Consequence abilities are granted at the end of each stage, and grant bonus abilities to all subsequent stages. Consequence abilities depend on the player's behavior on the game, and can be red, blue, or green.
NOTE: If you start a game at a later stage, you will not have consequence abilities. (Example, skipping the cell stage and starting on the creature stage will result in a creature with no consequence ability from the cell stage.)
The following table lists the consequence abilities given by the different types of victory in the Cell Stage.
|Behaviour 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 (including hostile species, no effect on Epics)||Refreshing Storm: Summons a storm that causes 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 (halves energy bar usage).|
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 neighbours||Diplo Dervish: Raises your relationship with targeted 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 to attack each other||Speed Demon: Makes interstellar space travel faster (2/3 total flight time)|
|Predator||Fire Bombs: Your chieftain throws 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)|
The following table lists the consequence abilities given by the different types of victory in the Tribal Stage.
|Behaviour 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: Allows faster city buyout||Colony Craze: Gives you a 20% discount on colonization tools from your own worlds.|
|Aggressive||Gadget Bomb: Damages buildings and vehicles and can help capture cities||Arms Dealer: Gives you a 20% discount on combat tools from your own worlds.|
|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|
Space archetypes are determined based on the number colour 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|
|Start in Space Stage||Wanderer||None|
|3 + Any||Shaman||Return Ticket: Returns the player to his or her home planet in one jump.|
|3 + Any||Trader||Cash Infusion: Fills progress on trade route with the planet.|
|3 + Any||Warrior||Raider Rally: Summons pirates to attack a planet.|
|2 + 2||2 + 1||1 + 2||Zealot||Fanatical Frenzy: Takes over all the colonies on the planet with religion. Violates Galactic Code.|
|2 + 2||2 + 1||1 + 2||Diplomat||Static Cling: Stops all ships and turrets on the planet for a time.|
|2 + 2||2 + 1||1 + 2||Scientist||Gravitation Wave: Destroys every structure on the planet. Violates Galactic Code.|
|2 + 1 + 1||Ecologist||Safari Vacuum: Abducts a few of each species on the planet.|
|1 + 2 + 1||Bard||Soothing Song: Calms the other Empires.|
|1 + 1 + 2||Knight||Summon Mini-U: Creates a small version of your spaceship to fight with the main spaceship.|
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|
- The most practical set of behaviours and consequence abilities for the Space Stage is Carnivore (Power Monger), Predator (Prime Specimen), Friendly (Gracious Greeting), then Economic (Spice Savant). Interestingly enough, this setup will also give you the Knight archetype, which is the only archetype you cannot convert to from computer allies in the Space Stage.
- If you want to build a massive space empire, red-blue-green-green is recommended. Predator (Prime Specimen) and Economic (Spice Savant) are excellent traits at the start of the space stage, but become mostly irrelevant(even on Hard) once you have a dozen spice colonies and a maxed-out ship. On the other hand Adaptive (Speed Demon) makes your exploration and travel faster(and more enjoyable), while Religious (Green Keeper) will make you experience less unwanted interruptions(Biodisasters are capable of decreasing the planet T-score, making them a serious issue). These consequences will help you establish a massive empire faster.
- Red-Red-Green-Green is another highly recommended set-up. You might be slower travelling in space without Speed Demon, but Ship Health can be valuable for taking out Grox in head-on combat, and you'll be able to start Space Stage with the best superpower, taking over lucrative homeworlds instantly with the help of Fanatical Frenzy.