crop Circles - Traveler 1 or Zoologist 1 - Base Cost = §100,000 This is only useful if you are trying to contact with tribes and cities, where you will try to talk to them. There is really no real point here except to draw a few pretty circles and they aren't even any crops to draw a circle on. I find that bombing the enemy into submission, making them extinct, and then stealing their planet a much more effective method for a planet. --==Monolith==-- Monolith - Traveler 2 or Zoologist 2 - Base Cost = §500,000, 1 Use This is one of the most important tools if you want to boost those creatures, tribes and civilisations into a bigger type of species. The monolith, when placed on a planet with a creature, tribe or civilisation will, over time, make them grow into a space-faring race. This will be done at a much faster, and visible rate, than the other types of creatures, tribes and civilisations. Note that when the civilisation grows into the space stage, you will get a permantent 50 relationship boost with the newly created empire. But if you just a friend, find another empire, just bomb the creatures or enslave them and capture the planet. --==Species Eradicator==-- Species Eradicator - Cleaner 3 or Missionista 4 - Base Cost = §250,000, 1 Use This is one of the worst tools against a species, this will basically kill off a species for a completely new one. It is advisible that you quickly find a new species to replace it because it will leave the ecosystem in tatters, because if you saw, removes all the cows from the planet, you need to find something to fill that gap. --==Supersizer==-- Supersizer - Eco Hero 4 or Zoologist 4 - Base Cost = §400,000, 1 Use This will require you to have a free slot, but this, when used, will basically make a specific creature, of your choosing, a lot bigger and make it into an Epic creature, which is rather interesting if you want a massive monster that really is a friendly dinosaur trapped in a large dinosaur's body. --==Creature Tweaker==-- Creature Tweaker - Cleaner 3 or Traveler 2 - Base Cost = §500,000, 1 Use This is quite an interesting tool to use on the creatures that you will encounter in the universe, it allows you to get a creature, even the well designed Maxis ones that look like a cow, and tweak it. You can add all the different parts that you want. So, you can grab a herbivore that looks rather docile, and give it spikes, rams, poison spitting ability and make it a herbivore to be taken seriously. Then, supersize it and marvel at your creation, jointly built by someone else. --==Create Creature==-- Create Creature - Cleaner 5 or Traveler 4 - Base Cost = §1,500,000, 1 Use This is a rather interesting way of using the creature creator. This allows you, whilst you are in the space mode and fiddling around with your spaceship, to create creatures, as the name suggests. This will, when you have finished creating the creature, allow for you to have 5 of those animals that you have created. So if you think that your enemy has some crappy animals, just eradicate one of those species, and then replace them with your own turd shaped monsters to prove that your enemy is eating crap. --==Wildlife Sanctuary==-- Wildlife Sanctuary - Eco Hero 3 or Zoologist 3 - Base Cost = §600,000, 1 Use This is a very useful way of storing creatures that you have encounter all over the universe and place them on a single planet, but you will lose all ability to use this planet as a planet to produce spice. However, it does have its advantages. One of the advantages, when at a T3 level, will be a nice place to store all your favoured creations. This will act like a normal planet, without the spice production or ability to plant colonies, but you still have the ecosystems to fill out. You need plants, there are 3 layers of plants there to fill out as well. The good thing is that you get to place 30 species of animals here, so you can easily decide to terraform planets based on the plants and animals that are here for you to play with. The bad news, it is rather hard to find a specific type of animal here, you just get a counter for where the animals are meant to be shown there on the foodweb. ------------------------------------------------------------------------------ [8.03] Important Tools There are only 4 main tools, which is rather sad, but there are important for the game. You will start out with two of the tools, the Scan and the Radar and you will have access to the last two at the very end of some badges, just to show how powerful and important they must be. --==Scan==-- Scan - Start This is the point and shoot version of finding out what it is. This is like, if you play or even heard of Pokemon, the Pokedex. This is where, you will basically scan anything and everything for your Sporepedia, which is your Pokedex Database. Now, the Sporepedia is like a collectible trading card game, you want to catch them all, and you get to scan them all. This is important to determine the statistics of the plant or creature, and it is also very important for the eco missions. Why? Because when you have eco missions, you want to find a specific creature or plant, and you need to make sure that you have the right one before you decide to shove it on your spacecraft. Also, when you are planning to terraform a planet, you want some animals, specific animals and you will need the scan to determine which one it is. The Radar may be useful, but you want to be 100% sure. --==Radar==-- Radar - Start The Radar is one of the most important tools, and while you can turn it off, don't. It is important if you want to find a certain animal when you click the food web. It is extremely useful to pinpoint the exact location of the artifact that you are trying to find. The Radar works with the little white beam when you get close, it will point to the location of it. The close you are, the most that beam will show up. Another important function, if you have access to sound, is that it will keep making a pinging noise. The closer you are, the more it will ping. When you are right on top of it, it basically pings non stop. Don't worry, there aren't any radar guided missiles that will fly at your ship when you have the radar turned on. --==Hologram Scout==-- Hologram Scout - Missionista 5 or Trader 5 - Base Cost = §200,000 This is a rather useful tool if you are heading far too close to hostile territory, and you don't want to risk your ship, you can use this rather useful tool instead. This allows you to head into the planet's atmosphere and have a nice stroll around without your ship, you explore with your hologram. This will prevent you from actually using functions like a normal ship, like the ability to hologram, but it is great for scouting. You get to find out where the enemy is hiding, you know where they are stashing that artifact that you so badly want, you know the strength of their forces, you know what type of cities are on it. This is the best sort of recon tool one could ask for. Imagine if the modern military used this, best recon tool either. Put it together with satellites and UAVs, and you have a pretty good knowledge of the enemy. --==Planet Scan==-- Planet Scan - Eco Hero 5 or Zoologist 5 - Base Cost = §100,000, 1 Use While this is one use, this is rather useful if you have a lot of money to burn and burn fast. This will, effectively, scan the entire planet for you, and you will know everything. It will scan all the plants and animals, all the vehicles and even the spacecraft on the planet if you ask it to. Something, it is useful if you need the scan for a mission and you can't be othered to take your time and find all the planets there are and scan them. This is useful, but it all depends on your laziness. --==Abduction Beam==-- Abduction Beam - Start This is extremely useful, and more or less, essential for the space stage because this is how you are going to add new species to a planet, without using the Staff of Life, because this is going to be adding items to your cargo bay. To use, point and hold on whatever it is you want to beam up into the ship. Make sure that you don't let go till it is registered in your cargo hold because if you let go before then, it will fall, and if it is an animal, it will fall to it's death. Just make sure that your fingers, well, slip. To drop an item, all you need to do is to select the item that you want to drop on the planet, and then click on the place where want to place the item and like it into your cargo hold, don't let go until it has landed on the ground, because you can lose creatures in this manner. ------------------------------------------------------------------------------ [8.04] Colonisation The Colonisation tools are the building blocks for a new empire. These are required to first, start an empire, and next, build one that is rich and nigh impossible to conquer. --==Colony Incredi-Pak==-- Colony Incredi-Pak - Start - Base Cost = §150,000, 1 Use These are extremely important, they are, without a doubt, the most important tool for empire building. If you don't have these, you don't get to place any colonies on planets, so you need these. You can get them cheaper, but 150,000 Sporebucks isn't all that much. These are one use items, but they are worth it. Anyway, to establish one of these items as a colony is that you need to head into a planet. Now, that planet can be any planet, but in that solar system, there cannot be any other sign of intelligent life, no other empires or any sentient life. Then place the colony near a spice geyser. If you can see, there are two concentric circles. It cannot be inside the first circle, that is the size of the colony. It needs to be between the first and second circles, otherwise, there are no spice for the factory to refine. It is useful to use the Terraforming tools to, in the long run, make it an extremely productive planet. Make it a habit to purchase a colony pack whenever you decide to visit a trading partner, since you'll be needing these items. --==Bio Tools==-- Bio Protector - Eco Hero 3 or Zoologist 2 - Base Cost = §300,000, 1 Use Bio Stabiliser - Eco Hero 4 or Zoologist 3 - Base Cost = §300,000, 1 Use These bio tools will decrease the change of a bio disaster on your planet in two ways. However, as an introductory note, there is a problem with using these tools. As your empire gets bigger, the problem is, the amount will be higher and higher to keep using these tools. 600,000 Sporebucks per planet is a lot of money per planet, when a total set up for a colony is under 400,000 Sporebucks on a good day. Anyway, the Protector is basically a tool that will slow down the rate that your planet will suffer from Bio Disasters. That is, it will slow down the rate in which you will get such disasters, but it will no stop your from getting these disasters. The Stabliser is the tool that will decrease the probability that you will suffer from Bio Disasters. That is, it will decrease the probability in which they will appear in your planets, but they will be at the normal rate if you are very unlucky with the random number generators in the game. Overall, if you are keeping a small empire, or ones with very distant star systems, which require 10 wormholes to reach, then it is a good idea since that isn't all that expensive, but for large, big empires, those 0.6 Million Sporebucks per planet, thats 6 Million Sporebucks for 10 planets, is quite a large sum of dough. --==Loyalty Booster==-- Loyalty Booster - Body Guard 3 or Warmonger 2 - Base Cost = §300,000, 1 Use This is a relatively useful booster, but in the long run, rather value less since all it does is make your colonies harder to kill, since increased loyalty means that they will support you for longer. The best use is if your colony in question is close to the other, warmongering nations and you want to defend your colony since it will be the one attacked when at war. --==Happiness Booster==-- Happiness Booster - Golden Touch 3 or Merchant 3 - Base Cost = §300,000, 1 Use Another useful weapon to play around with, if you are close to the enemy, is the Happiness Booster. This will improve the happiness of your colonies, which will reduce the need for the entertainment areas with you decide to place them on the city layout. It is all up to you, however, because I won't waste the Sporebucks on these boosters. --==Spice Storage==-- Spice Storage - Colonist 3 or Traveler 2 - Base Cost = §500,000, 1 Use It may be an expensive item to use and it is a one off item, but it will pay for itself. What this does is to increase the spice storage of the planet by 100%. That is, it will double the spice storage of the planet. Since a normal planet, with 3 colonies will be able to hold only 15 spice, 5 per planet, the Spice Storage will increase it to 10 Spice per city, which means that it has a capacity of 30 spice. This might seem like a small amount, but there are reasons for this. First of all, you need to factor in the part where spice is going to be wasted when you travel. Three colonies producing a total of about 300 spice per hour, it won't be long before you reach 15. Three minutes and the limit is reached, and there is no way that you can travel throughout a large empire in three minutes. Any excess spice produced after the limit is wasted, and if it is the valuable purple spice, then that is a lot of money wasted. These are best used on Pink or Purple spice since they are the most expensive spice and you can't afford to waste those. So if you have any T3 planets that have Pink or Purple Spice, whack one of those there and make some money. --==Uber Turret==-- Uber Turret - Colonist 4 or Warmonger 3 - Base Cost = §750,000, 1 Use This is the best in terms of defence, it is the Uber Turret, and it is the best turret ever built. This, in terms of defence, it will, basically, build up a shield that makes it impossible for an enemy to land. The Uber Turret repels all attacks on it by the enemy, therefore, if the enemy decides to attack the system with an Uber Turret, you don't need to respond, it will blow up the enemy with sheer ease. Great tool to play around with. ------------------------------------------------------------------------------ [8.05] Terraforming The Terraforming tools are extremely important if you want to develop a big empire where you can make a lot of money. There are one off items, that are one off, and unlimited items that just suck up a lot of energy to be used as a tool. --==One Off Items==-- Atmosphere Generator - Empire 1 or Missionista 1 - Base Cost = §150,000, 1 Use Drought Generator - Empire 1 or Missionista 1 - Base Cost = §150,000, 1 Use Ice Storm - Empire 2 or Missionista 2 - Base Cost = §150,000, 1 Use Meteor Shower - Empire 2 or Missionista 2 - Base Cost = §150,000, 1 Use Ice Comet - Empire 4 or Missionista 4 - Base Cost = §225,000, 1 Use Volcano - Empire 4 or Missionista 4 - Base Cost = §225,000, 1 Use Asteroid Call Button - Empire 3 or Missionista 3 - Base Cost = §225,000, 1 Use Atmosphere Freezer - Empire 3 or Missionista 3 - Base Cost = §225,000, 1 Use These items, while they are good at the beginning of the game for terraforming are only useful at the beginning, because you don't get to control how much is being used to terraform the planet, it will terraform it a set bit and after that, it will terraform no more. One off items, in the long run for terraforming, is going to be more expensive than the energy based terraforming items because the cost of them, plus the energy, will cost less to terraforming a set amount of planets than using the one off items continiously. The Atmosphere Generator will raise the amount of atmosphere there is in the atmosphere, making more cloud cover, and placing an end to the meteor showers. The Drought Generator will lower the amount of atmosphere that there is in the planet's atmosphere, which will put an end to the amount of ice storms that ravage the planet. The Ice Storm item will lower the temperature overall on the planet and that will have the impact of putting an end to all the volcanos and the lava geysers that decide to pop up and burn your ship. The Meteor Shower opposite, it will raise the overall temperature in the atmosphere, and it will put a stop to all the little ice geysers that spew ice at your spacecraft. The Ice Comet is a mixture of two terraforming items. It will lower the overall temperature, which ends the lava geysers, and then it will increase the overall atmosphere, which puts an end to the meteor showers. The Volcano is another mixture of two items. It is basically a mixture where it will raise the overall temperature on the planet, as well as spewing ash all over the place, which will increase the atmosphere, even if it is toxic and noxious gas. The Asteroid Call Button is a mixture. It will increase the overall temperature, since hurling an asteroid has a temperature increase on the planet, but it will decrease the atmosphere, so it will stop ice geysers and thunder storms. Finally, the Atmosphere Freezer is the final one off item. It will lower the atmosphere here, which will stop the thunder storms, and decrease the temperature, which will put a stop to them lava geysers. --==Energy Weapons==-- Cloud Accumulator - Empire 2 or Terra-Wrangler - Base Cost = §450,000 Cloud Vaccum - Empire 2 or Terra-Wrangler - Base Cost = §450,000 Refrigeration Ray - Empire 3 or Terra-Wrangler - Base Cost = §450,000 Heat Ray - Empire 3 or Terra-Wrangler - Base Cost = §450,000 Air Conditioning - Empire 5 or Terra-Wrangler - Base Cost = §600,000 Hot Cloud Seeder - Empire 5 or Terra-Wrangler - Base Cost = §600,000 Hot Cloud Vaccum - Empire 4 or Terra-Wrangler - Base Cost = §600,000 Cold Cloud Vaccum - Empire 4 or Terra-Wrangler - Base Cost = §600,000 Energy based terraforming tools are completely different in the method in which you use them. They cost more initially, but when you use it, you will need to select and fire the weapon on the planet. The longer you click it, the longer it will effect the planet. You can also use it in combination with other tools to chance the direction of the change. These weapons require you to have a fair amount of energy. For small changes in terraforming, such as a shift from T2 to T3, it won't suck up all that much energy, but the change from the borders of T0 to T3 will take a lot of energy, which is not handy if you need to do some flying to recharge. It is best that you have the highest energy upgrade and keep enough to head back to your home planet, just to get the free energy recharge, otherwise, your bill are going to be in the tens of thousands. The Cloud Accumulator will increase the amount of cloud cover there is in the atmosphere, increasing the atmopshere leads to a drop in meteors showering on your planet. The Cloud Vaccum will suck out cloud cover into some random place in your spaceship, and it will lead to a decrease in the atmosphere, lowering the chance of thunderstorms. The Refrigeration Ray, as you could guess, will lead to a decrease in the temperature in your ecosystem, which will lead to a decrease in the lava geysers that bomb your ship. The Heat Ray, as one could correctly assume, will have a increasing effect on the temperature on the planet, which will decrease the amount of geysers spewing ice at your spacecraft. Air Conditioning will have the effect of cooling down the planet as well as increasing the atmosphere, which will decrease the lava geysers as well as meteor showers. Hot Cloud Seeder means that it will increase both the atmosphere as well as the temperature, and that will decrease the amount of meteor showers as well as ice geysers. The Hot Cloud Vaccum will decrease the atmosphere, sucking out the cloud cover will decrease thunderstorms as well as increasing the tempature, putting an end to the ice spewing geysers. Finally, the Cold Cloud Vaccum will decrease the atmosphere on the planet, removing thunderstorms, but it will decrease the temperature, stopping all the lava spewing out and trying to melt your spacecraft. --==Staff of Life==-- Staff of Life - Talk to Steve - 42 Uses Yep, the meaning of life is 42, so you only get 42 uses of this, and for further reference, get the Hitchhiker's Guide to the Galaxy, which is also the basis of the GameFAQs' LUE board. Anyway, the Staff of Life is the best terraforming tool in the game. What does it do? It will, in effect, completely terraform a planet, from whatever stage, into a stable T3 planet with a complete food web, all ready for you to place your three colonies and move on. Of course, this is best used on T0 planets, since it will make it T3 and place the plants and animals for you, and saves you a lot of work. The best part about this is, it is free, but then again, you only have limited uses, so best to make full use of it. ------------------------------------------------------------------------------ [8.06] Decoration There are many decorative tools to pay around with. These tools are basically used on a planet, and they can be used to mould the shape of the planet to your will. You can make your planet into a big LOL sign or whatever you want it to be. A big thanks to Aya for sending in the following information (though I did edit it to this guide, somewhat. --==Buyable Tools==-- Raise Terrain (Lower) - Explorer 1 or Terra-Wranger 1 - Base Cost = §75,000 Lower Terrain (Lower) - Explorer 1 or Terra-Wranger 1 - Base Cost = §75,000 Level Terrain (Lower) - Explorer 1 or Terra-Wranger 1 - Base Cost = §75,000 Raise Terrain (Lower) - Explorer 2 or Terra-Wranger 2 - Base Cost = §100,000 Lower Terrain (Lower) - Explorer 2 or Terra-Wranger 2 - Base Cost = §100,000 Level Terrain (Lower) - Explorer 2 or Terra-Wranger 2 - Base Cost = §100,000 Raise Terrain (Lower) - Explorer 3 or Terra-Wranger 3 - Base Cost = §200,000 Lower Terrain (Lower) - Explorer 3 or Terra-Wranger 3 - Base Cost = §200,000 Level Terrain (Lower) - Explorer 3 or Terra-Wranger 3 - Base Cost = §200,000 Terra Hills - Explorer 3 or Planet Artiste 1 - Base Cost = §150,000 Terra Plateaus - Explorer 4 or Planet Artiste 3 - Base Cost = §300,000 Terra Craters - Explorer 3 or Planet Artiste 1 - Base Cost = §150,000 Terra Mesas - Explorer 4 or Planet Artiste 3 - Base Cost = §300,000 Terra Seas - Explorer 5 or Planet Artiste 5 - Base Cost = §900,000 Terra River - Explorer 3 or Planet Artiste 2 - Base Cost = §300,000 Terra Mountain - Explorer 5 or Planet Artiste 4 - Base Cost = §600,000 Terra Canyon - Explorer 4 or Planet Artiste 2 - Base Cost = §300,000 Terra River Flows - Explorer 5 or Planet Artiste 4 - Base Cost = §600,000 These tools are the ones that can be purchased, but there are a lot of tools that cannot be purchased, but rather, found planetside. More on that later. These tools will have a recharge time, but they will be available for unlimited uses, and they will all do that it says. Terra means that it will give the creation a more earthy feel. These are best used on planets to give a more unique feel, or to piss off the enemy's homeworld by shoving mountains all around their cities as to block off movement, or experiment as to what happens on civilisation stage empires when you do that. --==Pickup Tools==-- Gear Craters Gear Mesas ? Gear Fissure ? Gear Walls Gear Rivers ? Gear Seas Crystal Canyon Crystal Chasm Crystal Hills Crystal Holes Crystal Mesas Crystal Mountains Crystal Plateau ? Crystal River Cute Canyon ? Cute Hills ? ? ? Cute Plateaus Cute Mountain Cute Rivers Cute Seas Tentacle Suckers ? Tentacle Hills Tentacle Canyon Tentacle Arm ? Tentacle Mountains Tentacle Seas Tentacle River Chocolate Truffle Chocolate Squares ? Chocolate Strand Chocolate Swirl River ? Chocolate Swirl Spirals Swirly Valley These tools are basically found on planets. They appear on the planet the same way like an artifact. You can find these the same why you look for artifacts, there will be an orange sort of ping around the planet. It will be a decoration tool if you can sort of see a palette as well as a planet on it with an artbrush. It is quite easy to find these, you can initially find them if you scour all the planets for artifacts, then retry the planets because if there is an orange ping, it will be a decorative tool, since they will do that. --==Colouring Tools==-- Sky Blueinator Blue Terra-Coloring Deep Blue Sea Sky Cyaninator Cyan Terra-Coloring Cyan Sea Sky Greeninator Green Terra-Coloring ? Sky Organizer Orange Terra-Coloring ? ? ? ? Grape Flavored Sky Purple Terra-Coloring Grape Juice Ocean Skies of Red Red Terra-Coloring ? Sky Lemonizer Yellow Terra-Coloring Lemonade Sea Planet Color Reset These colouring tools are vastly different to the previous terra tools. These will colour a planet, so you can have a massive red LOL sign on a planet. These are just there to make the planet look like whatever you want, but again, it is just decoration, all decoration. ------------------------------------------------------------------------------ [8.07] Passive Passive Tools are tools that don't have a very active effect, you don't use them actively, but they are always there, running in the background. I'll list them and you can decide for yourself if you can use this like a missile, select and fire. --==SETI==-- SETI - Start What does it do? Well, this is the one that will detect radio communications from other empires. When you travel the galaxy, one thing that you will notice is that there will be satellite signs which means that there is an empire based in that system. Click on the sign and you will find that they wll give a message, a programmed message. Well, you can't get rid of it and you can't actively use it. --==Cargo Hold==-- Drop Cargo Hold - Start Basic Cargo Hold - Colonist 1 or Merchant 2 - Base Cost = §100,000 Medium Cargo Hold - Colonist 2 or Merchant 3 - Base Cost = §200,000 Large Cargo Hold - Colonist 3 or Merchant 4 - Base Cost = §500,000 The Cargo hold is the amount of items that you can hold in your spaceship ranging from your typical spice to more unconventional items such as large trees or meat eating carnivores. Note that these are the items that are counted, other tools don't count. Note that you can only have 99 of a certain item per cargo hold. Also, you cannot have two sets of the same item, so you can't have 2 sets of Blue Spice. The Drop Cargo Hold that you get in the beginning will allow you to get a cargo hold that you will be able to fill with 10 items. The Basic Cargo Hold will allow for 15, the Medium Cargo Hold will allow for 20 and the Large Cargo Hold will allow for a total of 25 items. The Large Cargo Hold is rather useful. With it, you can carry all that you could possibly need. You can carry all 6 sets of spice, and all the plants and animals you need for terraforming. You need 9 plants and 9 animals, read the respective section for the type, and that numbers to 18. You add in the spice, you will have 24. But that only leaves you a single slot for collectibles, so this is best if you are just there to terraform your planets in your empire. --==Interstellar Drive==-- Interstellar Drive 1 - Start Interstellar Drive 2 - Frequent Flyer 2 or Gopher 1 - Base Cost = §150,000 Interstellar Drive 3 - Frequent Flyer 3 or Gopher 2 - Base Cost = §300,000 Interstellar Drive 4 - Frequent Flyer 4 or Gopher 3 - Base Cost = §750,000 Interstellar Drive 5 - Frequent Flyer 5 or Gopher 4 - Base Cost = §2,000,000 These drives are the items that you are going to be using to travel from star system to star system. It is important to upgrade this, because not only does this cut your traveling time, and saves your energy as you don't need to shuttle around, but it also allows you to access areas that you cannot access due to a weaker interstellar drive. The Interstellar Drive 1 allows for the short distance travel of 3 parsecs, which is rather limiting. Interstellar Drive 2 allows for 5 parsecs, which is also a bit limiting. Interstellar Drive 3 allows for 8 parsecs of travel, which is decent for most traveling, but for the galactic core, this is possible, but it isn't much to work with. Interstellar Drive 4 allows for a nice 12 Parsecs of travel. This is the minimum for traveling around the galactic core, you don't want to be bogged down there. Interstellar Drive 5, the best of the best, allows for a nice 20 Parsecs of travel, which is rather useful, 20 Parsecs is a long distance, and if you want to travel to the galactic core, this is what you should be using. For those who don't know, a Parsec is the distance of the Earth's distance from the it would subtend one second of arc. Which means, after some waffle, a nice 3.262 Light Years, so 20 Parsecs means 62.54 Light Years, which is pretty quick for a 5 second travel. --==Wormhole Key==-- Wormhole Key - Frequent Flyer 3 or Traveler 3 - Base Cost = §3,000,000 This may be a big price to pay, but Wormholes, when you discover them, are extremely useful for travel. Wormholes allow for extremely fast travel between a set two wormholes, and these will lead you to somewhere you can't even imagine. Wormholes generally lead between two arms of the galaxy, and without this key, you will take a lot of damage when you travel through them. Think of it as a black hole with a light at the end of the tunnel. Or rather, an exit. Extremely useful if you want to get to the centre of the universe. --==Energy Storage==-- Basic Energy Storage - Start Small Energy Storage - Colonist 1 or Missionista 1 - Base Cost = §150,000 Medium Energy Storage - Colonist 2 or Missionista 2 - Base Cost = §300,000 Large Energy Storage - Colonist 3 or Missionista 3 - Base Cost = §450,000 Extreme Energy Storage - Colonist 4 or Missionista 4 - Base Cost = §600,000 Energy is the little blue bar below your health, and this is quite important. Energy is needed for a lot of things. It is needed for travel between solar systems, without energy, you can't travel, and if you have no more energy left, your ship is like a car out of fuel in the middle of the desert, completely and utterly screwed. Well, energy is also used for your weapons and terraforming, so this is important to upgrade, otherwise, you want this little thing upgrade. This is, without a doubt, one of the most important items that you can upgrade. --==Health==-- Basic Health - Start Small Health - Colonist 1 or Conquerer 1 - Base Cost = §150,000 Medium Health - Colonist 2 or Conquerer 2 - Base Cost = §300,000 Large Health - Colonist 3 or Conquerer 3 - Base Cost = §450,000 Extreme Health - Colonist 4 or Conquerer 4 - Base Cost = §600,000 Another important upgrade, because this will determine how much health you get to play with, more health means that you can survive in combat for a longer period of time and you can run for a longer period of time. The Basic health grants you health depending on your difficulty level. If you play easy, it will give you 1500, normal is 1000, and hard is a measly 300 health. The Small health, and every upgrade of health from then on should add a nice bonus of 1000 health. And that should wrap up all the tools. ------------------------------------------------------------------------------ [9.01] Collectibles Collectibles are items that can be collected from planets that when, emits an orange ping from the planet. When you head down onto the planet, you will get one of three outcomes. The first is a pirate attack, they will attack and belt you, but only two, at most, three ships will try to attack you. They will have about 100 health, so they aren't going to be much of a threat. The second is a piece of colouring or decorative tool. These will be used in colouring and shaping the decor of a planet, but they belongs in its respective section. The final outcome is the one this section is dedicated for, it will be a rare artifact that you can collect. These are worth a fair bit of money, and they are scattered all over the place, but, they are not onlt found in one place, because that would make it nigh impossible to find them all. Though one of them are. Most of these collections can be sold for money, and a general rule of thumb is that when you sell an entire, complete collection, it will sell for 10 times the value of the collection when sold piece by piece. More on that later as I will explain. ------------------------------------------------------------------------------ [9.02] Blocks of Chance Blocks of Chance are the words followed by the Bards throughout the galaxy and they will be more valuable for them. They are worth §45,000 each and as a complete set, they will sell for §4.5 million Sporebucks. Given that they are for Bards, it is all about entertainment. --==Block of Chance Vol. 1==-- "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." Normal Value : §45,000 --==Block of Chance Vol. 2==-- "Look, we searched for the meaning of life. We tried to find out why we were here, what our purpose was, whether life had Normal Value, and what truly mattered." Normal Value: §45,000 --==Block of Chance Vol. 3==-- "Here are the results of our search for meaning: Where do space travelers leave their ships? At parking meteors!" Normal Value: §45,000 --==Block of Chance Vol. 4==-- "There is no purpose. There is no Normal Value. There is no point. Life is ridiculous." Normal Value: §45,000 --==Block of Chance Vol. 5==-- "The universe is one big joke, and the joke is on us." Normal Value: §45,000 --==Block of Chance Vol. 6==-- "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." Normal Value: §45,000 --==Block of Chance Vol. 7==-- "And don't forget - Why did the astronauts go to the moon, and then leave? Because it was full!" Normal Value: §45,000 --==Block of Chance Vol. 8==-- "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!" Normal Value: §45,000 --=Block of Chance Vol. 9==-- "Even if you bring the Grox a present, they may not like you!" Normal Value: §45,000 --==Block of Chance Vol. 10==-- "The Grox kill anyone who tries to approach the center of the galaxy. We never wanted to go there, anyway." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.03] Books of Science The Books of Science are highly valued by the Scienists and as a result, they will generally pay more for them. Again, they are only worth about §45,000 Sporebucks and §4.5 million for a complete set. --==Book of Science Pt. 1==-- "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?" Normal Value: §45,000 --==Book of Science Pt. 2==-- "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." Normal Value: §45,000 --==Book of Science Pt. 3==-- "Knowledge can be obtained through a process of investigation, observation, the gathering of empirical data, reason, hypothesis, and the testing of the hypothesis." Normal Value: §45,000 --==Book of Science Pt. 4==-- "Anything else is a guess. You might be good at guessing - but one wrong guess, at any time, can doom your species." Normal Value: §45,000 --==Book of Science Pt. 5==-- "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." Normal Value: §45,000 --==Book of Science Pt. 6==-- "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." Normal Value: §45,000 --==Book of Science Pt. 7==-- "The universe is no place for amateurs. Learn all you can, abolish your prejudices, and then act." Normal Value: §45,000 --==Book of Science Pt. 8==-- "The Grox are an experiment that has not yet run its course." Normal Value: §45,000 --==Book of Science Pt. 9==-- "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." Normal Value: §45,000 --==Book of Science Pt. 10==-- "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." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.04] Galactic Objects Galactic Objects are completely different in terms of Collections. You do not collect these, these are observed astrological events that you will see when you explore the map. The majority of these will be star systems, so sooner or later, you are going to stumble upon these. These are scattered throughout the universe and will take some time to complete, so if you don't explore, there is no hope that you will find it. You also cannot sell these, I don't see how you can sell two stars, this isn't the Eiffel Tower. --==Galactic Core==-- "A super massive black hole found in the nucleus of many galaxies. These are the most energetic objects in the universe by far. The intense radiation they produce is powered by the tremendous amount of surrounding material they consume (as much as 1000 solar masses per year)." This might be true, but we haven't developed the technology to visit the core of the Milky Way. Of course, nothing is true until we see it, that is the path of Science. --==Black Hole==-- "A region of space with enough intense gravity (because of its mass) to trap even light. These are usually the result of collapsed stars. Matter falling into a black hole is accelerated and heated tremendously and generates high amounts of radiation in the process." These are extremely useful, you can, with the Wormhole key, visit the other wormhole, or the exit, and not take damage. Of course, we have no idea what happens to the matter that is consumed by a black hole, but people speculate that whatever happens is gone forever. Also, black holes will die out, due to Hawking Radiation, they will slowly die off. --==Proto-Planetary Disk==-- "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." Of course, this is just a thought, human observation into space hasn't been all that long and these will take millions of years to form, relatively quick in terms of the universe. --==Binary OO==-- "A Binary Star is a star system which contains two stars orbiting each other closely around their common center of mass. Binary Star systems are surprisingly common throughout the universe. This Binary Star is made up of two Blue Giants. A Blue Giant is a very large hot star. Due to a high rate of fuel consumption Blue Giants have a very short lifespan (less than 100 million years in most cases). When the fuel runs out most of these stars will die in a massive supernova explosion." Man, I don't want to be around for the Supernova explosion. These are one of the rarer observations that you can get. O stands for Blue Giant. --==Binary OG==-- "A Binary Star is a star system which contains two stars orbiting each other closely around their common center of mass. Binary Star systems are surprisingly common throughout the universe. This Binary Star is made up of a Blue Giant circled by a Yellow Main Sequence. A Blue Giant is a very large hot star. Due to a high rate of fuel consumption Blue Giants have a very short lifespan (less than 100 million years in most cases). When the fuel runs out most of these stars will die in a massive supernova explosion. A Yellow Main Sequence is a medium sized star much like the earth's sun. Stars in this size range have a lifespan in the range of 5-10 billion years." This is a nice sight, but together, they don't make green. G stands for Main Sequence Star. --==Binary OM==-- "A Binary Star is a star system which contains two stars orbiting each other closely around their common center of mass. Binary Star systems are surprisingly common throughout the universe. This Binary Star is made up of a Blue Giant circled by a red dwarf. A Blue Giant is a very large hot star. Due to a high rate of fuel consumption Blue Giants have a very short lifespan (less than 100 million years in most cases). When the fuel runs out most of these stars will die in a massive supernova explosion. A Red Dwarf is a small, dim star of relatively low mass. Because of their low fuel consumption Red Dwarf stars have a very long lifespan (in some cases a trillion years or more). They are the most common form of star in the universe." Of course, they don't combine into a massive purple star, though I would like to see that. The M stands for a Red Dwarf Star. --==Binary GG==-- "A Binary Star is a star system which contains two stars orbiting each other closely around their common center of mass. Binary Star systems are surprisingly common throughout the universe. This Binary Star is made up of two Yellow Main Sequence Stars. A Yellow Main Sequence is a medium sized star much like the earth's sun. Stars in this size range have a lifespan in the range of 5-10 billion years." No, this is not the Good Game star system, don't start thinking that. Quite a bright sight to be quite honest. --==Binary GM==-- "A Binary Star is a star system which contains two stars orbiting each other closely around their common center of mass. Binary Star systems are surprisingly common throughout the universe. This Binary Star is made up of a Yellow Main Sequence circled by a Red Dwarf. A Yellow Main Sequence is a medium sized star much like the earth's sun. Stars in this size range have a lifespan in the range of 5-10 billion years. A Red Dwarf is a small, dim star of relatively low mass. Because of their low fuel consumption Red Dwarf stars have a very long lifespan (in some cases a trillion years or more). They are the most common form of star in the universe." These stars have not been genetically modified, though they don't make a nice orange star either. --==Binary MM==-- "A Binary Star is a star system which contains two stars orbiting each other closely around their common center of mass. Binary Star systems are surprisingly common throughout the universe. This Binary Star is made up of two Red Dwarf Stars. A Red Dwarf is a small, dim star of relatively low mass. Because of their low fuel consumption Red Dwarf stars have a very long lifespan (in some cases a trillion years or more). They are the most common form of star in the universe." Don't think that they are made of chocolate, because they aren't, even though I could go for an M&M right now. --==Talked to Steve==-- "You've talked to Steve. Good for you." To do this, you must have visited the Galactic Core and NOT DIE. Steve isn't much of a talker, more of a pre-programmed message. I don't like that. Though he does seem like a nice guy. ------------------------------------------------------------------------------ [9.05] Rare Fossils Fossils are relatively nice tools to play with, they are little pieces of history in our time that have been renamed. They are worth §45,000 but depending on the empire that you visit, it may deviate. Therefore, the normal collective value is §450,000 while the entire collection will fetch about §4.5 million. --==Ancient Flyswatter==-- "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." Normal Value: §45,000 --==The Fossil That Everybody Finds==-- "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." Normal Value: §45,000 (For a common fossil, it does fetch a high price) --==Fossilized Domesticated Animal Treat==-- "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." Normal Value: §45,000 --==Fossilized Tribal Sheriff's Badge==-- "This artifact was won by creatures of old who were seen as law bringers or peacekeepers of newly settled tribal villages. In actuality, 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." Normal Value: §45,000 --==Ancient Epic Boot Scraper==-- "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." Normal Value: §45,000 --==Petrified Sun Dried Nautilus==-- "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?" Normal Value: §45,000 --==Big Dead Fish on a Little Non Living Rock==-- "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." Normal Value: §45,000 (REM sleeps means Rapid Eye Movement. It has been well documented that when a person dreams, or has visual images during their sleep, they will have really rapid eye movement, like they were wide awake. Google REM Sleep or Rapid Eye Movement Sleep for more information.) --==Fossilized Candy Corn==-- "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." Normal Value: §45,000 --==Mr. Fluffers==-- "This extremely rare artifact is further proof that ancient civilizations domesticated cats as pets for their homes. This particular artifact was found with a little bell and collar nearby which read "Mr. Fluffers". Actually also nearby were the remains of a hut covered in claw scratches as well as the remains of a few of the residents of the homestead. In fact, the collar was eerily small compared to this skull. Scratch that! This is the skull of an Epic Feline who attacked the home of ancient creatures who happened to have a pet named Mr. Fluffers. See? We told you they domesticated cats as pets for their homes! Extraordinary!" Normal Value: §45,000 --==Fossilized Remains of a Big Scary Dead Thing==-- "Actually, we assume that it was a big, scary thing. I mean, the head itself is huge, so one would assume that the rest of it was pretty big. Can you imagine if it had this great, huge head and a wee, tiny body? That would be hilarious! The other creatures would be all, like, "Hey, Big-Head! "Why such a big head?" Oh, Man! Too funny! Anyway, it makes anthropologists feel better if they think they found something big and scary, so let's just go with that one." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.06] Rare Geodes Geodes are a strange bunch, they are the first where there is no equal value in terms of § value. They are worth §607,500 in total, which is their normal value, and §6,075,000 for the entire set. However, this is, remember, their normal value, it can go up, hopefully, and down. --==A Yellow Geode==-- "This geode is called the "Canary Geode" because of its brilliant yellow colour and because "Banana Geode" sounded stupid." Normal Value: §45,000 --==A Green Geode==-- "Some think that the 'Green Geode' gets its green colour 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?" Normal Value: §22,500 --==A Pink Geode==-- "Pink geodes are incredibly popular with Xyanxes from the Girdo Galaxy." Normal Value: §67,500 (I haven't found that galaxy yet, or so I think) --==A Blue Geode==-- "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." Normal Value: §45,000 (Tell me if you find Dardonella 5) --==A Fuchsia Geode==-- "This Geode is actually not named for its color but rather for Dr. S. Fuchs, the scientist who discovered it!" Normal Value: §45,000 --==An Orange Geode==-- "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." Normal Value: §67,500 --==A Golden Geode==-- "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"." Normal Value: §45,000 --==An Aqua Geode==-- "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." Normal Value: §90,000 --==A Reddish Geode==-- "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 ..." Normal Value: §67,500 --==A Shiny Geode==-- "This shiny geode is bright and sparkly, bringing peace and harmony to all who behold it. Or so they think." Normal Value: §67,500 ------------------------------------------------------------------------------ [9.07] Rare Jewels The Rare Jewels are indeed rare, but they do not have equal values, but they will lead up to a grand total of §450,000 and a combined set total of §4.5 million Sporebucks. --==Purple-ish Gems of Rabban Ankott==-- "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." Normal Value: §67,500 --==Tangeriamonds==-- "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." Normal Value: §67,500 --==Amethysts==-- "This piece of mysterious substance is 100 percent Amethyst." Normal Value: §45,000 --==Emeralds==-- "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." Normal Value: §22,500 --==Jade==-- "A wise man once said: "Just find the Jade, and You've Got it Made!" Congratulations! You should be very proud." Normal Value: §67,500 --==Lapis Lazuli==-- "This beautiful blue artifact is known as Lapis Lazuli. Creatures have toiled vigorously and tirelessly throughout the galaxy to mind this semi-precious stone for over 6500 years. You came along and just found one lying there." Normal Value: §22,500 --==Opals==-- "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." Normal Value: §45,000 (I guess someone at Maxis had a bad relationship) --==Rubies==-- "Great! You found the rubies! Only 24,000,000 more and you can make yourself a pair of slippers so you can go home." Normal Value: §67,500 (I seriously didn't know that there were 24 million rubies in those ruby red slippers) --==Sapphires==-- "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." Normal Value: §22,500 --==Turquoise==-- "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." Normal Value: §22,500 (It is more or less impossible to superscript and subscript to a chemical formula.) ------------------------------------------------------------------------------ [9.08] Rare Relics Relics are things or momentos of the past. They are not equal in value either but you might see some famous relics that have been appropriately renamed for this game. They are worth §670,000 in value and §6,700,000 as a complete set. --==Ancient Urn of the Spurg==-- "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." Normal Value: §22,500 --==Super Old Clay Pot==-- "This two-handled ceramic jug is painted in traditional Arkatian style. It comes in three color schemes: light brown, brown, and dark brown." Normal Value: §45,000 --==Will's Old Sword==-- "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." Normal Value: §22,500 (Best version of Excalibur I've ever seen) --==Scrolls of the Ancients==-- "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." Normal Value: §67,500 (A direct reference to the Dead Sea Scrolls, the source of the modern Bible accounts. Bear in mind that Will Wright is an atheist) --==The History of Spore==-- "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." Normal Value: §22,500 (I couldn't find the recipe in the Galactic Edition, I seriously lack a decent soup recipe) --==Tablet of the Tribes==-- "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 aside... the Tribal Tablet was written in oogie blood." Normal Value: §22,500 --==Screeble's Column==-- "Screeble's Column is the only remnant fo what was once arguably the greatest civilisation in the universe. Standing at the foot of the Halactacon mountains, the original 18 columns welcomed pilgrams seeking freedom from mathematical oppression. The column is rumoured to be wet to the touch in any season. Normal Value: §67,500 --==Sporehenge==-- "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." Normal Value: §45,000 (I wonder what this could be a reference to) --==The Mask of Todd==-- "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" Normal Value: §45,000 --==The Lost Chest of Moozilla==-- "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." Normal Value: §67,500 ------------------------------------------------------------------------------ [9.09] Rare Statues Again, another set of unequal parts, but they all equal to the cost of §450,000 for the pieces in total or §4,500,000 for all the parts together. The art lovers among us may know these, I really don't like art that much, so I pretty much know nada. --==The Hand of Quimby==-- "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." Normal Value: §67,500 --==The Bust of Yaman==-- "Ancient marble portrait carving of Yaman, bloodthirsty savage of the Fertile Plains and lover of fine music." Normal Value: §67,500 --==The Bust of Bradford==-- "Hand hewn likeness of Bradford, the Forth Ruler of Xenogg. On the bottom of the sculpture reads the inscription: He was always kind to his mother." Normal Value: §45,000 --==Stone of Pierre==-- "This is the sacred stone of Pierre ... Forever guarded by the goofy looking guy sitting on top of it." Normal Value: §67,500 --==The Statue of One-Eyed Kippy==-- "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." Normal Value: §45,000 --==Torch of Chalmers==-- "This is a marble reproduction of the Torch of Chalmers, which is being held aloft by One Armed Finnegan's one arm." Normal Value: §67,500 --==The Upper Torso of Little Lee==-- "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." Normal Value: §22,500 --==The Foot of Povey==-- "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." Normal Value: §25,000 --==The Statue of The Three Crickets==-- "The Three Cricketeers - Memorial statue of Xanthos, Paxtos and Abraxas, the original Three Cricketeers from Asteroidal Dumaxx's famous novel of the same name." Normal Value: §22,500 --==The Wayward Leg of Lamstein==-- "This artifact was once a piece of a much larger stature ... the likeness of Lamstein, which stood proudly atop the used vehicle dealership." Normal Value: §22,500 ------------------------------------------------------------------------------ [9.10] Scrolls of Faith Scrolls of Faith detail the preachings of the almighty Spode who pretty much means God. They will pay more for this set than other empires, but I don't think Scientists will pay too much. All are equal in value leading to a total of §450,000 and a combined set value of §4,500,000 --==Scroll of Faith, Book 1==-- "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." Normal Value: §45,000 --==Scroll of Faith, Book 2==-- "Only Spode has the answers. Follow the Law of Spode, and all shall be clear." Normal Value: §45,000 --==Scroll of Faith, Book 3==-- "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?" Normal Value: §45,000 --==Scroll of Faith, Book 4==-- "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." Normal Value: §45,000 --==Scroll of Faith, Book 5==-- "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." Normal Value: §45,000 --==Scroll of Faith, Book 6==-- "Spode's greatest enemies are the Grox and those who believe in the false God That Will Come." Normal Value: §45,000 --==Scroll of Faith, Book 7==-- "The Grox are a machine race incapable of understanding the Word of Spode. They are a blasphemy in machine form." Normal Value: §45,000 --==Scroll of Faith, Book 8==-- "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!" Normal Value: §45,000 --==Scroll of Faith, Book 9==-- "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!" Normal Value: §45,000 --==Scroll of Faith, Book 10==-- "Love Spode and follow his Truth! Otherwise, your life is meaningless." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.11] Scrolls of Harmony The Scrolls of Harmony are the following of peace and meditation and they are followed by the Zen Monks, which are Shamans in this case. They are all of equal value, they are all worth §45,000 Sporebucks each and in total they are worth §4.5 million Sporebucks. --==Scroll of Harmony Vol. 1==-- "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." Normal Value: §45,000 --==Scroll of Harmony Vol. 2==-- "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." Normal Value: §45,000 --==Scroll of Harmony Vol. 3==-- "Science tells us about the universe, but it doesn't tell us how to transcend the universe." Normal Value: §45,000 --==Scroll of Harmony Vol. 4==-- "You can only answer the real question through spiritual exercise." Normal Value: §45,000 --==Scroll of Harmony Vol. 5==-- "Because each individual is different, there is no one way that will work for all." Normal Value: §45,000 --==Scroll of Harmony Vol. 6==-- "There is one mountain, but many paths." Normal Value: §45,000 --==Scroll of Harmony Vol. 7==-- "You may choose any Way that you desire, but make certain that you choose a Way." Normal Value: §45,000 --==Scroll of Harmony Vol. 8==-- "The Grox are a soulless race of killing machines. They oppose the Life Force in every way! They are incapable of enlightenment or transcendence." Normal Value: §45,000 --==Scroll of Harmony Vol. 9==-- "It is not known who or what created the Grox, or why." Normal Value: §45,000 --==Scroll of Harmony Vol. 10==-- "Some of our seers say that all answers are to be found at the center of the galaxy, but the Grox will not permit anyone to approach." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.12] Scrolls of Order The Scrolls of Order are valued most by Diplomats so you should try to sell it to them for an extra cash boost. They are worth §45,000 each, that is the normal selling price, and the complete set will be valued at §4.5 million when sold as a set. --==Scroll of Order I==-- "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." Normal Value: §45,000 --==Scroll of Order II==-- "We would like to think we have learned from all our mistakes. And what we have learned is this: Every sentient being matters." Normal Value: §45,000 --==Scroll of Order III==-- "Because every sentient being matters, it is incumbent on us to provide every sentient being with peace, security, opportunity, health, and education." Normal Value: §45,000 --==Scroll of Order IV==-- "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." Normal Value: §45,000 --==Scroll of Order V==-- "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." Normal Value: §45,000 --==Scroll of Order VI==-- "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." Normal Value: §45,000 --==Scroll of Order VII==-- "As for meaning, the Grand Council tales 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." Normal Value: §45,000 --==Scroll of Order VIII==-- "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." Normal Value: §45,000 --==Scroll of Order IX==-- "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." Normal Value: §45,000 --==Scroll of Order X==-- "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." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.13] Stone of Force The Stones of Force are items that are sought by Warriors, and they will pay more for these. They are all worth §45,000 Sporebucks and as a complete set, they will be sold for, on average, for §4.5 Million Sporebucks. A nice bonus for a colleciton. --==Stone of Force Vol. 1==-- "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." Normal Value: §45,000 --==Stone of Force Vol. 2==-- "Violence is not an unnatural thing. It is the normal state of being." Normal Value: §45,000 --==Stone of Force Vol. 3==-- "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." Normal Value: §45,000 --==Stone of Force Vol. 4==-- "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" Normal Value: §45,000 --==Stone of Force Vol. 5==-- "We offer total allegiance to our species, as represented by the state. We stand guard against all forms of threat. We do not Normal 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." Normal Value: §45,000 --==Stone of Force Vol. 6==-- "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." Normal Value: §45,000 --==Stone of Force Vol. 7==-- "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." Normal Value: §45,000 --==Stone of Force Vol. 8==-- "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." Normal Value: §45,000 --==Stone of Force Vol. 9==-- "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." Normal Value: §45,000 --==Stone of Force Vol. 10==-- "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." Normal Value: §45,000 ------------------------------------------------------------------------------ [9.14] Stone of Life The Stones of Life are valued by the Ecologists as you can guess and they will pay nicely for these items. They are worth §45,000 each and as a complete set, they will be worth a pretty total of §4,500,000 Sporebucks, a lot for a beginning trader. --==Stone of Life 1==-- "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." Normal Value: §45,000 --==Stone of Life 2==-- "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." Normal Value: §45,000 --==Stone of Life 3==-- "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." Normal Value: §45,000 --==Stone of Life 4==-- "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." Normal Value: §45,000 --==Stone of Life 5==-- "The Grox are the ultimate evil in the galaxy. They are machines that exist entirely outside of nature." Normal Value: §45,000 --==Stone of Life 6==-- "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." Normal Value: §45,000 --==Stone of Life 7==-- "The Grox are known to have destroyed several sentient races." Normal Value: §45,000 --==Stone of Life 8==-- "The Grox have established a killing zone around the center of the galaxy. No one may enter this zone and live." Normal Value: §45,000 --==Stone of Life 9==-- "We theorize that the center of the galaxy may contain vital clues to the origin of the Grox." Normal Value: §45,000 --==Stone of Life 10==-- Normal Value: §45,000 ------------------------------------------------------------------------------ [9.15] Tablet of Prosperity The Tablet of Prosperity will be sold best to a single traits, the Traders, simply because they are the last trait left and prosperity is to do with money and that means traders. They are all worth §45,000 each and the complete set is worth §4.5 million Sporebucks in total. --==Tablet of Prosperity No. 1==-- "The grand and the wise may have answered all the important questions, such as the meaning of the universe and the purpose of life." Normal Value: §45,000 --==Tablet of Prosperity No. 2==-- "We who are neither grand nor wise must settle for lesser answers. We concern ourselves only with that which makes us happy." Normal Value: §45,000 --==Tablet of Prosperity No. 3==-- "It seems evident that the universe has resources enough to make everyone happy, and each sentient being should have sufficient freedom as to make that happiness possible." Normal Value: §45,000 --==Tablet of Prosperity No. 4==-- "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." Normal Value: §45,000 --==Tablet of Prosperity No. 5==-- "We let other species worry about the significance of existence and how to achieve perfection." Normal Value: §45,000 --==Tablet of Prosperity No. 6==-- "We only concern ourselves with how to make everyone happy." Normal Value: §45,000 --==Tablet of Prosperity No. 7==-- "The Grox are a source of the utmost terror. They have exterminated many races." Normal Value: §45,000 --==Tablet of Prosperity No. 8==-- "The Grox are a race of machines. They are incapable of happiness or of understanding the profit motive." Normal Value: §45,000 --==Tablet of Prosperity No. 9==-- "The Grox have blockaded the center of the galaxy, so that we cannot trade there." Normal Value: §45,000 --==Tablet of Prosperity No. 10==-- "Possession of this scroll entitles you to a sizable discount at our boutique!" Normal Value: §45,000 (What, who put this there?) ------------------------------------------------------------------------------ [9.16] Storybook Planets Storybooks planets are planet that have been deliberately made by Maxis to be in the shape of things. There are many storybook or fairy tail planets, but only 10 make the cut as to being achievements. They seem to be completely random per game, so unlike the location of Earth, I cannot give you the definite co-ordinate of the planets in question. They are complete random. However, there is one single hint that can seriously help you. They will all be either T2 or T3 planets, and that will no one on them. If you manage to find one of these planets, pays to pay attention. The reason why this is one of the hardest tasks in the game is because there is only a single planet. There aren't multiple copies to my knowledge. Therefore, in the millions of planets, you need to look for a single planet. I'll update this if there are further developments in where to find these planets. --==Crab Legs==-- "Looks like crab, tastes like crab, must be crab." --==Craters==-- "Holes are small. Craters are large." --==Dill Pickles==-- "A pickle not dilled is just a cucumber." --==Gears n Cogs==-- "Is this where the Antikythera device originated?" --==Marshmallows==-- "What kind of mind could create such a planet? I bet they make good cupcakes." --==Pastry==-- "Is this where the Egyptian's learned to make pastries?" --==Pineapple==-- "It's always a good idea to peel the pineapple before biting into it." --==Tentacles==-- "This planet really sticks to you." --==Rattlesnake==-- "They say rattlesnake tastes like chicken, but that chicken doesn't taste like rattlesnake." --==Rock Stack==-- "Rocks stack, rocks fall, only rocks." ------------------------------------------------------------------------------ [10.01] Badges During the space stage, the badges are little marks or symbols that denote that you have reached a milestone. There are normally 5 levels per badge, but some of them don't. These badges have a value, and this contributes to the level of your empire, which is listed at the bottom. The higher the level of the badge, the more points that badge is worth. That is, if the badge on level 1 is worth 2, the level 2 will be worth more than two. Badges are obtained by reaching or completing certain events, but there is a little reminder. Don't use cheats, they will block your ability to obtain achievements or other badges, apparently. ------------------------------------------------------------------------------ [10.02] List of Badges Below are a list of the badges you can obtain, and what you need to do to obtain the badges. --==Body Guard==-- Level 1 - Defend 2 Friends, 2 Badge Points Level 2 - Defend 5 Friends, 4 Badge Points Level 3 - Defend 10 Friends, 6 Badge Points Level 4 - Defend 20 Friends, 8 Badge Points Level 5 - Defend 40 Friends, 10 Badge Points What they mean by defending your friends is to complete mission when they are under attack and they request your assistance. --==Brain Surgeon==-- Level 1 - Promote 1 Creature to the Tribal Stage, 2 Badge Points Level 2 - Promote 2 Creatures to the Tribal Stage, 4 Badge Points Level 3 - Promote 3 Creatures to the Tribal Stage, 6 Badge Points Level 4 - Promote 4 Creatures to the Tribal Stage, 8 Badge Points Level 5 - Promote 5 Creatures to the Tribal Stage, 10 Badge Points All this requires you to do is to play around with the monolith tool. You need to land on a planet, with a creature, and there are no other sentient life in that star system, and plant a monolith on it. --==Captain's Badge==-- Level 1 - Prove your UFO skills, 1 Badge Point You need to finish the beginning tutorial here to complete and get this badge. --==Cleaner==-- Level 1 - Complete 5 Eradication Missions, 2 Badge Points Level 2 - Complete 10 Eradication Missions, 4 Badge Points Level 3 - Complete 20 Eradication Missions, 6 Badge Points Level 4 - Complete 40 Eradication Missions, 8 Badge Points Level 5 - Complete 70 Eradication Missions, 10 Badge Points Well, you need to clean up species which are on planets. If they are a pest on the planet, the empire will require it, and you are compelled to reply and attack in kind. --==Collector==-- Level 1 - Collect 3 Artifacts, 2 Badge Points Level 2 - Collect 8 Artifacts, 4 Badge Points Level 3 - Collect 20 Artifacts, 6 Badge Points Level 4 - Collect 50 Artifacts, 8 Badge Points Level 5 - Collect 100 Artifacts, 10 Badge Points All you need to do is to go around and start looking all over the place for some artifacts off planets. This might take you a while, so you might want to combine this with some other badges whilst traveling. --==Colonist==-- Level 1 - Make 5 Colony Buildings, 2 Badge Points Level 2 - Make 20 Colony Buildings, 4 Badge Points Level 3 - Make 50 Colony Buildings, 7 Badge Points Level 4 - Make 100 Colony Buildings, 12 Badge Points Level 5 - Make 200 Colony Buildings, 20 Badge Points This requires you to place a certain amount of buildings throughout your colonies. You need to have several colonies, about 10 at least, and place all the buildings and turrets, since they count as buildings. --==Conquerer==-- Level 1 - Conquer 2 Planets, 2 Badge Points Level 2 - Conquer 5 Planets, 4 Badge Points Level 3 - Conquer 10 Planets, 7 Badge Points Level 4 - Conquer 20 Planets, 12 Badge Points Level 5 - Conquer 50 Planets, 20 Badge Points This requires you to be extremely hawkish and attack and capture planets for your own empire. --==Diplomat==-- Level 1 - Create 1 Alliance, 2 Badge Points Level 2 - Create 2 Alliances, 4 Badge Points Level 3 - Create 5 Alliances, 6 Badge Points Level 4 - Create 10 Alliances, 8 Badge Points Level 5 - Create 20 Alliances, 10 Badge Points All you need to do is to create an alliance, which means that with 20 different empires, you need to create an alliance. You need to have a green face with them, and empty room in your fleet for one of their ships. --==Eco Hero==-- Level 1 - Avoid 2 Eco Disasters, 2 Badge Points Level 2 - Avoid 5 Eco Disasters, 4 Badge Points Level 3 - Avoid 10 Eco Disasters, 6 Badge Points Level 4 - Avoid 20 Eco Disasters, 8 Badge Points Level 5 - Avoid 50 Eco Disasters, 10 Badge Points You need to be able to complete biodisasters when the need for it arises. You don't get to choose it on will, but you need more allies who want your help if you want it to be done faster. --==Economist==-- Level 1 - Buy 1 Solar System, 2 Badge Points Level 2 - Buy 3 Solar Systems, 4 Badge Points Level 3 - Buy 6 Solar Systems, 7 Badge Points Level 4 - Buy 10 Solar Systems, 12 Badge Points Level 5 - Buy 15 Solar Systems, 20 Badge Points All you need to do here is to establish a trade route with the other empires, and once the trade route is complete, you can purchase the star system off them. It is best to offer depending on the star system. For a crappy system with a T0 planet, you might as well offer, at most, 1 million, not to offend them. If you have a decent planet, an offer of 3 million is sound. --==Empire==-- Level 1 - Grow to 3 Solar Systems, 2 Badge Points Level 2 - Grow to 7 Solar Systems, 4 Badge Points Level 3 - Grow to 13 Solar Systems, 6 Badge Points Level 4 - Grow to 22 Solar Systems, 8 Badge Points Level 5 - Grow to 35 Solar Systems, 10 Badge Points If you want to complete this quickly, all you need to do is to head into a free solar system, dump a colony, and walk away. That is about all you need to do. --==Explorer==-- Level 1 - Explore 15 Solar Systems, 2 Badge Points Level 2 - Explore 50 Solar Systems, 4 Badge Points Level 3 - Explore 100 Solar Systems, 6 Badge Points Level 4 - Explore 200 Solar Systems, 8 Badge Points Level 5 - Explore 500 Solar Systems, 10 Badge Points You might want to complete this with the Collector's badge as well since you are on the lookout for artifacts. --==Frequent Flyer==-- Level 1 - Fly between 50 Solar Systems, 2 Badge Points Level 2 - Fly between 150 Solar Systems, 4 Badge Points Level 3 - Fly between 400 Solar Systems, 6 Badge Points Level 4 - Fly between 800 Solar Systems, 8 Badge Points Level 5 - Fly between 1500 Solar Systems, 10 Badge Points It may seem like a lot, but in reality, it isn't. All you need to do is to fly between your home planet and some other planet 750 times and you will get this badge. --==Golden Touch==-- Level 1 - Get 500,000 Sporebucks, 2 Badge Points Level 2 - Get 2 Million Sporebucks, 4 Badge Points Level 3 - Get 4 Million Sporebucks, 6 Badge Points Level 4 - Get 8 Million Sporebucks, 8 Badge Points Level 5 - Get 15 Million Sporebucks, 10 Badge Points This requires you to do a bit of trading where you need to have 15 million sporebucks, on hand, at a single point in time. There is no bank in this game, so you need to be able to get 15 million without spending all of it. --==Gopher==-- Level 1 - Complete 5 Delivery Missions, 2 Badge Points Level 2 - Complete 10 Delivery Missions, 4 Badge Points Level 3 - Complete 20 Delivery Missions, 6 Badge Points Level 4 - Complete 40 Delivery Missions, 8 Badge Points Level 5 - Complete 70 Delivery Missions, 10 Badge Points A delivery mission is classified as a mission, which you take from an empire, where you need to head to a planet, gather something, and then deliver the goods to the requesting empire. Thats about all you need to do for this one. --==Dance with the Devil==-- Level 1 - Ally with the Grox, 0 Badge Points I've mentioned how to do this before, but good luck, the rest of the galaxy is going to be trying to kill you. --==Badge Outta Heck==-- Level 1 - Defeat the Grox, 0 Badge Points The complete opposite from the one above, all you need to do, which is going to be a tall order, is to capture all the Grox star systems and make sure that they have none left. Then you get this. --==Jack of all Trades==-- Level 1 - Buy 5 Tools, 2 Badge Points Level 2 - Buy 20 Tools, 4 Badge Points Level 3 - Buy 50 Tools, 6 Badge Points Level 4 - Buy 100 Tools, 8 Badge Points Level 5 - Buy 200 Tools, 10 Badge Points Tools are classified as anything, that isn't spice, that you can purchase from the other empires as well as your own. This includes one off items such as repairs and energy packs. You will be able to get this in no time if you play the space age. --==Joker==-- Level 1 - Cheat, 0 Badge Points No badge points here, but you need to cheat, which in this game, isn't exactly a good thing, since there are reports that you don't get any more achievements or badges after you have cheated. --==Merchant==-- Level 1 - Trade for 500,000 Sporebucks, 2 Badge Points Level 2 - Trade for 2 Million Sporebucks, 4 Badge Points Level 3 - Trade for 4 Million Sporebucks, 6 Badge Points Level 4 - Trade for 8 Million Sporebucks, 8 Badge Points Level 5 - Trade for 15 Million Sporebucks, 10 Badge Points This is the easier version of the Golden Touch, you just need to trade for this amount of money, you don't need to keep this much money. --==Missionista==-- Level 1 - Complete 5 missions, 2 Badge Points Level 2 - Complete 10 missions, 4 Badge Points Level 3 - Complete 18 missions, 6 Badge Points Level 4 - Complete 30 missions, 8 Badge Points Level 5 - Complete 50 missions, 10 Badge Points This is the easier version of the Gopher, you can just try for the Gopher and you can get this. Missions that are prompted by the game, such as eco disasters, aren't going to be counted. --==Planet Artiste==-- Level 1 - Use 5 Planet Sculpting or Colouring Tools, 2 Badge Points Level 2 - Use 25 Planet Sculpting or Colouring Tools, 4 Badge Points Level 3 - Use 75 Planet Sculpting or Colouring Tools, 6 Badge Points Level 4 - Use 150 Planet Sculpting or Colouring Tools, 8 Badge Points Level 5 - Use 200 Planet Sculpting or Colouring Tools, 10 Badge Points This is one of the easiest badges. All you need to do is to have access to one of the tools, and just sit on a planet, and keep using it. Wait for the recharge to complete, use, recharge, use, repeat. Done. --==Sightseer==-- Level 1 - Make 2 Cosmic Discoveries, 2 Badge Points Level 2 - Make 10 Cosmic Discoveries, 4 Badge Points Level 3 - Make 20 Cosmic Discoveries, 6 Badge Points Level 4 - Make 40 Cosmic Discoveries, 8 Badge Points Level 5 - Make 70 Cosmic Discoveries, 10 Badge Points This is where you need to find the rare galactic formations. These are found all over the galaxy, so you need to explore and sooner or later, you will start finding them. --==Split Personality==-- Level 1 - Change Personality Once, 5 Badge Points Level 2 - Change Personality Twice, 10 Badge Points Level 3 - Change Personality Thrice, 15 Badge Points Level 4 - Change Personality Four Times, 20 Badge Points Level 5 - Change Personality Five Times, 25 Badge Points This requires you to be a changing trait all the time. Change traits, which is described below and you'll be great. --==Terra-Wrangler==-- Level 1 - Improve a planet's terraforming score 2 times, 2 Badge Points Level 2 - Improve a planet's terraforming score 5 times, 3 Badge Points Level 3 - Improve a planet's terraforming score 10 times, 6 Badge Points Level 4 - Improve a planet's terraforming score 20 times, 10 Badge Points Level 5 - Improve a planet's terraforming score 40 times, 15 Badge Points This requires you to be using those terraforming tools quite a fair bit, but this isn't all that bad, you can get the Zoologist badge while you are here as well. --==Trader==-- Level 1 - Make 2 Trade Routes, 2 Badge Points Level 2 - Make 5 Trade Routes, 4 Badge Points Level 3 - Make 10 Trade Routes, 6 Badge Points Level 4 - Make 20 Trade Routes, 8 Badge Points Level 5 - Make 40 Trade Routes, 10 Badge Points This works best if you are planning to use the economist badge as well, since the trade routes allow you to purchase star systems. The thing is, you need to be on the blue face, a friendly relationship, if you want to trade first, so bribe and then trade. --==Traveler==-- Level 1 - Contact 3 Empires, 1 Badge Points Level 2 - Contact 10 Empires, 2 Badge Points Level 3 - Contact 20 Empires, 3 Badge Points Level 4 - Contact 50 Empires, 4 Badge Points Level 5 - Contact 100 Empires, 5 Badge Points This is relatively easy when you start, but you can easily get this if you use the monolith, get many space stage friendlies, and there you go, another empire. Otherwise, this is where you will be exploring a lot. --==Warmonger==-- Level 1 - Start 1 War, 1 Badge Points Level 2 - Start 3 Wars, 2 Badge Points Level 3 - Start 6 Wars, 4 Badge Points Level 4 - Start 10 Wars, 6 Badge Points Level 5 - Start 15 Wars, 10 Badge Points Well, if you are going for the Conquerer badge, you are going to need to be declaring a lot of wars to make sure that the enemy gets the point that you aren't to be messed with. --==Wonderland Wanderer==-- Level 1 - Discover 1 Storybook Planet, 2 Badge Points Level 2 - Discover 2 Storybook Planets, 4 Badge Points Level 3 - Discover 4 Storybook Planets, 6 Badge Points Level 4 - Discover 7 Storybook Planets, 8 Badge Points Level 5 - Discover 12 Storybook Planets, 10 Badge Points This is quite hard, because there is no exact location of any of the storybook planets, but the good news is that there are a fair amount of them, nearly 20 or so to be honest. However, out of the millions of planets, finding a small amount is quite hard, so you need to be playing this and have a lot of luck. Find planets that have no one on it, and are T2 or T3 planets. --==Zoologist==-- Level 1 - Fill out 3 Ecosystems, 1 Badge Points Level 2 - Fill out 10 Ecosystems, 3 Badge Points Level 3 - Fill out 20 Ecosystems, 5 Badge Points Level 4 - Fill out 40 Ecosystems, 7 Badge Points Level 5 - Fill out 70 Ecosystems, 15 Badge Points An ecosystem is just a tier of three plants, 2 plant eater and a meat eater. That is all. You don't need a colony, so filling out a complete planet means that you complete 3 Ecosystems. ------------------------------------------------------------------------------ [10.03] Badge Levels Once you have reached a certain level of badge points, you will be able to be promoted to another level. Every two levels means that you get another ship to be in your fleet, so by the time you reach Omnipotent, you will be able to have 5 other allied ships in your fleet. Commander - 5 Commodore - 15 Admiral - 30 The Celebrated - 50 The Renowned - 75 The Great - 105 The Legendary - 140 All-Powerful - 180 Ultimate Being - 225 The Omnipotent - 275 ------------------------------------------------------------------------------ [11.01] What are They? Throughout your gameplay, from the cell stage to the space stage, what you do will have consequences in the future, and these consequences will, from the Creature Stage to the Civilisation Stage, will let you use certain abilities exclusive to your units or civilisation, and cannot be changed. In the Space Stage, these will be converted into passive abilities. These actions can be viewed at the end of each stage by a trait card that will appear in your History Tab. The History tab is at the end of the evolution bar, so it isn't hard to find. Consult the manual for more information. The History will show you exactly what you have done, all the milestones that you have reaches. It displays how many kills you have score, your evolutions in terms of creatures and such, and what you have done, like colonised a planet or built a weapons workshop. The Consequences themselves will be calculated at the end of each stage. You see the history tab? Well, at the end of the history for your tribe, there is an arrow that leads to a section of three choices. These will be your traits, and at the end of a certain stage, the traits (such as Omnivore, Carnivore and Herbivore), will be listed on the top of the screen, and that will give you a consequence ability for the rest of the game. The traits will determine where you start in the next Stage. This will be important because if you start as a Carnivore, you are more likely to become a Predator in the Creature Stage due to the Carnivore in Cell Stage because there are three determined lines. These lines will continue and they can go up and down, but it is quite hard to do so, so be careful where you start because this is important. Red is the hostile path, green is the nice path and blue is a middle ground, a neutral path. These consequences abilities will be available from each stage, so this is the reason that you should start from the Cell Stage all the way through to the Space Stage. Without any further ado, let us begin. ------------------------------------------------------------------------------ [11.02] Cell Stage Consequence Abilities In the Cell Stage, your conseqeunce abilities will be determined by what type of diet your cell has at the end of the Stage. This is whether your cell is a Herbivore, Carnivore or Omnivore. Not only does this have a massive consequence on the next two stages, the Creature and Tribal Stages, but a massive Consequence abilities. Who would have thought that the easiest stage is probably the most important. ************* **Carnivore** ************* Line - Red Obtained By - Become a Carviore at the end of the Cell Stage. --==Creature Stage Consequence Ability==-- The Raging Roar Ability Raging Roar is the ability where your creature is able to scare away all enemy creatures for a short period of time, which makes it very useful in order to escape the enemy units or when you are lot on health and need some time to run away and recoup your lost HP. Raging Roar is also useful when you want to make the enemy scatter from their group position, allowing you to take down the enemy one on one rather than facing a rather big group all by yourself. Useful for Carnivores because they need to kill enemy creatures to consume their flesh in order to keep that hunger bar to a minimum. --==Tribal Stage Consequence Ability==-- The Traps Ability The Traps ability allows the Chieftan of the tribe to lay traps for your tribe, which will lure any close by animals and will automatically poison the animal, which for some strange reason, it will kill them instantly. Maybe its the ultra virus. The trap will kill everything within a short radius, releasing some toxic purple gas. This will be done twice until the poison runs out. The First is that you will get a head start on kill an animal, and it makes it easier to gather food if you bring it closer to your tribal base. The second is that it will seperate it from the other animals, which will also be important because you don't get trigger happy and kill all the other animals and make them extinct. Odds are, you are going to still be a Carnivore at the Tribal Stage, so meat is rather important. --==Civilisation Stage Consequence Ability==-- The Invulnerability Ability This will allow your vehicles to stay invulnerable, that is, unable to take any sort of damage for a period of time. This is again, very important because if you are still bloodthirsty for violence, you will need protection from damage because religiously capturing a city will damage your vehicles as will enemy Epic Monsters and enemy vehicles themselves as well as city defences. This is best used when you are planning to capture a city for your own civilisation off the enemy, because this pretty much lets you have a short period of time to deal as much damage as you can without taking any damage in return. --==Space Stage Consequence Ability==-- Power Monger Passive Ability This will increase the amount of energy that your spaceship can hold, outside from all the upgrades that you can purchase that will be able to increase the amount of energy that your spaceship will use. This is an important ability because energy is expensive to refill and through constant travelling and terraforming, you will run out of energy quick and this is important because when your space ship is out of energy, your ship will not be able to function and it will be blown up and you will be killed and forced to respawn somewhere else. ************ **Omnivore** ************ Line - Blue Obtained By - Either have two mouths (1 Filter and 1 Jaw) or a Proboscis and be an Omnivore at the end of the Cell Stage. --==Creature Stage Consequence Ability==-- The Summon Flock Ability This is an important ability for the Omnivore, it basically means that you are an adaptive creature. The Summon Flock ability will summon a group of monsters that will be friendly with you and will help you in socialising with other creatures, or if need be, they will help you attack and kill other enemy creatures with your own creature. Again, this is quite useful because Socialising works a lot better when you have a large pack because the other creature will tend to have a large group with them as well. And attacking other monsters is important, a bit of extra firepower can never go wrong when you are trying to wipe out an entire species by attacking their nest and killing everything in your wake. --==Tribal Stage Consequence Ability==-- The Flying Fish Ability This will allow your Chieftan to literally make fish fly out of the sea by summoning a deep sea monster to send them out of the sea. This is useful because as a source of food, fish are a good substitute for meat if you don't have any meat left. Also, this is a very useful ability time wise. Killing animals will turn all the monsters against you most of the time and you need to help them all out in response. That isn't very sustainable. Also, gathering fruit all the time takes a lot of time to build up a good reserve, and eggs generally take a long time to build a good stockpile of, so fish is quite a useful asset to control. --==Civilisation Stage Consequence Ability==-- The Static Bomb Ability This will pretty much freeze all the enemy turrets of a city, all their vehicles and makes sure that their buildings will not be able to function, so this pretty much means that an entire city can be rendered defenceless for a short period of time. This is useful in a prelude to a military attack on the city. No Turret means that your forces can't be harmed, and disable enemy vehicles makes it even easier. Disable buildings means that they can't generate any money to build more vehicles to fight you, so this is useful for any military action, but has a massive recharge time just to be sure. --==Space Stage Consequence Ability==-- Gentle Generalist Passive Ability This ability makes passive ability upgrades in the space stage much cheaper than it normally is, but given that the price will vary from empire to empire, this might mean that a cheap price might be even cheaper. What are passive abilities? Passive Abilities are upgrades to your Cargo Hold, your Energy stoage capacities and the amount of health that your space ship has. At the end of the upgrade line, these upgrades are very expensive, costing over half a million sporebucks, so it is quite useful to make sure that you have these abilities for yourself. ************* **Herbivore** ************* Line - Green Obtained By - You need to be a Herbivore at the end of the Cell Stage. --==Creature Stage Consequence Ability==-- The Siren Song Ability This makes the surrounding creatures more enchanted with you for a period of time, which pretty much means more friendly and much easier to make allies with you for a limited period of time. This will even convince your natural enemies to stop attacking you. It won't however, deter epic creatures. For Herbivores, this is useful since you don't really need to kill enemy creatures for a source of meat to relieve their hunger bar. It is possible to go through the entire Creature Stage without having to fire a shot in anger, to use a modern cliche for the modern era. All you need to do is to ally with all tribes that you can, but as the Creature Stage progresses, this becomes increasingly hard to do as more and more natural enemies will spawn on you. For a bit more, I'll set a part sent in by a reader, Kirk Rahusen, which explains it more detail, well, more detail than I did. "I wanted to write in a fun thing I noticed about the ability "Siren Song" you get for the creature stage from being an herbivore as a cell. I played an herbivore as a creature too, and I noticed that you can use Siren Song at a neutral or friendly nest, and then quickly engage a creature at the social mini-game. When you don't have enough pack members, this lets you single out a creature so they don't get the advantage of their nest mates. It's also a good way to get those rogue creatures to stop biting you long enough to talk to them." --==Tribal Stage Consequence Ability==-- The Refreshing Storm Ability This gives your Chieftan the ability to summon a storm, not to kill anyone, but it will make all the trees nearby to drop all their fruit and grow new fruit, giving you effective two sets of fruit to harvest from all the trees in the nearby area. This is useful to the Herbivore because in the Tribal Stage, the distance from tree to food stash is quite high and you want as little walks as possible. The long walk to new sources is quite annoying so having all the trees near your own tribal base replenished with more fruit is quite a useful thing to have. Carnivores and Omnivores don't worry about this problem because they just kill enemy animals for meat. --==Civilisation Stage Consequence Ability==-- The Healing Aura Ability This gives you the ability to repair all your damaged vehicles, regardless of there the damage came from, and this cancels the need for your units to head all the way back to a friendly city and wait outside to heal back to full health. This is useful if your units are too close to the enemy and you are facing a fair amount of enemy vehicle fire as a result and you can't dish enough back. However, this doesn't mean that they will not still take fire, if you aren't smart enough to take down the enemy damage causers quick, you will just end up at the same result, this time, minus the Healing Aura ability up your sleeve. --==Space Stage Consequence Ability==-- Social Suave Passive Ability This will reduce the cost of all the socialisation tools that you can purchase for your space ship. These Social tools are items such as the really lame sounding Happy Ray, to Fireworks and even items such as the Wildlife Scantuary and the Creature Tweaker. Why are these useful? These will be useful to improve relations with other space-faring empires and alliances here are extremely important, less you like having the enemy bomb every single planet you own into complete submission. Also, tweaking the ecosystems to your will is quite useful as well. *** As you can see, the Cell Stage probably has the most important and most far-reaching consequence abilities in the game. This is why it is one of the most important stages, not only does this stage determine what type of diet you have for the next two stages, these Consequence abilities will determine how you are going to fight and survive for the next 4 stages. ------------------------------------------------------------------------------ [11.03] Creature Stage Consequence Abilities The Creature Stage Consequence Abilities aren't as far reaching as the cell stage is, but they are still quite powerful for your Tribal Stage, the Civilsation Stage and the Space Stage. Although this stage is going to be your only real attempt at a third person killer, this stage somehow effects how you are going to play the space age. ************ **Predator** ************ Line - Red Obtained By - Continious attack and wiping out all other creatures that stand in your path. You don't need to ally yourself with anyone, all you need to do is to wipe everyone out. It is possible for a Herbivore to become aggressive and be a Predator, but given that they don't eat meat, whats the point? --==Tribal Stage Consequence Ability==-- The Fire Bombs Ability This ability allows your Chieftan to throw fire bombs, or a more modern term, the Molotov Cocktail, at enemy buildings and units, or even use it to go hunting with it. This will be able to damage anything that it wants, but is most effective against enemy buildings, well, if it wasn't, then why is fire so good at burning down homes. This follows the tune of the aggressiveness of the Predator, they pretty much don't want anything else left standing at the end of the day so you want to raze the enemy tribe. No really handy if you want them to survive, but a nice move none the less. And even better, its a fire bomb! --==Civilisation Stage Consequence Ability==-- The Mighty Bomb Ability This follows directly after the Fire Bomb, you just bomb the enemy into submission with the power of Fire and attacking the enemy buildings and vehicles that stand in your way. This is especially useful as a defensive weapon since they will be stationary and in a group, and you can easily bomb them into smithereens. This ability is enough to make sure that all the turrets that are in your way don't be there to bother you for a while and will seriously help you in capturing the enemy's cities for your own personal agenda. This is a useful prelude to a military invasion, but is shouldn't be used just by itself to piss off the enemy, because that seriously isn't a good move. --==Space Stage Consequence Ability==-- Prime Specimen Passive Ability This is quite a useful passive ability, and in line with the Power Monger ability, this will give an increase in the amount of HP that your Ship will have overall. Note that health is one of the most expensive upgrades in the game, and having a free boost for no extra cose is a very effective tool because unlike most Science Fiction games, there isn't any automatic or regenerating shield to take most of the damage for you, all damage pretty much goes straight to your health, and even though you might have 5000 health, a million 1 damage hits is more than enough to blow you up 200 times. ************* **Adaptable** ************* Line - Blue Obtained By - This is the middle ground between attacking all the enemy units in your way and the ability to make friends with all the other creatures. Therefore, not too friendly but not too hostile either. Get a head start by being an Omnivore. --==Tribal Stage Consequence Ability==-- The Beastmaster Ability This gives the ability of Beastmaster to your Chieftan who will be able to enchant and make the animals hear him to be more friendly than they normally would be, and this is useful for two seperate reasons. The First is to enchant the monsters in order to domesticate them and lead them to be a quick food source, either through their eggs or to do so by killing them off for some meat. The second reason is to distract them from your troops that are just waiting to take them all out and extract them for meat. 20 Meat off a dead animal isn't such a bad thing anyway, food is important. They also boost your attack power when you head into battle with your animals and they make your creatures sing as well, that is very important since that will help you socialising with the other tribes. --==Civilisation Stage Consequence Ability==-- The Bribe Ability One of the more creative abilities, this will basically give some money to the enemy vehicles and make them attack each other, or their own cities, killing everything except for one thing, your own civilisation, your vehicles and cities. This is useful when you are about to launch an attack on the enemy city, letting the enemy take down the city before you come in, mop up the remaining enemy forces and then take the city for yourself. It is quite a manipulative way to take over a city, but in the end, you have the enemy city, so it doesn't really matter. --==Space Stage Consequence Ability==-- Speed Demon Passive Ability The Speed Demon passive ability allows for greater and faster galactic travel, which means that overall, your spaceship will fly much faster than the other spaceships. Why is this useful? Well, first of all, fleeing enemy ships can't move faster than you can, you can easily chase them down and fire a proton missile up their rear and end critically wound them, if not downright kill them. This is also handy for travelling across planetsides looking for rare collectibles and for travelling in general. Make the most out of your time before another colony gets attacked. ********** **Social** ********** Line - Green Obtained By - This is where you don't decide to go all trigger-happy and decide to ally as many creatures to your cause as much as possible, either due to your own lack of improve abilities or some other fact. Herbivores have the headstart here. --==Tribal Stage Consequence Ability==-- The Fireworks Ability In order to make the enemy more happy with your tribe, your Chieftan has the ability to create and make some fireworks which will temporarily increase your relationship with all the other tribes in the nearby area. Why is this important. If the enemy is angry or at war with your tribe, you cannot impress them with your amazing display of instrumental prowess and this is one of the easiest ways to finish the Tribal Stage, just make all the other tribes happy by playing the instruments that they want to hear. A similar ability is available by itself at the Space Age, but it isn't exactly the same, per se. --==Civilisation Stage Consequence Ability==-- The Diplo Dervish Ability This is quite a useful ability should you find yourself at war. This ability will TEMPORARILY put your relationship with the other warring nation from downright hostile to friend for a limited period of time. Why is this a good ability. It gives you a lot of time for your troops to move in and close the gap to the next closest cities so you can take those over as well. Or, you can just use this to help mend the rift between the two nations, because if you have this Trait, the odds are, you are going to be a herbivore and a more peaceful creature and less likely to end up in war. Just in case things break down, you always have this up your sleeve. --==Space Stage Consequence Ability==-- Pleasing Performance Passive Ability This little charm will help you in the Space Stage where Disasters are going to be common. This will decrease the rate where the relationship boost from helping out other Empires will decay, that is, the little boost in relationship will last a lot longer. Disasters are going to be common. Something like a Pirate Raid, or even more common, a Biological disaster, such as the threat of an ecosystem collapse, will be classified as a disaster and this will boost the relationship if you successfully complete it. This will slow the decay which is rather handy and might even give an extra boost to your units. *** Although these abilities are as far reaching as their Cell Stage cousins, they are quite powerful none the less and again, it is important that this stage be complete for the consequence ability reasons alone. There are two more sets of Consequence Abilties, and then Traits ------------------------------------------------------------------------------ [11.04] Tribal Stage Conseqence Abilities The Tribal Stage is the middle stage, and in my opinion, probably the most boring, but this game is magificant, so boring in this case means pretty fun at least. Anyway, there are only 2 sets of Consequence abilities for each trait, but they are quite useful. ************** **Aggressive** ************** Line - Red Obtained By - Aggressive Tribes are pretty much all attack, nothing else. They will attack all their other tribes, don't bother to ally, and is pretty much a continium of the previous traits of Carnivore and Predator. --==Civilisation Stage Consequence Ability==-- The Gadget Bomb Ability This is one heck of a powerful military action, you are pretty much firing a nuclear missile at the enemy here. This is powerful against a single target so make sure that it counts. Because it can level an enemy city pretty easily, you might want some vehicles to come along and make sure that you either destroy the city to make sure that it doesn't exist for much longer or convert it to your cause. This will leave you with the military faction, since this is what Aggressive leads to, and you get a really nice superweapon to play with, but you need to read the right section for it. --==Space Stage Consequence Ability==-- Arms Dealer Passive Ability Despite the fact that Arms Dealing is normally a criminal offence, this nice ability will lower the cost of all weapons in the game, and believe me, there are a lot of items here that you consider as weapons, ranging from the permanent items such as Proton Missiles to one off items such as Anti-Matter Bombs. This is a very useful ability because the final upgrades just as the Massive Justa Bomb or the Planet Buster will cost upwards of 2 million Sporebucks, so any decrease in the price is a handy drop in price. Even smaller purchases such as the Repair or Anti Matter Weapons will be expensive and any drop in the price is just as welcome. *************** **Industrious** *************** Line - Blue Obtained By - Industrious Tribes are again the level in between hostile and friendly. This means that in the Tribe Stage, you need to attack and ally yourself with all the tribes at a 2 to 3 or a 3 to 2 ratio. Leads to the Economic Speciality in the Civ Stage. --==Civilisation Stage Consequence Ability==-- The Ad Blitz Ability Since you will be in the Economic group for the Civilisation Stage, this will enable you to buy out enemy cities much faster than usual. This means, your trade routes will enable buyout much faster than usual. This is useful for the Economic group because buying out cities is the only option to capturing more cities, since the Religious and the Military will be able to capture via force, you need to capture via peaceful means, which somewhat semms more peaceful than the religious, who force their view down people's throat and then take over a city. --==Space Stage Consequence Ability==-- Colony Craze Passive Ability This is one heck of a useful ability because unless you are planning to buy every single system you own, you need to colonise all the planets that you want to keep, and that could mean a lot. A colony is going to cost a fair amount of money, up toward 150,000 Sporebucks and if you have 20 colonies, which is something that is actually quite common and even more, that is a lot of money right there. Also, don't forget that there is more than just the Colony Pack. You have Embassies and Spice Storage units there as well, and they are important and expensive, so any discount is a welcome one. ************ **Friendly** ************ Line - Green Obtained By - This is where your tribe is downright friendly with all the other tribes there are. This means you don't really want to attack and plunder the enemy tribes, you want to be nice friends and that means a lot of instrumental music to play to the other tribes and ally with them. --==Civilsation Stage Consequence Ability==-- The Black Cloud Ability This is a pretty useful ability if you are planning to capture a city via the religious means that is available to you. Therefore, you are going to need to be able to take down the enemy turrets before they blow up all your current units. The Black Cloud ability will disable and turn off all enemy turrets and entertainment buildings, which means that they cannot defend themselves and their citizens are going to be very unhappy, because the odds are, a factory in the city will cause unahppiuness and all cities should have one and that means, unhappy citizens, and that means, easier to capture. --==Space Stage Consequence Ability==-- Gracious Greeting Passive Ability This will allow for your empire to have a nice bonus when you are talking to other races, and this is extremely useful since the scale of relations is -100 to 100 and the Gracious Greeting Boost is a nice boost of +10. This is one of the best consequence abilities because even though you might need to pay full price for all the items you are going to need, you won't have the massive empires getting really annoyed at you and try to attack and defeat you. Because of this, this is a cushion of 10 points against war and piece, and seeing that a massive empire is going to have a hard time maintaining peace, this is essential. Good luck if you have this, worse luck if you don't. ------------------------------------------------------------------------------ [11.05] Civilisation Stage Consequence Abilities The Civilisation Stage, while is it rather fun and amusing to blow everybody up with ICBMs, but in terms of Consequence Abilities, it is rahter bare and hollow, there is only one single legacy that will be used in the next age, but they happen to be probably the most powerful there are, so it is up to you to judge. ************ **Military** ************ Line - Red Obtained By - Being a Military Empire during the Civilisation Phase, which means you needing to be Ruthless during the Tribal Phase --==Space Stage Consequence Ability==-- Pirate-B-Gone Passive Ability This is one of the most useful space abilities that you are going to get, and once you get to the Space Stage you'll find why. This will reduce the amount of pirate raids on your colonies, and that is no small matter. When you are not at war, that means, when you are at peace, pirate raids will account for most of the missions you will undertake. Pirates will not only raid your colonies for Spice, they will also try to destroy the colony, which makes it more important than anything else. Luckily, if you have a good Terraforming Score, you can build some turrets and let it take care for itself, but otherwise, this is very useful. ************ **Economic** ************ Line - Blue Obtained By - Being a Economic Empire during the Civilisation Stage and that means you need to be Industrialous during the Tribal Stage. --==Space Stage Consequence Ability==-- Spice Savant Passive Ability As usual, the economic abilities of the Economic class go to the big stage. This will pretty much increase your spice production capabilities, which means your cities produce more spice. And this is not without even more benefit. Since you need to be Industrialous during the Tribal Phase, you will get a nice discount in the Colonial Tools area, and guess what, the Spice Storage boost is a colonial tool, so you can store more spice, the spice that is gained via the Spice Savant ability will be stored more cheaply in the Spice Storage facility. See, they do decide to balance up. ************* **Religious** ************* Line - Green Obtained By - Being a Religious Empire during the Civilisation Stage and that will mean you need to be a Friendly Tribe at the end of the Tribal Stage. --==Space Stage Consequence Ability==-- Green Keeper Consequence Ability For once, a not so interesting ability because this will basically lower the amount of Biodisasters that will occur, or of like pirate raids. It is nice that Biodisasters get lowered, but clearing some are needed for the badges. Biodisasters are important and dangerous if you do not complete, because if you do not complete, it will lead to a massive problem with the foodweb of the planet, and that will lower the overall score of the Terraforming Score and the ability to produce spice. So it is in your interest to keep these disasters as low as possible because you really need to clean up these messes, and you can't leave your turrets to take care of them, unlike the pirates. *** That marks the end of all the consequence abilities, but there is a liuttle left on the Traits during the Space Stage, which might be a bit interesting if you find these things interesting. ------------------------------------------------------------------------------ [11.06] Space Stage Traits Over the course of the game, you have developed and created many different traits for your creations, and all these traits have come together into a single description, a class for your creations if you like, that will say what type of superweapon they will get. These weapons will instantly be added to your spaceship once you are off the ground, you don't need to pay for them. These are the most powerful weapons in the entire game, even the power to destroy planets, so really be careful, since people don't like planets destroyed. Unlike the previous traits, you can actually change these. You can find another empire, with a completely different trait, and once you get on better terms, you can undertake a mission that will allow your empire to change their trait to that of the other empire, and get a new superweapon as a result. --==Bard==-- Soothing Song The Bard is a social and an outgoing class who thinks of their Universe as a playground. Their main ability is the Soothing Song, which has the power to calm down esclating and hostile relations with the other Empires. This is quite important because Wars are something you really want to avoid at all possible cost, because it is expensive to end them and quite annoying to avoid. You can bet that these guys are quite easy to befriend and a good class to be or ally. At the end of the day, this will stop your enemies attacking you for a period of time, which is handy to upgrade defences. --==Ecologist==-- Safari Vacuum The Ecologist is worried about maintaining the balanced in nature and dislike those who attempt to mess or exploit nature. Their weapon, the Safari Vacuum, is a very interesting ability because this will basically abduct several of each species on a planet off the planet, without any negative effect on the planet and place them in your Cargo Hold, which makes it easy to terraform new planets. You might want to reconsider from abducting some animals from the planets of these guys, less you want war. Just as a note, it will suck up all the plants and animal specimans, all of them. That is of course, if you cargo hold is spacey enough. --==Zealot==-- Fanaticial Frenzy The Zealot is a religious fanatic that makes sure that if you do not believe in their God, you are against them. That makes them rather hard to ally if you aren't the same as them. Their power is one to be feared, because the Fanticial Frenzy basically means that they will religious take over the entire planet without a single worry in the world, and that is quite scary because that could mean any planet. Even a rich, spice-producing one. Note that if you use this power will be a violation of the galactic code and that means that you lose 100 relationship points with all empires because you broke the CODE! --==Diplomat==-- Static Cling The Diplomat trys to make peace without resulting in violent means. They use words rather than weapons, and that means you can understand them a bit better and they're less like to rush into war. Their Static Cling ability, while it might not damage anyone, will basically disable all units and turrets on a planet for a good period of time, making it very easy for you to take down all the enemy units on the planet and make the enemy surrender because while the enemy cannot move, your units and their allies can. --==Scientist==-- Gravitional Wave These guys believe in science and pretty much won't tolerate any faith such as the Zealot. Want a God v Science battle, pitch the Zealots against the Scientist. They have one of the most powerful superweapons in the game, the Gravitional Wave. It pretty much blows up everything, all the structures anyway, not the vehicles, and that means you can rush in and claim the planet as your own, with no defenders there to say otherwise. But somehow, the religous one is a bit more, dangerous. Note that like the religious ability, you will lose 100 relationship points for breaking the galactic code, which really isn't all that nice. --==Trader==-- Cash Infusion The Trader are the Teledi from the X Series. They only care about one and only one thing, SPOREBUCKS. If it brings in some money, they are interested, if they get more, they are even more interested. Thats is why cash gifts work so well on them. Anyway, Cash Infusion will pretty much mean that all the progress on a trade route, the building up of the progress for a financial takeover of the system, will be full. This is a nice and powerful tool since it is the only other way to take over a system without the need to blow the system and capture it. --==Shaman==-- Return Ticket The Shaman believes that all the life in the galaxy is interlinked, one cannot exist without the other. Well, they are right, without your species, many planets could not have possibly reached that valuable T3 score that enables increase Spice Production. Their ability is quite useful if you are very far from home, the Return Ticket allows your spaceship, regardless of where it is in the galaxy, to head back to the home planet and start from these, useful if you are in the middle of a massive conflict. --==Warrior==-- Raider Rally The Warrior is the most bloodthirsty trait there is, they guys are not the best allies, they will get what they want, when they want, and if they don't get it, war will break out and you are going to be drawn into a massive conflict. These guys have one of the most unique abilities, the Raider Rally basically means that your species will talk to pirates and ask them to attack a certain system, one of your choosing. Useful if you want to soften up the enemy defences and get ready to take over the planet. --==Knight==-- Summon Mini-U Knights are those creatures will believe that there is a justice in the world and they will carry them out. They make decent allies as they are trustworthy and dependable, and they will attack all enemies that you need to take down with impunity. Their ability is pretty much a reinforcing power, you get a spaceship that will come down and help you in the middle of a battle. Quite useful if you are fighting a battle where your unit is beaten up to a pulp and you need some backup to help. As a note, the ship is just a smaller version of the one you are currently using. --==Wanderer==-- These guys want a bit of everything, but in reality, this trait is only available to the species that start in the Space Age, skipping all the other stages, and for that, you don't get a nice superpower to play with. It pays to play I guess. ------------------------------------------------------------------------------ [11.07] Requirements for Each Trait My Thanks to Salvador Melo for sending in a complete and definite list that shows how each trait for the space stage is obtained, and I must say, it is pretty accurate from my own experience with the game. The traits are determined by the cards that you have had at the end of each stage. These are determined by the line that I have listed for the Consequence abilities, so the card of Ruthless and Carnivore will be Red, Industrious and Omnivore will be Blue and Herbivore and Religious will be Green. It does not matter in what order you have obtained the cards, all that matters is what type of card you obtained. So here it is. -------------------- | Card | -----------+--------------------| | Trait | Green | Blue | Red | |-----------+-------+------+-----| | Bard | 1 | 2 | 1 | | Ecologist | 2 | 1 | 1 | | Zealot | 2 | - | 2 | | | 2 | - | 1 | | | 1 | - | 2 | | Diplomat | 2 | 2 | - | | | 2 | 1 | - | | | 1 | 2 | - | | Scientist | - | 2 | 2 | | | - | 2 | 1 | | | - | 1 | 2 | | Trader | - | 4 | - | | | - | 3 | 1 | | | 1 | 3 | - | | | - | 3 | 1 | | | - | 2 | - | | | - | 1 | - | | Shaman | 4 | - | - | | | 3 | - | - | | | 3 | 1 | - | | | 3 | - | 1 | | | 2 | - | - | | | 1 | - | - | | Warrior | - | - | 4 | | | - | - | 3 | | | 1 | - | 3 | | | - | 1 | 3 | | | - | - | 2 | | | - | - | 1 | | Knight | 1 | 1 | 2 | -------------------------------- GreatDogger/Fraust Dogger has sent in the following about changing your trait and this is far better than I could word it. "This is what you need to change your philosophy from an alien race in the space age: -Become allied with the race that has the philosophy you want. -Make sure that alien race has at least 9 star systems under their control. That's it, that's all you need. Fly to a different star system that they own once the conditions are met, check the mission tab, and select the 2nd option. Done. Common misconceptions that DO NOT MATTER: -Doing missions don't matter, you don't need to even do 1 mission. -Asking about their philosophy, it's purely optional -Giving money doesn't matter, buying their items doesn't matter, selling to them doesn't matter. -Green happiness does not matter, no reputation matters beyond what it takes to become allies. -Basically anything other than being allies or them having nine star systems doesn't matter, etc, etc, etc. This explains why so many people have been able to change their trait without actually trying, and how so many others are still struggling with it by doing missions over and over with no result. In the beginning of a game the first races you meet spread fast, but flying deep into space to search for the more rare philosophies like science or nature have caused players frustration. It takes a race time to populate those 9 star systems, but I have tested it over and over and I am certain this is the factor. I still don't know exactly how to force a race to expand their empire, but this should be a start and something to end the frustrations of many players looking for achievements or that just want to get that new ability." ------------------------------------------------------------------------------ [12.01] Achievements Achievements are online only items, they are only available, for now anyway, available through the Sporepedia and through the achievements section. The reason you can only access this online is beyond me, but you can share these with your friends. Achievements are things that you can do in the game, and out of the game, and depend on some luck, that will give you an achievement, the little ribbon to say that you have done something remarkable. Most are easy to obtain, but some are not, and some, well are downright impossible and depends on a hell of a lot of luck. You'll see what I mean. Achievements are divived up into several groups. There are General Achievements, which are obtained throughout the game, Cell Stage Achievements which are only obtained in the cell stage, same for the Creature, Tribal, Civilisation and Stage Stages, and the secret achievements. These are secret, so more on that in its own section. ------------------------------------------------------------------------------ [12.02] General Achievements There are 17 General Spore Achievements that you can obtained, and this is the part of the game where the luck really needs to favour you, especially when more and more creations are updated, and the game ages. --==Galactic God==-- "Evolve a creature from cell to intergalactic space traveler in one continious game." No, you don't need to do it all in a single afternoon, you can save and such. What you basically need to do is to start in the cell stage, and from that stage, continue all the way until the Space Stage. You cannot start from any other stage other than Cell and finish before Space. --==Photographer==-- "Send a photo or video to a friend from the Test Drive mode." From the creators, all you need to do is to make a video or a photo, it is all explained in the game, and you can email it to a friend, and this should give you this achievement, but you can send it to Youtube as well, but that requires a youtube account. I swear, Youtube is going full of Spore videos soon. --==Architect==-- "Create and share 50 buildings." This can be an easy on if you spam, but all you need to do is to create 50 buildings, their type doesn't matter, they call all be crappy city halls if you like, and upload them to the internet. Whether people download your creations, then that is a completely different matter. --==Automobile Engineer==-- "Make and publish 50 vehicles." This is another one like the architect ability. All you need to do is to create 50 vehicles, they can either be land, sea, air or space vehicles, and upload them to the Spore database and available for other users to download. --==Biologist==-- "Create and publish 100 different creatures." Again, another one where you need to create 100 creatures, all different mind you, and using your Spore account, upload them to the internet and available for download by other Spore users online. --==Spore Fan==-- "Spend 50 hours in your Spore Galaxy." Well, there is no short way to complete this. You need to spend 50 hours in your galaxy. Maybe your can set your game on autopilot in the tribal or civilisation stage, but you really can't do that effectively, so just spend 50 hours here. Hey, if you can spend 50 hours writing this, it can't be that hard to spend 50 hours in the game. --==Spore Addict==-- "Spend 100 hours in your Spore Galaxy." Well, this is the extreme version. Move over World of Crack, in this achievement, they might as well admit that Spore is really just called Spore Crack, and your are really become a Spore Addict, you can mine gold, wait, we aren't in a MMORPG. Anyway, just double the time from Spore Fan and here you go. --==Creator==-- "Spend more than 50 hours in the Creators." Well, given that if you are going to go for the Architect, Automobile Engineer and Biologist, as well as several other achievements, you are going to, more or less, spend 50 hours here. Looks like you need to spend at least 150 hours in the game to get your complete achievement list. --==Universe in a Box==-- "Play every game level and use every creator at least once." Well, this is going to be a difficult one, but can be done in a single gameplay. First, play the Cell Stage and use the Creator. Play the Creature Stage and the Creator there. Play the Tribal Stage and use the outfitter there. Play the Civilisation Stage, use the Land, Sea, Air and Space Vehicles Creators, use the Citizen outfitter, make and save a national anthem, and finally, place the Space Stage, and this should get you the nice achievement. --==Deja Vu==-- "Stumble across one of your own creations when exploring the universe." Obtained in the space stage, this requires you to have other save games. The problem with this one is that although you may try to find your other creations via the galaxy in the main menu, they actually aren't there, they are quite a fair distance away. Use the space stage and explore in both save games, or with more, if necessary and try to find your other creations. A lot of luck is needed. This can also be obtained in the Creature Stage, you might get a random encounter with a creature that you created. Generally speaking, you need more creatures, since the odds of you encountering a Maxis creature is dead certain. You might want to keep randomising the planet at the creature stage until you get it. --==Social Engineer==-- "Make 5 Sporecasts of 50 assets or more." Well, this is where your creations from the previous achievements come in. Create a Sporecast, shown in the manual and in game, on how to create a Sporecast, and make them with 50 or more creations and do that 5 times, upload, and done. --==Rising Star==-- "Have 5 different Sporecasts subscribed to by at least 10 different people." This is where you use the five Sporecasts made from the last achievement and get 10 friends, who all have a copy of Spore, make them go online and make them subscribe to your Sporecasts, and then you will be done. --==Front Page News==-- "Have one of your creations or Sporecasts featured on the Spore webpage." Well, you need a lot of luck here, because I cannot determine who is going to be featured, and when they are going to be featured on the Spore webpage. Remember, there are millions of creations and thousands of Sporecasts, so you need the element of luck here. --==Creature Stage Unlocked==-- "Play enough of the Cell Stage to unlock the Creature Stage." This is a simple one, just complete the Cell Stage. How hard is that? --==Tribe Stage Unlocked==-- "Play enough of the Creature Stage to unlock the Tribe Stage." The description itself is more than enough. --==Civilisation Stage Unlocked==-- "Play enough of the Tribe Stage to unlock the Civilisation Stage." Again, this is about as self explanatory as 1+1= Window --==Space Stage Unlocked==-- "Play enough of the Civilisation Stage to unlock the Space Stage." This comment is as relevent as the fact that there was a Molecular and City Stage that were to be implement in the game, but were scrapped. ------------------------------------------------------------------------------ [12.03] Cell Stage Achievements These are all achievements to be made during the Cell Stage, and only obtained in the cell stage. Well, that isn't all that hard, considering the cell stage is relatively short. --==Aluminium Cell==-- "Finish the Cell Stage on Hard Difficulty." Well, that is a little self-explanatory, isn't it? --==Landfall==-- "Finish the Cell Stage and clamber onto the planet's surface!" Well, this means that you need to complete the cell stage and move onto the Creature Stage. --==Pacifist==-- "Finish the Cell Stage without killing another creature." Well, here, you need to either be a herbivore or an omnivore, and to an extent, a carnivore. You just need to eat and not kill. Herbivores and Omnivores will have it easy, all you need to do is to find plants and keep on eating, but Carnivores will need to scavenge some meat to eat. No killing, that isn't too much fun. Make sure your cell doesn't have weapon, or it might accidently kill another cell. --==Completist==-- "Unlock all the Parts in the Cell Stage." This isn't all that hard, you need to kill all the cells that you see because all the maxis creations are going to house all the necessary parts that you need. There are only 6 parts that you need, so it isn't all that hard. --==Speedfreak==-- "Finish the Cell Stage in under 8 minutes." Hey, you can all be freaks like me. Anyway, you need to finish this stage really quick, under 8 minutes, so all you really need to do is to do the same as the Pacifist, just eat, as fast as your can, you can kill if you want, but eat, eat, eat and finish this as fast as you can and that should net you the achievement. --==Cell Addict==-- "Finish the Cell Stage 25 times." You can finish this 25 times, but there is an even easier path. When you are able to advance to the creature stage, DON'T. Save the game, then advance to the creature stage, then, exit to main menu, reload the cell stage game, and then advance again. Do this 25 times, and there you go, the achievement. ------------------------------------------------------------------------------ [12.04] Creature Stage Achievements These, as the name suggests, are all obtained during the creature stage and the creature stage only. --==Iron Creature==-- "Finish the Creature Stage on Hard Difficulty" This is a simple one, well, relatively, all you need to do is to complete it in hard mode. --==Evolver==-- "Finish the Creature Stage" The description is more than enough. --==Everyone's BFF==-- "Finish the Creature Stage by befriending at least 20 other species." This is quite easy to get if you know some tricks. If you haven't made the 20 species as your friend by the end of the creature stage, don't advance until you have made 20 friends, and achievement for you. --==Foe==-- "Extinct at least 20 other species in Creature Stage." Another one that is the exact opposite to the one above. Just kill everything in sight, carnivores are good for this. Again, if you haven't reached it by the end of the creature stage, just don't advance until you have got 20 species in the bag, and then advance. --==Max Power==-- "Build a creature with max stats in at least four abilities while playing the creature stage." This means that you need at least 4 level 5 abilities. This is probably going to be easiest if you are aiming for Everyone's BFF since you need the highest level abilities for that to go down well. However, you may have trouble finding the parts, so make sure you explore for the parts. --==Survivor==-- "Complete the Creature Stage without dying." Well, if you are aiming for BFF, you aren't going to do a lot of dying here and there. Just make sure you eat a lot to ensure your health is quite high so no unexpected shocks can shake you. --==Socialite==-- "Meet 200 creatures made by other players." This does not seem like you need to do it in a single game. You can easily finish this, you do need to play this quite a fair amount of times and you need to have at least 200 creatures that are not made by Maxis to be in the game. Don't worry, with an online connection, you can easily do this as the game automatically downloads creations off the net. --==Flight of the Bumblebee==-- "Fly for over 200 meters without touching the ground." There are several suggestions for this achievement. People suggest having a creature with high Jump and high sprint and with glide. Then, you need to sprint up a hill and glide all the way down. Or glide when a volcano decides to propell you into the sky. --==Devourer==-- "Eat 50 different species across any number of games." Well, all you need to do is to find a meat eater and eat a total of 50 different species. That means you are going to be needing the 20 from the Foe achievement as that will be a nice boost. --==Village Folks==-- "Have three posse members from different species." Well, that means that in your pack, you need to have all three members to be from completely different species. Sounds easy enough, it is best if you do this in conjunction with Everyone's BFF achievement. --==Speed Demon==-- "Complete the Creature Stage in less than an hour." Depending on how you play, this is probably going to be easy if you are going for the aggressive line of play with aggression useful to kill creatures, which is a sure fire way of getting more DNA points. --==Bestial==-- "Complete the Creature Stage 10 times." Again, this is one where you can easily cheat a little. When you have the opportunity to advance to the Tribal Stage, don't. Save the game, advance to the next stage and then, quit the tribal stage, do not save, reload the save from the creature stage, and repeat 10 times and there you go. --==Epic Killer==-- "Kill an Epic Creature in the Creature Stage." You are going to need to find an Epic creature and note that you need to wear off 1000 health. This isn't going to be easy, so here are some tips to help you kill it easily. One way is to trap it in the trees, or hide in the trees and continue to spit at it, or just CHARGE! ------------------------------------------------------------------------------ [12.05] Tribal Stage Achievements Again, these are only achievements that you can obtain only in the Tribal Stage. --==Steel Tribe==-- "Finish the Tribal Stage on Hard Difficulty." This is another hard mode thing. In fact, if you start in the hard mode in the cell stage all the way to the space stage, you don't need to worry about this achievement going unfinished. --==Founder==-- "Complete the Tribal Stage and Build a City." Well, this means that you need to complete the tribal stage, and that is all you need to do. Apparently. --==Tribal Socialite==-- "Convert all 5 other tribes to your belief system." This means that you are going to socialise all the tribes and make them your allies for this level. That is, no attacking and killing, socialise and make happy friends with all the other tribes. Just don't push the Chieftan into the fire and you'll be fine. --==Vicious==-- "Kill all members of the 5 other tribes and raze their villages." This is one where you need to take no survivors. First, you need to hunt all the members of the other tribes, then, attack their base, make sure that no one lives, and burn down the tribal hut of the enemy, and that means that you will get this when you complete this 5 times. --==Domestic Bliss==-- "Domesticate and farm three different species." This means that you need to domesticate three animals. You have a little guide above to show how to domesticate animals, but you need to get them from three different species, since you can only have 3 animals in the farming pen in the first place. --==Watchful Parent==-- "Complete the Tribal Stage without the death of a single tribe member." This is best if you decide to play the Tribal Socialite method. You cannot lose a single member and that means none to other tribes or evil epic animals that decides that one of your tribe members wants to snack on you. This means careful management and a watchful gaze on your tribe members. --==Tribal==-- "Complete the Tribal Stage 10 times." This is again, a reason to bring up the cheap method of doing things. You can get to the point where you can advance to the next stage, and then, save. Advance to the next level, exit without saving and then reload, and rinse and repeat until you get this achievement. --==Ergonomically Terrific==-- "Complete the Tribal Stage in less than an hour." This means you need to do a rush job, attack or socialise, pillage or be friends, completely up to you, and pick the one you can finish quickly and do so. ------------------------------------------------------------------------------ [12.06] Civilisation Stage Achievements Again, another set of stage based achievements, and this is going to be the last short stage list, the space stage achievements are quite long. --==Adamantium Civilisation==-- "Finish the Civilisation stage on Hard Difficulty." Again, hard move thing again, this is the final in the hard difficulty thing for now. --==Starman==-- "Conquer all the other cities in the Civilisation Stage and launch your first space vessel." This is another easy mission, just complete the Civ stage and launch your little space vessel and then you will get this achievement. --==Economist==-- "Finish the Civilisation Stage with more than 8 economic cities." It is best if you are going to be Economic in this stage. All you need to do is to buy out all the other cities and choose to keep them in the Economic type. Finish the stage to get this achievement. --==Military Strongman==-- "Finish the Civilisation Stage with more than 8 military cities." It is best if you are going to be Military in this stage. All you need to do is to conquer all the other cities and choose to keep them in the Economic type. Finish the stage to get this achievement. --==Missionary==-- "Finish the Civilisation Stage with more than 8 religious cities." It is best if you are going to be Religious in this stage. All you need to do is to convert all the other cities and choose to keep them in the Economic type. Finish the stage to get this achievement. --==Spice Hoarder==-- "Control every spice node on the planet simutaneously." You can obtain this after you have controlled all the cities, but if you want it earlier, you can just use your buying out power for economic, convert for religous and conquer for military to take over an enemy spice node. --==Relentless==-- "Complete the Civilisation Stage 10 times." This is again, time to bring out my ultra cheap method. Get to the point where you can advance to the space stage, save, advance, exit to main menu without saving, reload to the point before you advance, and then, repeat 10 times, and there you go. --==Rolling Thunder==-- "Complete the Civilisation Stage in less than an hour." This is best if you decide to head to the type of city that you think you can handle. Religious and Military need vehicle power to take over the cities, while the economic cities will have it relatively easy and buy out all the cities. --==Ghetto Blaster==-- "Make 10 Anthems." This is once where you need to make 10 songs using the Anthem creator that is found in your city planner. ------------------------------------------------------------------------------ [12.07] Space Stage Achievements These are specific to the space stage, and this contains the largest amount of achievements due to the vast nature of the space stage itself. --==Super Pilot==-- "Spend at least 40 hours piloting your spaceship." This requires you to spend 40 hours in the spaceship. There is really no short way of completing this mission, unless you leave your computer on for 40 hours straight in the space stage, ship in orbit around your planet and leaving it there. --==Civil Engineer==-- "Promote 20 alien tribes to Civilisations." This requires you to have access to the Monolith tool in the space stage. All you need to do is to find 20 planets and drop a monolith and fly off and forget about them, as they will slowly develop into space-faring civilisations and you can ally with them, through I tend to blow them up and conquer them. --==Zoo Keeper==-- "Make 15 Zoo Planets" All you need to do is to find the Wildlife Sanctuary tool, and make 15 planets with this little tool dumped on them. There will be a bit on that above, so don't worry about it. The spore guide is more than enough anyway. --==Conquistador==-- "Capture 15 Star Systems." This requires you to military conquer 15 different star systems. This is best when the enemy declares war on you, or you declare war on them, and this is best when you have a powerful enough ship to take on all the turrets that you will find on the colonies. --==Bio Engineer==-- "Edit 25 Creatures with the Creature Tweaker." This requires you to have access to the Creature Tweaker tool and you need to purchase it and head to a planet with a creautre, and then edit it to your hearts content. This is a rather easier one to do, since some are quite hard to be quite honest. --==Palm Greaser==-- "Pay 50 bribes in the Space Stage." This is where you need to give gifts to the other empires, a donation of either 10,000 or 50,000 or 100,000 Sporebucks to the other empires and get a relationship bonus in return. I wonder what happens to the money. --==Maxis Scout==-- "Earn 100 badges in the Space Stage." There are quite a lot of badges here, but in order to get 100, you need to play the game quite a far bit to get those 100 badges. This does not talk about badge points, because they are quite easy to get, you can get 100 badges quite easily. --==Empire Building==-- "Maximise colonies on 10 planets." This is where you to have on 10 planets, 3 colonies with all the perks, which means that you need a set of 10 T3 planet with a complete biosystem and you need to upgrade everything, all the cities are filled, turreted as you want to protect your investment, and thats about it. --==Quietus Star==-- "Destroy 20 planets." This isn't all that hard, except for the fact that this is quiet expensive to achieve. It will cost you at least 50 Million for 20 Planet Busters if you head to a Warrior Empire for a discount, or 100 Million if you decide to get the tool anywhere else. Note that people aren't going to be too happy if you blow up planets too close to their star systems." --==Quest Master=-- "Complete 150 missions in the Space Stage." Well, you need to accept missions from all your allies and other empires left, right and centre as you need to complete a fair amount of missions. It is unclear saving other empires are viewed as a mission, but this might take a while to complete. --==Gunner==-- "Destroy at least 500 other spaceships." This isn't actually going to be too hard to get this one. You need to realise that everytime there is an alert that there is going to be at least 10 ships that are going to raid a planets, so after playing this for a fair amount of time, you will be able to get this naturally. --==Identity Crisis==-- "Forge an alliance between two space-faring races of your own creations." This requires you to have two other empires, and you need to find them, that are in space and you need to create an alliance. The hard part is finding them, the location in the main menu is quite misleading if you think about it. --==Thief==-- "Steal 50 crates of spice in the Space Stage." This requires you to head into the planets that have spice production, and using your abduction beam, you need to beam up the spice crates that you can see in the cities, but the city won't like it and they will fire their turrets at you. --==42==-- "Find the centre of the Universe" This requires you to head to the centre of the galaxy or universe, or whatever it is that they call it. Don't hurt Steve, he is a nice ... thing." --==Manifest Destiny==-- "Find Earth." This isn't all that hard since the location of Earth seems to be fixed. The location is Angle 225.06, Distance: 7,295.43, but more on that later. --==Careless Parent==-- "Lose 5 Planets." This requires you to lose 5 planets to other empires. They need to either destroy all your colonies or capture the star system to constitute as a loss of a planet. --==Alter Ego==-- "Played Space as all 10 Archetypes." This requires you to play as all 10 traits, and they are listed below. --==Alter Ego's Alter Ego==-- "Achieve Master Badge Level 10 as all archetypes." This requires you to get Omnipotent to all archetypes. How about getting to a stage before you get the Omnipotent, but before you get the badge that will get your to the Omnipotent stage, complete a change Archetype mission, and then complete it. But do not save, reload the save before you changed archetype, change it to something else, and repeat. --==Zealot Passion==-- "Play as Zealot." All you need to do is to play as a Zealot. --==Warrior Passion==-- "Play as Warrior." All you need to do is to play as a Warrior. --==Bard Passion==-- "Play as Bard." All you need to do is to play as a Bard. --==Wanderer Passion==-- "Play as Wanderer." All you need to do is to play as a Wanderer. --==Knight Passion==-- "Play as Knight." All you need to do is to play as a Knight. --==Diplomat Passion==-- "Play as Diplomat." All you need to do is to play as a Diplomat. --==Scientist Passion==-- "Play as Scientist." All you need to do is to play as a Scientist. --==Shaman Passion==-- "Play as Shaman." All you need to do is to play as a Shaman. --==Trader Passion==-- "Play as Trader." All you need to do is to play as a Trader. --==Ecologist Passion==-- "Play as Ecologist." All you need to do is to play as a Ecologist. --==Zealot Hero==-- "Achieved Master Badge Level 10 as Zealot." You need to reach the level of Omnipotent as a Zealot. --==Warrior Hero==-- "Achieved Master Badge Level 10 as Warrior." You need to reach the level of Omnipotent as a Warrior. --==Bard Hero==-- "Achieved Master Badge Level 10 as Bard." You need to reach the level of Omnipotent as a Bard. --==Wanderer Hero==-- "Achieved Master Badge Level 10 as Wanderer." You need to reach the level of Omnipotent as a Wanderer." --==Knight Hero==-- "Achieved Master Badge Level 10 as Knight." You need to reach the level of Omnipotent as a Knight. --==Diplomat Hero==-- "Achieved Master Badge Level 10 as Diplomat." You need to reach the level of Omnipotent as a Diplomat. --==Scientist Hero==-- "Achieved Master Badge Level 10 as Scientist." You need to reach the level of Omnipotent as a Scientist. --==Shaman Hero==-- "Achieved Master Badge Level 10 as Shaman." You need to reach the level of Omnipotent as a Shaman. --==Trader Hero==-- "Achieved Master Badge Level 10 as Trader." You need to reach the level of Omnipotent as a Trader. --==Ecologist Hero==-- "Achieved Master Badge Level 10 as Ecologist." You need to reach the level of Omnipotent as a Ecologist. --==Split Personality==-- "Complete a "Change Archetype" Mission." You need to be able to complete a mission from another empire where you can change your Archetype or your Trait and take the trait of the other empire. ------------------------------------------------------------------------------ [12.08] Hidden Achievements The hidden achievements are hidden, because on your MySpore Page, at the bottom, there are 10 achievements which are marked ??? and you need to figure them out. Well, the secret is unraveled. --==Bad Baby!==-- "Have one of your assets banned." In order to get this ability, you need to have one of your creations to be banned by the Spore Servers, or, which is much simpler, banned by another player, so it is obvious that having friends that can have access to the online content can get you some achievements. --==General Custer==-- "Lead 30 posse members to their death in the Creature Stage." Well, like Custer's Last Stand, you need to have a total of 30 allies in the creature stage and send them to their doom. The best way is to fight enemy epic units and they will attack you if you are in range, so let your allies do the fighting, and the dying. Note that this can be done in more than a single gameplay. --==Cerberus==-- "Evolve a creature with three heads in the Creature Stage." The trick here is to really have three different mouths which be can located in any part of the body, so you can have two in the face and one in the but. The reason for the heads is because a mouth normally comes with a face, does it not. People don't have mouths and no eyes, or noses or ears, etc. --==Slugger==-- "Finish the Creature Stage without using legs." Somehow, you are going to head through the entire stage without legs, even if you have one version with legs but change it, you cannot do that, you cannot use legs, not once, not ever. This is quite hard to achieve since you are going to need to move rather, awkwardly. --==Medic==-- "Heal one of your tribe members back to full health 5 times in a single game during the Tribal Stage." The best way is to have two healers, once you have access to the healing rods, and you need to bring someone to be attacked. The best way is to bring someone using the fire torch, since it is weak against animals, and attack a nest and attack a creature. Let them attack you, an have your healers continiously heal them to get this after a long while. --==Conclusion==-- "Finish the Civilisation Stage by launching ICBMS and destroying all other cities." You need to be in a military city before you have this option and this is when you have 6 cities under you control. For a small fee of about $12000 Sporebucks per city, you can nuke all the other cities and get this achievement. --==Fear of Flying==-- "Complete the Civilisation Stage without buying any Air Vehicles." Well, this is rather simple, you need to go without and not use any air vehicles, so you need a rather good map to enable you can finish the mission without the need for air vehicles. Air vehicles are overestimated if you are playing the Economic city. --==Can't Win for Losing==-- "Die at least once in every stage of Spore." Well, in all five stages, cell, creature, tribal, civilisation and space, you need to lose your cell, creature, tribe, city or spacecraft. The best thing is that you can spread out your losses over any number of games. --==Oh the Humanity!==-- "Destroy Earth." All you need to do is to get a Planet Buster, find Earth, and blow up the planet. Oh the Humanity! It is tragic. Why would you blow up earth, just because you have a spare Planet Buster handy. --==Pathological Cheater==-- "Use a cheat more than 50 times." Well, the last secret and you need to cheat more than 50 times with this to get the achievement, which shouldn't be too hard for the cheaters out there. Too bad this isn't the Sims, I would have racked up millions with motherlode and aging_off all the time. ------------------------------------------------------------------------------ [13.01] Patch v1.01 The first patch. This is downloaded via the EADM or Electronic Arts Download Manager that starts up when you first start the game. Start the game with internet access and soon, you will get a message to download the patch via the game. Download and install and this will update the game. This game, will, normally run better with the patch, but there are some complaints about game missing. Search for the application in the install folder and create a new shortcut. I advise not downloading off third party sites, they seem to be corrupting games, and the EADM method is pretty much the only way to download this properly. Sucks to be a pirate, ninjas are far cooler. This seems to improve the running of the game and will seriously improve the space stage. Download this if you want a proper game. Below are the patchnotes, and some of my comments. Features * New Cheat: "evoadvantage". Enter this cheat when are starting a new Creature game to choose any creature from the Sporepedia. Start a new game with one of your more evolved creatures! * Display part statistics when you are in Build mode. Rollover any part and hold down the 'i' key. * New Cheat: "blocksmode". Turns creatures into their blocky representations. * More style filters. Open the cheat window and type: "stylefilter -microscope" or "stylefilter -norainbows" or "stylefilter -nextgen" to see the new styles * Added 70 new planet scripts with a low terraform score, especially of the "hot and high atmosphere" type Graphics/Aesthetics * Animation improvements * Improved the planets fogging, blooming and lighting * Fixed animation issues with tool handling, hand walking and some of the more oddly shaped creatures Tuning * Creature phase: Improved the pacing towards the end of the game, and increased the challenge in Normal and Hard modes. * Tribe phase: Increased the challenge in Normal and Hard difficulty modes. * Civilization phase: Increased the challenge in Normal and Hard difficulty modes. * Space phase: Made Empires in Easy and Normal modes demand reasonable amounts of money in exchange for peace and adjust the level of punishment if the player doesn't pay * Space phase: Made disasters less likely to occur in Easy and Normal modes and increased the time between each attack from the enemy empire when the player is at war. Miscellaneous * Creature phase: Improved the way posse members behave during threatening situations and fights. * Space phase: Made finding your home world and colonies easier in the Galactic view. * Tribe phase: Made it so that tribe members can travel on steep hills if they need to do so now, but their speed will be reduced a lot. * Fixed an issue with attacks not working on some bigger animals and larger animals not dying correctly * Fixed collect mission not completing correctly when all parts have been collected * Fixed problems with the "Rolling Thunder" and "Déjà Vu" achievements not being awarded as they should * Fixed floating parts not being deducted from the budget when loaded into creator * Fixed an issue with the rotation rings not resizing correctly when a part was resized and improved their look * Fixed an issue where the terraforming score of planet could differ when revisiting a solar system * Fixed the keyboard controls for zoom & pitch in the Colony Planner not working properly * Fixed a crash that could occur when watching an epic creature attack a city * Fixed some issues where the game would freeze when using the Creature Tweaker tool or when capturing a planet in solar view * Fixed an issue where not all tribe members would obey the raid order when a large group was ordered to raid * Fixed an issue where banning a creation from one of your other saved games would black out the main menu This is important because it will modify and decrease the events that will effect you in the space stage and makes war demands a bit more reasonable. Makes the Tribal and Civilisation stage a bit more challenging, which is rather important since they are quite easy in the first place, making players, myself included, to hate those stages. Other additions, such as making your empire easier to find are important additions since they make it easier to play the game. ------------------------------------------------------------------------------ [A] Contact Information APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that c,h,e,a,t,c,c.c,o,m. Remove the commas. Hey, what do you know, it looks just like my previous legal things, cause I'm too lazy to make another one. That block button is mighty fun to use. ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign languages so please don't give me a page long quote in Mexican or Antarctic penguin language cause I don't understand. Don't write in sloppy English. I mean, who the hell would understand "Hwo Od Yoi Di Tjih Ni Sroe?" Don' be too formal, a question is not a freakin business agreement so don't say "Dear Sir, In accordance to your Walkthrough to the PC Game, Spore, ..." it makes me wonder if I'm talking to a freak, the President of the United States of America or Bill Gates or Donald Trump. I will credit you if you send me information about this game that is not in the FAQ. I will also be grateful if you see this FAQ somewhere else other than Gamefaqs or a site which has my permission. If you do, tell me so I can kick their ass to Pluto and make them bounce off to the other side of the Universe. I will not respond to: * Spam * Bill Gate's Spam (He gets spam of up to 4 million per day) * Something not related with the Spore * Something already covered * Illegal stuff, like CD-Keys and Pirated Versions or 3 Activations * Technical Problems Technical Problems will not be answered as they should be sent to Maxis not me. I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. NOTE: This is going to be a long list CJayC, Thanks for the Memories SBAllen for the job of administration GameFAQs Will Wright for developing the game Aya for the massive amount of help on the space stage, tools and spice Brian Sherman (and countless others) for point out issues in my copyright area Tyler Wagner for pointing out large cells can be killed Justin Vaughn for pointing out the errors in the Cell Food Section Kirk Rahusen for pointing out the effects of Soothing Song on Creatures Kaixiang Yong for a tip for survival in the Cell Stage Bryan Bridges for correcting me that I got the Sassyquatch part wrong Mariano Rodríguez for pointing out that there are seperate building loadouts Cody Galluccio for saying that you can heal at extincted nests Lawrence Kolmogorov (Zeroid) for sending in a massive email on tips for Spore Kevin Lipkowski for his handy hint for the Tribal Stage John Baima for sending in an excellent strategy for the Tribal Stage Ryan Green for stating that fishing spears will speed up seaweed gathering Kekvit Irae for demonstrating that there is a Galactic Code to follow Luk Vandelaer for some nice tips on Cells, two nice tips Salvador Melo for the input on the Traits Requirements VRCore/Core Max for correcting me that tribesmen can send gifts Guy/Darksteelhyren for more on the Cell Stage and Omnivores Bongo_dude from GameFAQS for his extraordinary input Spore Wiki for a wealth of information about the game Dennis Snippe for correction of an Achievement Colin McMillen for a tip on the Space Stage GreatDogger/Fraust Dogger for some common mythconceptions on Space Jake Leppert for his JPEG map on 120 Spice per hour Marijn Roorda (Mardiana) for their contribution about terraforming Hough123 for his excellent, yet genocidal tip about warfare Dan Mclean for a tip about speed in the cell stage. RobCLSwoverland for a nice addition to the Creature Stage Caleb367 for sending in tips for three seperate stages Tony Birchill sent in a tip on allying with Epic Creatures Marious from GameFAQs for sending in a tip or correction on the tribal stage Luis Sanchez for a small correction on the traits LordSkull for a nice tip for the Space Stage Grant Rippon for a nice addition for the space Stage Crystal Dreams for a nice space stage layout for spice David Engel for a excellent tip for the Space Stage TyraxLightning for some pointers on the creation of spacecraft Me for making it Hotmail for giving me the e-mail account http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art You for reading it ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be outdated www.neoseeker.com www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2008 Maxis and Electronic Arts. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. This is not to be used for commercial or personal gain. Websites publishing this guide without permission will face punishment under the law. All sites except GAMEFAQS are not allow to host this FAQ without my permission. This document is protected by the copyright laws that were founded in the Bernes Copyright Convention in 1968. It states that: The expression “literary and artistic works” shall include every production in the literary, scientific and artistic domain, whatever may be the mode or form of its expression, such as books, pamphlets and other writings; lectures, addresses, sermons and other works of the same nature; dramatic or dramatico-musical works; choreographic works and entertainments in dumb show; musical compositions with or without words; cinematographic works to which are assimilated works expressed by a process analogous to cinematography; works of drawing, painting, architecture, sculpture, engraving and lithography; photographic works to which are assimilated works expressed by a process analogous to photography; works of applied art; illustrations, maps, plans, sketches and three-dimensional works relative to geography, topography, architecture or science. If you fail to follow the law, you will be indited for fraud and is a criminal offense and result in a criminal record. You will find it extremely hard to find a job if you have a criminal record. Do not sell this document or claim it as your own or you will be punishable under the law. If you wish to know more about this law as you don't believe that you are breaking copyright, feel free to do a google search on the Bernes Copyright Convention. You are not to sell this piece of work, claim it as your own, make any finanical gain out of this guide, or any other illegal activity. You are allowed to print this guide out and use it for personal uses but that is the only thing you can do with this guide. Please abide with the terms. If not, you will be facing a lawsuit you cannot win. This document is copyright 2008. All Rights are not designed by microscopic spores.