Spore: Archetype FAQ

* ========== SPORE ========== *

Author:  Luminar
Version: 1.0


1) Introduction       (LX-INT)
2) Legalese           (LX-LEG)
3) FAQ Update History (LX-HIS)
4) Archetypes         (LX-ARC)
 a) Shaman          (LX-A-SHA)
 b) Trader          (LX-A-TRA)
 c) Warrior         (LX-A-WAR)
 d) Diplomat        (LX-A-DIP)
 e) Zealot          (LX-A-ZEA)
 f) Scientist       (LX-A-SCI)
 g) Ecologist       (LX-A-ECO)
 h) Bard            (LX-A-BAR)
 i) Knight          (LX-A-KNI)
 j) Wanderer        (LX-A-WAN)
5) Previous Phases    (LX-PRE)
 a) Cell            (LX-P-CEL)
 b) Creature        (LX-P-CRE)
 c) Tribe           (LX-P-TRI)
 d) Civilisation    (LX-P-CIV)
6) Conclusion         (LX-CON)



Welcome to my first game FAQ. I've been hanging around on the internet since
around 1998, on GameFAQs since 2003 and I haven't published a single guide
or anything. Lazy or what? Regardless, here's my first effort.

This guide is intended as a reference/guide to getting and using the various
archetypes in Spore's Space Stage. I'm not going to patronise you with an
explanation of what Spore is and all that, because if you didn't know what
it was you probably wouldn't be here in the first place, now would you?

Incase you're wondering what those odd codes in the Contents table are in the
brackets, they're intended as a quick way of finding what you want. Just hit
Ctrl+F, type in the code, press enter twice and you'll be taken straight
to it. Convenience is the road to happiness, sometimes.



Spore and all associated properties are copyright Maxis and Electronic Arts.

GameFAQs is owned by CNET Networks, a CBS company.

This FAQ, written under the alias of "Luminar", is copyrighted to me, but
as far as i'm concerned it may be distributed, copied, printed, rehosted,
kicked, eaten, or whatever you want to do with it freely. It'd be cool if
you gave credit, but i'm not exactly going to come after you for it.
Yeah i'm basically an e-communist. Go figure.



Version 1.0 (4th Oct 2008)
Initial version for publishing.



When I say "Archetype", I mean the personality that goes in the fifth card
at the top of your History page. I don't think they have a set term. You can
call them Archetypes, Classes, Personalities, whatever. It all means the same
thing. The Archetypes are essentially a summary of what your race's culture is
like - Warriors are the violent fighting types, Scientists are brainy
researchers, Diplomats love to make friends, and so forth. You gain the
archetype by playing through the other stages - what you do in those defines
just who your race are at heart.

Perhaps more importantly to some, the Archetype you are assigned also grants
you a special power that you can use. These powers are unique functions that
do varying things, from convenient to offensive.

Here is an example of an archetype's section in this FAQ:


 x) CLASS NAME      (Search Code)
 POWER: The consequence power you get for playing as this class.
        (Rate: My own personal rating of it.)
 A description of what this power does.

 HOW TO GET IT: The combination of personality types you will need
                across your race's history.

 PHILOSOPHY: The philosophy that NPC races will claim to follow if you
             ask them about themselves in diplomacy.
             (Vague description of what said races will appear like.)

 DESCRIPTION: A description of this archetype's philosophy.

 CHANGE MISSION: How much it costs to begin, what you have to do, and my own
                 description of it.


Note you can also change Archetype in the Space Stage by talking to a 5-star
empire you are allied with, who have  the Archetype you want. More detail will
be given on this in each individual section.
Be aware that Change Missions cost a lot of spucks, and you must sacrifice
your previous power to earn the new one. The Change Missions are designed to
be long-term commitments, not things you can rush all at once - hence, you
must be prepared to put a bit of time in to completing them. How much varies
between archetype.

One further thing of note is the Wanderer archetype. It isn't so much an
archetype of it's own right as it is a punishment for skipping ahead.
Not only will you not have an archetype power, but you won't have all of
the little boosts that your history gets you such as Prime Specimen or
Pleasing Performance.


 a) SHAMAN          (LX-A-SHA)

 POWER: Return Ticket (Rate: 5/5)
 This power will take you back to your home star system instantly on use.
 It takes a while to recharge and you must be on a planet to use it, but
 this power is extremely convenient incase you're lost in space and
 need to return to your home system ASAP.

 HOW TO GET IT: Four Green or Three Green + 1 Anything
 Example: Herbivore-Social-Friendly-Religious

 Colourful crystal background, distinctive female "singing" voice,
 dialogue kind of like new-age spiritualists.

 Shamans are peaceful spiritualists. They don't follow a god as such, but
 they believe all things are connected and follow principles such as Karma.
 Encountered as NPCs, they are content to leave you alone most of the time.
 Sometimes however they will decide they like you, and will send you 10,000
 spucks every so often as a token of goodwill, hoping you'll ally with them.
 They will actually outright ask you to ally if they like you enough.

 CHANGE MISSION: + Pay 2,500,000 Spucks
                 + Use Paint/Sculpt tools on 150 different planets
 This one is annoying and takes ages even when you try to rush it all at once.
 It's best to just fire a paint tool every time you visit a new planet while
 you're terraforming, warmongering or searching for treasure.


 b) TRADER          (LX-A-TRA)

 POWER: Cash Infusion (Rate: 2/5)
 Cash Infusion is usable on alien planets in a system where you have a trade
 route. Using the power causes the trade route to instantly max out, thus
 making the system purchasable right away. If you're impatient and rich, this
 is decent. Otherwise, I don't think it's so good. Again, YMMV.

 HOW TO GET IT: Four Blue or Three Blue + 1 Anything
 Example: Omnivore-Adaptable-Industrious-Economic

 PHILOSOPHY: Prosperity
 Generic metal background, male somewhat high pitched voice (giggles all like
 "Ohoho! Ooo-hohohoho!" when you buy stuff), dialogue often encourages you to
 buy stuff from them.

 Traders are exactly what they say they are - they love to buy, sell, and most
 importantly of all, accumulate wealth. Perhaps friendly and looking to make
 and strengthen friendships through trade, or unscrupulous dealers putting
 money and getting more of it before anything else. As NPCs, Trader races like
 to meet new races (or customers, as they see it) so more often than not they
 will start off as blue before you even meet them and introduce yourself.

 CHANGE MISSION: + Pay 2,500,000 spucks
                 + Sell 5000 items
 This is probably the hardest/grindiest/most annoying change mission of the
 lot. There's no easy way to do this other than fly around collecting and
 selling spice for ages.


 c) WARRIOR         (LX-A-WAR)

 POWER: Raider Rally (Rate: 2/5)
 Summons a bunch of pirates to attack the planet you're on. This would be
 decent if pirates weren't laughably weak.

 HOW TO GET IT: Four Red or Three Red + 1 Anything
 Example: Carnivore-Predator-Aggressive-Military

 Dark metal background, gruff and terse male voice, "dumb" or grumpy dialogue
 such as "You stop. Give name." Notably goes "WAHOO!!" when you buy items.

 Warriors are the tough guys of the galaxy; if they want something, they'll
 get it and there's no two ways about it. Nice warriors may be principled
 disciplinarians, nasty warriors are basically big bullies unafraid to smack
 other races around for looking at them funny. As NPCs, warriors don't like
 meeting new races so they will dislike you even before they meet you. How
 much varies between difficulty levels.
 Every so often unless they like you enough, they will demand money from you.
 Refusing or being unable to pay will make them very angry, possibly pushing
 them into declaring war. As of the first patch, on Easy and Normal modes they
 won't ask for more than you have. On Hard however they will demand inordinate
 amounts of cash from you.

 CHANGE MISSION: + Pay 2,500,000 spucks
                 + Conquer 20 planets
 Just go on the offensive. If there's no-one around you want to attack, just
 leap through a black hole and slaughter everyone you find on the other side.


 d) DIPLOMAT        (LX-A-DIP)

 POWER: Static Cling (Rate: 4/5)
 Paralyses all buildings and ships on the planet it's used on temporarily.
 This essentially prevents anything from attacking you for a while, allowing
 you to catch a break, flee, or destroy the enemy's defences with impunity.

 HOW TO GET IT: Two Green and Two Blue
 Example: Herbivore-Social-Industrious-Economic

 Greek-like stone background, polite female voice, polite dialogue that
 suggests mass beauracracy/inefficiency.

 Diplomats are friendly and social sorts who want to meet new friends and make
 alliances. They are eager to meet new races and such they'll start at blue
 reputation even before you meet them. If they like you, they will sometimes
 send you gifts hoping you'll ally with them. They'll also ask you outright
 for an alliance if they like you a lot.
 Oddly, i've also noticed that these races as MPCs spread extremely fast.
 It speeds up if you ally with them, causing them to get everywhere. If you
 have one nearby and several worlds you want to colonise, be quick before
 they snap them up first, or you'll be forced to buy them out.

 CHANGE MISSION: + Pay 5,000,000 spucks
                 + Form 5 new alliances
 The easiest change mission, hands down. If you can't do this you've probably
 been genociding everyone you see. Even in that instance this is very easy.


 e) ZEALOT          (LX-A-ZEA)

 POWER: Fanatical Frenzy (Rate: 4/5)
 This is my favourite power, personally. When used on a planet, it instantly
 captures it. Yes, that's right - it just completley yoinks an entire planet
 without having to damage it, it's a massive "I Win" button and great to use
 on enemy homeworlds. There are two catches, however.
 Catch one, the recharge time is immense. Catch two, this power is something
 akin to a WMD, and breaks the "Galactic Code". This will cause spacefaring
 races within about 50 parsecs of where you used it to become VERY angry at
 you, making them declare war on you if you weren't in their good books.
 You get -50 to relationships with each shot, which caps out at -200.
 Curiously, this is inverted for the Grox, who like your style when you break
 the Galactic Code. This is near-crucial to allying with them.
 As an added bonus this power looks and sounds incredible to boot.

 HOW TO GET IT: Two Green and Two Red
 Example: Carnivore-Predator-Friendly-Religious

 Colourful stained glass background, gruff and resonant male voice, talks
 about Spode a lot.

 Zealots are the religion-pushing types who won't leave you alone until they
 make a convert of you. They can be rather hostile and are similar to Warriors
 in most regards, mainly in that they don't like newcomwers and they'll
 occasionally ask for tithes and tributes to their god, Spode.
 Note that if you are also a Zealot, they will like you which cancels out
 their hatred of strangers.

 CHANGE MISSION: + Pay 5,000,000 spucks
                 + Colonise 15 more planets
 Simple. Be aware that the colony tools aren't provided, so you may have to
 splash out up to 2,250,000 on colony packs. Also take note that planets means
 planets - don't put colonies on planets you already own, it won't count.


 f) SCIENTIST       (LX-A-SCI)

 POWER: Gravitation Wave (Rate: 3/5)
 Destroys all buildings on a planet. Similar to Fanatical Frenzy, except
 destructive in nature. It has the same catches however in that the recharge
 time is long (Not as long as FF) and it's a WMD which angers nearby empires.
 With this taken into light, it really isn't as good objectively; sure, if you
 don't want the planet then just blast it to atoms. But that's exactly what a
 Planet Buster is for and looks way more spectacular.

 HOW TO GET IT: Two Blue and Two Red
 Example: Omnivore-Adaptable-Aggressive-Miltary

 Silver metal door in background, robotic male voice, often throws scientific
 terms around such as "Phylum".

 Scientists are driven to seek more knowledge at all costs. They will search
 any new frontier to advance what they know about the universe, and won't
 tolerate interference in their pursuit of knowledge. As NPCs they are rather
 impassive. They will simply leave you alone and keep to their own devices.
 Getting gifts from them is a rare occurance, but on the other hand they'll
 never demand money from you.

 CHANGE MISSION: + Pay 5,000,000 spucks
                 + Discover 20 new Black Holes or Proto-Planetary Discs
 Very simple. Proto-Planetary Discs are pretty rare, but Black Holes are a
 dime a dozen and you can find a ton by just flying around. By the time you
 start taking on change missions you'll have a good enough drive to make this
 trivial. The Galactic Core also counts for this, but it's like using a nuke
 on an anthill.


 g) ECOLOGIST       (LX-A-ECO)

 POWER: Safari Vaccuum (Rate: 5/5)
 Instantly sucks up a bunch of wildlife on the planet you use it on.
 Compared to how much of a fart around manually abducting a bunch of varied
 stuff is, this is a massive time-saver and convenience. Specifically, it will
 grab two of a whole bunch of things - note that on a T3 planet with a full
 food web, it won't get two of everything. It does get you enough to save a
 ton of time, though. The recharge isn't too bad, either.

 HOW TO GET IT: Two Green, One Blue, One Red
 Example: Herbivore-Predator-Industrious-Religious

 Wood and grass in background, silly male voice (sounds a bit stoned),
 dialogue like nature-loving hippies.

 Ecologists are the life-lovers of the universe. They care for the plants and
 animals and will go PETA on anyone who defiles nature. Though impassive at
 first, they are more friendly than scientists and will open up after you
 first meet them. I've noticed if you do a lot of terraforming, they will take
 very kindly to you and start sending you gifts and asking for an alliance.

 CHANGE MISSION: + Pay 10,000,000 spucks
                 + Complete 50 ecosystems
 It sounds more grindy than it is. Simply suck up 50 each of one large, medium
 and small plant, two herbivores and a carnivore. Then go around and find T1
 or T2 worlds (NOT T0, they take longer to terraform), terraform them up and
 drop one of each onto the world. You can also look for Partial-T1 worlds,
 which show up as a tree icon on the starmap.


 h) BARD            (LX-A-BAR)

 POWER: Soothing Song (Rate: 3/5)
 Firing off this power on a planet at war with you will cause them to stop
 attacking you as long as the power lasts and as long as you dont attack them.
 The song lasts for quite a long while and you can leave the planet and travel
 around space and the song will persist. It's essentially "calling a time out"
 with an enemy, or a more mobile version of Static Cling.
 One tip: Turn off your auto-blaster if you decide to use this power!
 Enemy ships will circle around your ship to listen to the music, and your
 auto-blaster will attack them and break the song unless you turn it off.

 HOW TO GET IT: Two Blue, One Green, One Red
 Example: Carnivore-Adaptable-Friendly-Economic

 Generic metal background, extremely irritating screeching voice, strange
 dialogue that sometimes rhymes or spouts nonsense like asking for cake.

 Bards are the outgoing social types who just want to have fun. Their
 philosophy, Chance, essentially states that nothing should ever be taken
 seriously and if you want to do something, go right ahead and do it.
 They are friendly, and will send you gifts quite often.

 CHANGE MISSION: + Pay 10,000,000 spucks
                 + Find 25 rare items
 This one can be greatly annoying if you aren't lucky.
 Note that planet sculpt/colour tools do not count towards the total.


 i) KNIGHT          (LX-A-KNI)

 POWER: Summon Mini-U (Rate: 4/5)
 Summons an allied ship, which manifests as a smaller version of whatever ship
 you are piloting at the time. In some ways this is actually better than
 regular allied ships, since you won't anger the owner if the mini-ship
 happens to die. It functions the same in all ways except one - it's temporary
 and will explode after around 3-5 minutes of being present.
 However, the ability's recharge syncs perfectly with the mini-ship's expiry,
 so you can just summon a new one right away.

 HOW TO GET IT: Two Red, One Green, One Blue
 Example: Carnivore-Predator-Friendly-Economic

 For some reason, Spore doesn't allow NPC races to be Knights.
 They just show up as Warriors when visited.

 Knights are obsessed with justice and will seek out anything they consider
 evil or criminal and destroy it.

 Any race you make as a Knight will show up ingame as a Warrior if you visit
 them, thus you'll just get Raider Rally and the mission for it.
 The only way to be a Knight is to start at the beginning.


 j) WANDERER        (LX-A-WAN)

 POWER: None (Rate: 0/5)
 Wanderers don't get any power. Like I said earlier, this is less of an
 archetype and more of a punishment for skipping ahead through the stages.
 The game expects you to play through from Cell ideally. This all said, being
 a Wanderer isn't crippling or even inconvenient, it just means you don't have
 as many advantages or bonuses, if any at all.

 HOW TO GET IT: Start at the Tribe Stage, Civilisation Stage or Space Stage.
 Also, starting at the Creature phase and not taking all three of one colour
 will possibly result in a Wanderer. (Untested)


 Wanderers aren't committed to any philosophy. They're pretty much the
 ultimate in generic.

 You can't become a Wanderer by choice. Why would you even want to?




Playing through the previous phases confer bonuses on you in the Space Stage.
This is mainly what the "How to get it" part of each archetype is referring to
when I say Green, Blue or Red. This is also why being a Wanderer is bad.
You're not HURT by skipping stages, you just don't gain something like usual.

Normally, Red is the aggressive route, Green is the nice route, and Blue is
the middle ground.

 a) CELL         (LX-P-CEL)

  GREEN: Herbivore
  BONUS: Social Suave (1/5)
    Social Suave gives you a discount on Social Tools, the ones that go in the
    green panel of your toolbox. To be honest, you barely ever need to use the
    Social tools so this discount is a bit of a nonentity overall.
  HOW TO GET IT: Eat mostly green plant bits.

  BLUE: Omnivore
  BONUS: Gentle Generalist (3/5)
    Gives you a small discount on everything. I'm not entirely sure what
    percent discount you get, but saving money is always nice. And when
    you're always saving money, it's always always nice.
  HOW TO GET IT: Eat a mixed diet of plant bits and meat/other cells/blood.
     This becomes much easier if you manage to get the Proboscis part, which
     can eat plant bits and drinks the blood of live cells. The only downside
     is it can't eat free-floating meat chunks,but it's a small disadvantage.
     If you can't get the Proboscis, just keep an eye on your history and
     switch between Filter and Jaw as needed.

  RED: Carnivore
  BONUS: Power Monger (3/5)
    This increases the amount of damage your weapons (red panel tools) do.
    Personally I don't think the increase is all that notable overall, but
    it's still a nice thing to have around.
  HOW TO GET IT: Eat mostly meat/other cells/blood.



  GREEN: Social
  BONUS: Pleasing Performance (1/5)
    Keeps your colonies happy and reduces chance of revolt. I have never once
    had a revolt even without this bonus, so i'm not sure what use this is.
  HOW TO GET IT: Make friends with other creatures.

  BLUE: Adaptable
  BONUS: Speed Demon (1/5)
    Makes your ship travel faster on the interstellar map. Aside from fleeing
    from enemy territory (easy enough to begin with) this is pointless.
  HOW TO GET IT: Make friends with some creatures, extinct others.
    You may need to evolve back and forth between social parts and combat
    parts to do this efficiently.

  RED: Predator
  BONUS: Prime Specimen (3/5)
    Increases the total amount of health your ship has. Sounds good enough,
    though repair packs and careful combat can mitigate the amount of damage
    you take more than any solid boost in health can.
  HOW TO GET IT: Make other creatures extinct.


 c) TRIBE        (LX-P-TRI)

  GREEN: Friendly
  BONUS: Gracious Greeting (2/5)
    It's good enough to always have a little extra kick to your attempts to
    make friends, but +10 is a really small amount when you could just fling
    money at them or use a Happy Ray to endear even the most grumpy empires.
  HOW TO GET IT: Ally with other tribes, give gifts.

  BLUE: Industrious
  BONUS: Colony Craze (4/5)
    Gives you a discount on all colony (purple) tools. Given that colony packs
    are the lifeblood of expansion, and that colony devices such as Spice
    Storage and Uber Turrets can cost you quite a bit of money, this is nice.
  HOW TO GET IT: Stay balanced between being friendly and hostile.

  RED: Aggressive
  BONUS: Arms Dealer (3/5)
    Gives you a discount on all weapons (red tools). Good enough since
    high-powered weapons such as Antimatters or Planet Busters will run you
    out of cash very quickly if you try to stock up to maximum on them.
  HOW TO GET IT: Kill off other tribes, kill tribe members.


  GREEN: Religious
  BONUS: Green Keeper (1/5)
    Reduces the likelihood of bio-disasters. Putting down a Bio-Stabiliser and
    Bio-Protector on a planet at the same time all but completley removes
    bio-disasters completley, so this is largely useless.
  HOW TO GET IT: Take over cities via religious conversion.

  BLUE: Economic
  BONUS: Spice Savant (5/5)
    Ups your spice production rate by 50%. It's always nice to have more spice
    and with this you'll get it a good bit faster.
  HOW TO GET IT: Take over cities by buying them.

  RED: Military
  BONUS: Pirates-B-Gone (2/5)
    Supposedly reduces the likelihood of pirate raids. I'm not sure whether
    this refers to the thieving pirates or raiding pirates, but 1) it isn't
    a noticeable decrease, 2) thieving pirates can be stopped by an
    uber-turret, and 3) raiding pirates can be stopped by an uber turret if
    you show up to supervise. This doesn't do much.
  HOW TO GET IT: Take over cities by conquering them with force.



My Sporepedia username is "Luminar", feel free to visit and drop me a few
comments or whatever. Also, I have a video of every archetype power uploaded
on youtube, incase you want to see what they look like:

You may contact me at "teh_man_tat_maeks_teh_ppl_go_onoz@hotmail.com" if you
have any questions, queries, corrections, glowing praise, insults,
death threats, or the like. In my defense regarding my e-mail address, I made
it back in 2003 or something when I was too stupid to realise how passť that
was. I can't guarantee i'll answer quickly or at all. If it's something dumb
like how much you like liquorice i'll just delete it, if it's relevant i'll
get around to replying. It's not my main email account, I just use it for less
important things. Seriously though, liqorice is disgusting, what on earth is
wrong with you?

End of file.