Philosophy
From SporeWiki, the knowledge base dedicated to Spore
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.
[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 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 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 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 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 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 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 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 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 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 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.
[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:
- Find an empire.
- 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).
- Contact it, find out which Philosophy it has by choosing "Diplomacy -> tell me about your race".
- If they are not your desired philosophy, Repeat steps 1-3.
- If they are your desired philosophy, become their ally.
- Go into "Missions -> Teach me your ways".
- Do the associated philosophy quest.
- 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.
