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Philosophy

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Archetype & Philosophy

Archetypes: Bard | Diplomat | Ecologist | Knight | Scientist | Shaman | Trader | Wanderer | Warrior | Zealot

Unique abilities: Cash Infusion | Fanatical Frenzy | Gravitation Wave | Raider Rally | Return Ticket | Safari Vacuum | Soothing Song | Static Cling | Summon Mini-U


Archetype, as it is refered to in Spore, is the attribute given to your species 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.

The Archetype and its associated philosophy are given to your species depending upon the number of green, blue or red cards your species gained as it evolved. Each card is determined by play style and the last card achieved. The card you're heading for and all those you've gained can be seen at anytime using the history time line of your species.

Contents

[edit] The 10 Archetypes

Each archetype gives you a short analogy of your play style so far through the stages and a special ability that’s unique to your archetype. Each archetype has an associated Philosophy, of which there are 8. Wanderer and Diplomat follow the same philosophy, the Philosophy of Order, as does Warrior and Knight, who follow the Philosophy of Force.

[edit] Bard (Philosophy of Chance)

"Bards are the social, outgoing entertainers of the cosmos. The galaxy is their personal playground."

Bards receive the Soothing Song ability which, upon activation, boosts your relation with the species that own that planet. The ability sets the relationship to 0 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 are negotiators and problem solvers. Peace will come to the galaxy only through open communication between species."

Diplomats receive the Static Cling ability which, upon activation, immobilizes all enemy ships and turrets on the planet.

The Diplomat philosophy can be reached by having 2 green cards and 2 blue cards.

[edit] Ecologist (Philosophy of Life)

"Ecologists are the protectors of nature. Species that attempt to exploit and corrupt the galaxy must be exterminated."

Ecologists receive the Safari Vacuum ability which, upon activation, instantly abducts 2 members of each species from the 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 are noble warriors that fight for right, not for personal gain. Peace will come to the galaxy only when evil has been vanquished"

Knights receive the Summon Mini-U ability which, upon activation, summons a miniature clone of your spaceship to assist you.

The Knight philosophy can be reached by having 1 green card, 1 blue card, and 2 red cards.

[edit] Scientist (Philosophy of Science)

"Scientists are logical and calculating. The galaxy exists to be studied and understood."

Scientists receive the Gravitation Wave ability which, upon use, will destroy every city and tribe on a planet.

The Scientist philosophy can be reached by having 2 blue cards and 2 red cards.

[edit] Shaman (Philosophy of Harmony)

"Shamans understand that all life shares a common bond. The entire galaxy exists within us all."

Shamans receive the Return Ticket ability, which, upon activation, will return your ship to your home system.

The Shaman philosophy can be reached by having 3 or 4 green cards. The remaining card can be of any colour.

[edit] Trader (Philosophy of Prosperity)

"Traders are in it for the profit. Their only allegiance is to the almighty Sporebuck."

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 want to sample a little bit of everything. The galaxy is vast and they want to experience it all"

Wanderers receive no unique ability. To change the philosophy of your civilization, you need to 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 phase.

[edit] Warrior (Philosophy of Force)

"Warriors take what they want and never ask for permission. The galaxy is a prize to be claimed by the strongest."

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 colour..

[edit] Zealot (Philosophy of Faith)

"Zealots are certain that their beliefs are the only truth that matters. Those who do not feel the same way are not worthy to exist in this galaxy."

Zealots receive the Fanatical Frenzy ability which, upon use, converts the system to your empire.

The Zealot philosophy can be reached by having 2 green cards and 2 red 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.

Behavior in Cell phase Behavior in Creature phase Behavior in Tribal phase Behavior in Civilization phase Resulting Archetype
Herbivore Social Friendly Religious Shaman
Herbivore Social Friendly Economic Shaman
Herbivore Social Friendly Military Shaman
Herbivore Social Industrious Religious Shaman
Herbivore Social Industrious Economic Diplomat
Herbivore Social Industrious Military Ecologist
Herbivore Social Aggressive Religious Shaman
Herbivore Social Aggressive Economic Ecologist
Herbivore Social Aggressive Military Zealot
Herbivore Adaptable Friendly Religious Shaman
Herbivore Adaptable Friendly Economic Diplomat
Herbivore Adaptable Friendly Military Ecologist
Herbivore Adaptable Industrious Religious Diplomat
Herbivore Adaptable Industrious Economic Trader
Herbivore Adaptable Industrious Military Bard
Herbivore Adaptable Aggressive Religious Ecologist
Herbivore Adaptable Aggressive Economic Bard
Herbivore Adaptable Aggressive Military Knight
Herbivore Predator Friendly Religious Shaman
Herbivore Predator Friendly Economic Ecologist
Herbivore Predator Friendly Military Zealot
Herbivore Predator Industrious Religious Ecologist
Herbivore Predator Industrious Economic Bard
Herbivore Predator Industrious Military Knight
Herbivore Predator Aggressive Religious Zealot
Herbivore Predator Aggressive Economic Knight
Herbivore Predator Aggressive Military Warrior
Omnivore Social Friendly Religious Shaman
Omnivore Social Friendly Economic Diplomat
Omnivore Social Friendly Military Ecologist
Omnivore Social Industrious Religious Diplomat
Omnivore Social Industrious Economic Trader
Omnivore Social Industrious Military Bard
Omnivore Social Aggressive Religious Ecologist
Omnivore Social Aggressive Economic Bard
Omnivore Social Aggressive Military Knight
Omnivore Adaptable Friendly Religious Diplomat
Omnivore Adaptable Friendly Economic Trader
Omnivore Adaptable Friendly Military Bard
Omnivore Adaptable Industrious Religious Trader
Omnivore Adaptable Industrious Economic Trader
Omnivore Adaptable Industrious Military Trader
Omnivore Adaptable Aggressive Religious Bard
Omnivore Adaptable Aggressive Economic Trader
Omnivore Adaptable Aggressive Military Scientist
Omnivore Predator Friendly Religious Ecologist
Omnivore Predator Friendly Economic Bard
Omnivore Predator Friendly Military Knight
Omnivore Predator Industrious Religious Bard
Omnivore Predator Industrious Economic Trader
Omnivore Predator Industrious Military Scientist
Omnivore Predator Aggressive Religious Knight
Omnivore Predator Aggressive Economic Scientist
Omnivore Predator Aggressive Military Warrior
Carnivore Social Friendly Religious Shaman
Carnivore Social Friendly Economic Ecologist
Carnivore Social Friendly Military Zealot
Carnivore Social Industrious Religious Ecologist
Carnivore Social Industrious Economic Bard
Carnivore Social Industrious Military Knight
Carnivore Social Aggressive Religious Zealot
Carnivore Social Aggressive Economic Knight
Carnivore Social Aggressive Military Warrior
Carnivore Adaptable Friendly Religious Ecologist
Carnivore Adaptable Friendly Economic Bard
Carnivore Adaptable Friendly Military Knight
Carnivore Adaptable Industrious Religious Bard
Carnivore Adaptable Industrious Economic Trader
Carnivore Adaptable Industrious Military Scientist
Carnivore Adaptable Aggressive Religious Knight
Carnivore Adaptable Aggressive Economic Scientist
Carnivore Adaptable Aggressive Military Warrior
Carnivore Predator Friendly Religious Zealot
Carnivore Predator Friendly Economic Knight
Carnivore Predator Friendly Military Warrior
Carnivore Predator Industrious Religious Knight
Carnivore Predator Industrious Economic Scientist
Carnivore Predator Industrious Military Warrior
Carnivore Predator Aggressive Religious Warrior
Carnivore Predator Aggressive Economic Warrior
Carnivore Predator Aggressive Military Warrior
Skipped Social Friendly Religious Shaman
Skipped Social Friendly Economic Diplomat
Skipped Social Friendly Military Zealot
Skipped Social Industrious Religious Diplomat
Skipped Social Industrious Economic Diplomat
Skipped Social Industrious Military Warrior
Skipped Social Aggressive Religious Zealot
Skipped Social Aggressive Economic Trader
Skipped Social Aggressive Military Zealot
Skipped Adaptable Friendly Religious Diplomat
Skipped Adaptable Friendly Economic Diplomat
Skipped Adaptable Friendly Military Warrior
Skipped Adaptable Industrious Religious Diplomat
Skipped Adaptable Industrious Economic Trader
Skipped Adaptable Industrious Military Scientist
Skipped Adaptable Aggressive Religious Shaman
Skipped Adaptable Aggressive Economic Scientist
Skipped Adaptable Aggressive Military Scientist
Skipped Predator Friendly Religious Zealot
Skipped Predator Friendly Economic Trader
Skipped Predator Friendly Military Zealot
Skipped Predator Industrious Religious Shaman
Skipped Predator Industrious Economic Scientist
Skipped Predator Industrious Military Scientist
Skipped Predator Aggressive Religious Zealot
Skipped Predator Aggressive Economic Scientist
Skipped Predator Aggressive Military Warrior
Skipped Skipped Friendly Religious Shaman
Skipped Skipped Friendly Economic Diplomat
Skipped Skipped Friendly Military Zealot
Skipped Skipped Industrious Religious Diplomat
Skipped Skipped Industrious Economic Trader
Skipped Skipped Industrious Military Scientist
Skipped Skipped Aggressive Religious Zealot
Skipped Skipped Aggressive Economic Scientist
Skipped Skipped Aggressive Military Warrior
Skipped Skipped Skipped Religious Shaman
Skipped Skipped Skipped Economic Trader
Skipped Skipped Skipped Military Warrior
Skipped Skipped Skipped Skipped Wanderer


[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 Greeter: 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 Pirates-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:

  1. Find an empire.
  2. Take a look at it's Empire-tier Value (the little yellow star with a number in it) is 4 or 5. (Empires-tiers of level 1-3 are too weak to teach you their ways).
  3. Contact it, find out which Philosophy it has by choosing "Diplomacy -> tell me about your race".
  4. If they are not your desired philosophy, Repeat steps 1-3.
  5. If they are your desired philosophy, become their ally.
  6. Go into "Missions -> Teach me your ways".
  7. Do the associated philosophy quest.
  8. Return to recieve your change in philosophy, which also changes your Archetype to one of the associated archetypes.

[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.

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