Philosophy
From SporeWiki, the knowledge base dedicated to Spore
| ||||||||
Archetype, as it is referred to in Spore, is the attribute given to empires in the Space stage. There are 10 archetypes in Spore, the default of Wanderer is given to any species starting in Space, while the remaining 9 can only be obtained through playing earlier phases, completing a 'change archetype' mission(with the exception of Knight) or by using the 'setConsequenceTrait' cheat.
The archetype and its associated philosophy are given to the player's species depending upon the number of green, blue or red cards their species gained as it evolved. Each card is determined by play style and the last card achieved. The cards the player has obained and their current trait for the current stage can be seen at anytime using the history time line of their species.
[edit] The 10 Archetypes
Each archetype provides a short analogy of the play style so far through the stages and a special ability that is unique to the archetype. Each archetype has an associated philosophy, of which there are 8. Wanderer and Diplomat follow the same philosophy, the Philosophy of Order, as do Warrior and Knight, who follow the Philosophy of Force.
[edit] Bard (Philosophy of Chance)
Bards receive the Soothing Song ability which, upon activation, boosts relations with the species that occupy the system temporarily. The ability sets the relationship to 0 (neutral) and lasts for 2 minutes.
The Bard philosophy can be reached by having 1 green card, 2 blue cards, and 1 red card.
[edit] Diplomat (Philosophy of Order)
Diplomats receive the Static Cling ability which, upon activation, immobilizes all enemy ships and turrets on the planet. The ability lasts for two minutes.
The Diplomat philosophy can be reached by having equal numbers of blue and green cards.
[edit] Ecologist (Philosophy of Life)
Ecologists receive the Safari Vacuum ability which, upon activation, instantly abducts 2 members of each species from the planet. This can be very useful if the player is on a mission to abduct one of every lifeform on that planet.
The Ecologist philosophy can be reached by having 2 green cards, 1 blue card, and 1 red card.
[edit] Knight (Philosophy of Force)
Knights receive the Summon Mini-U ability which, upon activation, summons a miniature clone of your spaceship that acts as an allied spaceship.
The Knight philosophy can be reached by having 1 green card, 1 blue card, and 2 red cards.
[edit] Scientist (Philosophy of Science)
Scientists receive the Gravitation Wave ability which, upon use, will destroy every city and tribe on a planet.
The Scientist (philosophy) philosophy can be reached by having equal numbers of blue and red cards. Note that Gravitation Wave is against the galactic code and using it gives a negative relationship penalty of -30 for all empires within 10 parsecs.
[edit] Shaman (Philosophy of Harmony)
Shamans receive the Return Ticket ability, which upon activation teleports the player to their home system.
The Shaman philosophy can be reached by having 3 or 4 green cards. The remaining card can be of any colour. You can also get one green card in a game that started in civilization stage.
[edit] Trader (Philosophy of Prosperity)
Traders receive the Cash Infusion ability that, upon use, will instantly fill the financial takeover meter for the solar system the planet is in.
The Trader philosophy can be reached by having 3 or 4 blue cards. The remaining card can be of any colour.
[edit] Wanderer (Philosophy of Order)
Wanderers receive no unique ability. To change the philosophy of a wanderer race, the player must obtain a good relationship with an empire that follows that philosophy and eventually you will be able to request a mission to change archetypes.
The Wanderer philosophy cannot be reached by playing from cell stage and collecting cards. It is only given to races starting in the space stage.
[edit] Warrior (Philosophy of Force)
Warriors receive the Raider Rally ability which, upon use, opens a pirate portal on the planet.
The Warrior philosophy can be reached by having 3 or 4 red cards. The remaining card can be of any color.
[edit] Zealot (Philosophy of Faith)
Zealots receive the Fanatical Frenzy ability which, upon use, converts the system to your empire. However, this ability is against Galactic Code.
The Zealot philosophy can be reached by having equal numbers of red and green cards.
[edit] Path To Each Archetype
There are many ways to obtain each archetype and its philosophy depending upon your species behavior in each phase of its evolution.
The table below shows how to get each archetype. The table is ordered by phases gone through. Visiting each archetype's page will display a smaller table showing only the paths for that archetype.
[edit] Consequence abilities For Space Stage
| Colour of card earned | Cell stage consequence ability for Space stage | Creature stage consequence ability for Space stage | Tribal stage consequence ability for Space stage | Civilization stage consequence ability for Space stage |
|---|---|---|---|---|
| Green | Social Suave: Gives you an immediate 20% negotiation discount on all social tools | Pleasing Performance: Makes all of your colonies happy and reduces the likelihood of revolt. | Gracious Greeting: Boosts your initial relationship with alien races (+10) | Green Keeper: Decreases the rate of biodisasters on all of your colonies |
| Blue | Gentle Generalist: Gives you a 20% discount on all standard equipment | Speed Demon: Makes interstellar space travel faster (2/3 total flight time) | Colony Craze: Gives you a 20% discount on all colonization tool trades. | Spice Savant: Increases spice production from all your colonies |
| Red | Power Monger: Increases your spaceship's total energy (1.5x, see below) | Prime Specimen: Increases your spaceship's total health (1.5x) | Arms Dealer: This ability gives you a 20% discount on all combat tools | Pirate B Gone: Reduces the frequency of pirate raids |
[edit] Power Monger Effect and Testing
There has been a controversy regarding the effect of the consequence ability Power Monger. It has been suggested it really only increases the efficiency of all weapons. The following test was performed and it shows the effect is not limited to weapons.
Two games were played (both on easy level). The first game was started on space stage, thus as a wanderer. The second was started on the cell stage in the following manner (carnivore, predator, friendly, religious), thus as a zealot. To test the energy usage, the starting laser and the crop circle social tool was used. The laser was fired continuously and the time it takes for the laser to shut down from lack of power was recorded. The ship was then recharged and the number of crop circles that could be placed before running out of energy was recorded. No cheats were used, and no upgrades purchased to the spaceship.
- Without Power Monger: 20 crop circles, 48 sec. laser
- With Power Monger: 30 crop circles, 72 sec. laser
This shows that the Power Monger effect is not limited to weapons. It actually provides 50% extra energy capacity.
[edit] Changing Philosophies
In order to change your philosophy, you must do the following:
- Find an empire of the desired philosphy. You can find out an empire's philosophy by choosing "Diplomacy -> Tell me about your race."
- Take a look at its Empire-tier Value, (the little yellow star with a number in it) if it is already 4 or 5 jump to the next step. If it is 1-3, ask the Empire to attack neighboring systems and assist them to ensure they succeed. In this way you can force an empire to expand, effectively increasing their Empire-tier Value.
- Become their ally.
- Go into "Missions -> Teach me your ways".
- Do the associated philosophy quest.
- Return to receive your change in philosophy, which also changes your Archetype to one of the associated archetypes.
(Spoiler Warning)
- If you Hit control+shift+c, a text box will come up. Type in "help", it will show a list of all the cheats which can be used in the space stage. one of these is setConsequenceTrait, which automatically gives you a personality card for a phase you have not played or a phase which you have skipped.
The format is "setConsequenceTrait cell_carnivore/omnivore/herbivore or tribe/civ_aggressive/mixed/social" If any of this confuses you, go to the cheat page on this wiki. WARNING: Using this cheat as well as some others disables any further achievements. Go to the cheat page for a complete list of achievement-disablers as well as how to solve that problem.
[edit] Archetype of Pollinated Species
Species that are pollinated into a game from the online Sporepedia do not bring with them the philosophy they were originally created with. For example, a species that collected only green and or blue trait cards during its progression may nonetheless, when added to a game as pollinated content, spawn in with the warrior or zealot archetype.
[edit] The Grox Archetype
The Grox empire that resides around and within the Galactic core has an archetype that is inaccessible to players and pollinated empires alike without hacks. This archetype creates a very horrible attitude from the Grox to the player and anyone else who dares go near their empire.
This unique archetype also makes it much more difficult to ally with Grox, and much easier to anger them. Fans have nick-named this Archetype "Groxology"
