Consequence
From SporeWiki, the knowledge base dedicated to Spore
Consequence abilities are granted at the end of each stage, and grant bonus abilities to all subsequent stages.
Contents |
[edit] Cell stage
The following table lists the consequence abilities given by the different types of victory in the Cell Stage.
| Behavior in Cell stage | Creature stage consequence ability | Tribal stage consequence ability | Civilization stage consequence ability | Space stage consequence ability |
|---|---|---|---|---|
| Herbivore | Siren Song: Makes socializing with creatures easier | Refreshing Storm: Summons a storm that causing fruit to be replenished and fall from trees | Healing Aura: Repairs all your vehicles and buildings | Social Suave: Gives you an immediate 20% negotiation discount on all social tools |
| Omnivore | Summon Flock: Summon a flock of minions to help you socialize or fight | Flying Fish: Summon a serpent to scare fish from the sea | Static Bomb: Temporarily immobilize vehicles, turrets and buildings | Gentle Generalist: Gives you a 20% discount on all standard equipment |
| Carnivore | Raging Roar: Make all surrounding creatures run in fear | Traps: Lay a trap to ensnare wild animals | Invulnerability: Make your vehicles impervious to damage for a limited time | Power Monger: Increases the effectiveness of all weapons (half energy bar usage). |
[edit] Creature stage
The following table lists the consequence abilities given by the different types of victory in the Creature Stage.
| Behavior in Creature stage | Tribal stage consequence ability | Civilization stage consequence ability | Space stage Consequence ability |
|---|---|---|---|
| Social | Fireworks: Your chieftain sets off fireworks increasing relationships with neighbors | Diplo Dervish: Raises your relationship with targetted nation | Pleasing Performance: Makes all of your colonies happy and reduces the likelihood of revolt. |
| Adaptable | Beastmaster: Your chieftain enchants nearby animals who will help you socialize or fight | Bribe Bomb: Causes enemy vehicles within the bomb's radius attack each other | Speed Demon: Makes interstellar space travel faster (2/3 total flight time) |
| Predator | Fire Bombs: Your chieftain to throw fire bombs that damage nearby opponents and structures | Mighty Bomb: Destroys all buildings and vehicles within its radius | Prime Specimen: Increases your spaceship's total health (1.5x) |
[edit] Tribal stage
The following table lists the consequence abilities given by the different types of victory in the Tribal Stage.
| Behavior in Tribal stage | Civilization stage consequence ability | Space stage Consequence ability |
|---|---|---|
| Friendly | Black Cloud: Shuts down entertainment buildings and turrets causing unhappiness | Gracious Greeting: Boosts your initial relationship with alien races (+10) |
| Industrious | Ad Blitz: This ability allows faster city buyout | Colony Craze: Gives you a 20% discount on all colonization tool trades. |
| Aggressive | Gadget Bomb: This ability causes damage to buildings and vehicles and can help capture cities | Arms Dealer: This ability gives you a 20% discount on all combat tools |
[edit] Civilization stage
| Behavior in Civilization stage | Space stage Consequence ability |
|---|---|
| Religious | Green Keeper: Decreases the rate of biodisasters on all of your colonies |
| Economic | Spice Savant: Increases spice production from all your colonies |
| Military | Pirate B Gone: Reduces the frequency of pirate raids |
[edit] Space stage
Space archetypes are determined based on the number color of the cards gained through evolving (green/blue/red).
The order of these cards can vary, click on the Philosophy name for a more detailed chart.
| Colours gained through evolving | Philosophy | Ability |
|---|---|---|
| No colors | Wanderer | None |
| 3+ Green | Shaman | Return Ticket: Returns you to your home planet in one jump |
| 3+ Blue | Trader | Cash Infusion: Fills progress on trade route with the planet |
| 3+ Red | Warrior | Raider Rally: Summons pirates to attack a planet |
| 2 Red, 2 Green | Zealot | Fanatical Frenzy: Take over all the colonies on the planet with religion |
| 2 Green, 2 Blue | Diplomat | Static Cling: Stops all ships and turrets on the planet for a time. |
| 2 Blue, 2 Red | Scientist | Gravitation Wave: Destroys every structure on the planet. |
| 2 Green, Red, Blue | Ecologist | Safari Vacuum: Abducts a few of each species on the planet. |
| 2 Blue, Red, Green | Bard | Soothing Song: Calms the other empires. |
| 2 Red, Blue, Green | Knight | Summon Mini-U: Creates a small version of your spaceship to fight with you |
The following table lists the abilities that can be gained for use in the Space stage, and shows the required behavior in each of the previous stages to gain each ability.
| 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 the effectiveness of all weapons (half energy bar usage). | 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 |
