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An archetype is the attribute given to empires 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, completing a 'change archetype' mission (with the exception of Knights and Wanderers) or by using the 'setConsequenceTrait' cheat.
The archetype and its associated philosophy are given to the player's species depending upon the number of green, blue or red cards their species gained as it evolved. Each card is determined by play style and the last card achieved. The cards the player has obtained and their current trait for the current stage can be seen at any time using the history time line of their species. Alien species in the Space Stage also have their own random archetypes.
The 10 ArchetypesEdit
Each archetype provides a short analogy of the play style so far through the stages and a special ability that is unique to the archetype. Each archetype has an associated philosophy, of which there are 8. Wanderer and Diplomat follow the same philosophy, the Philosophy of Order, as do Warrior and Knight, who follow the Philosophy of Force.
Bards receive the Soothing Song ability which, upon activation, boosts relations with the species that occupy the system temporarily. The ability sets the relationship to 0 (neutral) and lasts for 2 minutes.
The Bard philosophy can be reached by having 1 green card, 2 blue cards, and 1 red card. The optimal layout is Omnivore (more edible food in creature and tribal), Social (good for spice), Aggressive (bad passive powers, but the blue card is used for civilization stage), Economic (more spice production from colonies)
Diplomats receive the Static Cling ability which, upon activation, immobilizes all enemy ships and turrets on the planet. The ability lasts for two minutes. The optimal layout is the same as the Bard layout, but as a friendly tribe.
The Diplomat philosophy can be reached by having blue and green cards, an equal number if starting from cell or tribe, or just two of one and one of the other from creature.
Ecologists receive the Safari Vacuum ability which, upon activation, instantly abducts 2 members of each species from the planet. This can be very useful for collecting herbivores/carnivores to stabilize the terrascore of a planet.
The Ecologist philosophy can be reached by having 2 green cards, 1 blue card, and 1 red card. The optimal layout is Omnivore (more foods) Predator (good passive) Friendly (gracious greeter is perhaps one of the best abilities) and Religious (fewer Eco-disasters is always a good thing).
Knights receive the Summon Mini-U ability which, upon activation, summons a miniature clone of your spaceship that acts as an allied spaceship. It also should be noted that Knight empires cannot be NPCs (however Platinum Spore presumably adds the ability for NPC knights to spawn). Summon Mini-U also cannot be received from adventures. So it is best to start out as one and gather points for getting other super weapons.
The Knight philosophy can be reached by having 1 green card, 1 blue card and 2 red cards. The best layout for a knight is Carnivore (bigger fuel supply) Predator (Increase your space-craft's health by 150%) Friendly (empires like you more) and Economic (More spice from your colonies). Please note that sometimes it is in fact impossible to follow this route as it is not always so that Economic cities will appear for you. In that case you must start the civilization stage over, and shouldn't save in the civilization stage unless you're able to capture an Economic city(if you do save and are unable to get an Economic City, then you must start all over).
If a creature you made is a Knight, if you reach them with another one of your Empires, your Knight empire will appear as and function as a Warrior, because Knights are noble Warriors (Although, the Platinum Spore mod allows them to be Knights).
Scientists receive the Gravitation Wave ability which, upon use, will destroy every city and tribe on a planet. Note that this breaches the galactic code and using it gives a negative relationship penalty of -30 for all empires within 10 parsecs. The best layout for them is Carnivore (bigger energy tanks) Predator (More health) Industrious (They start out with an Economic city, giving them a boost towards Economic) and Economic (more spice)
The Scientist philosophy can be reached by having red and blue cards, an equal number if starting from cell or tribe, or just two of one and one of the other from creature.
The Shaman philosophy can be reached by having 3 or 4 green cards. The remaining card can be of any colour. You can also get one green card in a game that started in civilization stage. The best layout for your remaining card is to use it in Civilization stage as an Economic (more spice, plus it pairs well with being a friendly creature). As an alternative for a final card, you may want prime specimen for your ship, as more health could be used for a longer time before you use Return Ticket to escape the fight.
The Trader philosophy can be reached by having 3 or 4 blue cards. The remaining card can be of any colour. It is best for the remaining card to be green in the Tribe stage (empires like you more)
The Wanderer philosophy cannot be reached by starting from previous stages and collecting cards. It is only given to races starting in the space stage. Wanderers originally received the Species Shuffler (which changed every creature and plant on the planet with another random one) , but it was later removed.
Note: Wanderer belongs to Philosophy of Order, though Wanderer doesn't seem Order very much. Just like Knight empires, Wanderer empires cannot be NPCs.
The Warrior philosophy can be reached by having 3 or 4 red cards. The remaining card can be of any color. However, if you started in the Tribal Stage, 2 red cards are enough; the same goes for one red card if you started from the Civ Stage. The other card can be: A. Omnivore (more food) B. Social (empires like you more) C. Economic (more spice)
As with any other cooldown abilities, Fanatical Frenzy can be exploited by quitting and joining the world, which resets the cooldown.
The Zealot philosophy can be reached by having red and green cards, an equal number if starting from cell or tribe, or just two of one and one of the other from creature. The best layout is Carnivore, Predator, Friendly, and Religious.
Path To Each ArchetypeEdit
There are 121 ways to obtain each archetype and its philosophy (1 for Wanderer, 12 for Bard, Ecologist and Knight each, and 14 for each of the remaining archetypes) 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. It is known that you are able to "skip" Tribal and Civilization stages by beating Creature Stage and then using a new file with that creature. These paths are generally undocumented.
Consequence abilities For Space StageEdit
|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 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||Pirate B Gone: Reduces the frequency of pirate raids|
Power Monger Effect and TestingEdit
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. This was probably intentional, as the next red consequence ability grants 1.5x health. The reference to increasing weapon efficiency was probably related to the assumption that mainly military archetypes (zealot, knight, warrior) would seek that particular trait.
In order to change your philosophy, you must do the following:
- Find an empire of the desired philosophy. You can find out an empire's philosophy by choosing "Diplomacy -> Tell me about your race."
- Take a look at its Empire-tier Value, (the little yellow star with a number in it) if it is already 4 or 5 jump to the next step. If it is 1-3, ask the Empire to attack neighboring systems and assist them to ensure they succeed. In this way you can force an empire to expand, effectively increasing their Empire-tier Value.
- Become their ally.
- Go into "Missions -> "Teach me your ways".
- Do the associated philosophy quest.
- Return to receive your change in philosophy, which also changes your Archetype to one of the associated archetypes. This gives you an achievement.
- If you Hit control+shift+c, a text box will come up. Type in "help", it will show a list of all the cheats which can be used in the space stage. one of these is setConsequenceTrait, which automatically gives you a personality card for a phase you have not played or a phase which you have skipped.
The format is "setConsequenceTrait cell_carnivore/omnivore/herbivore or tribe/civ_aggressive/mixed/social" If any of this confuses you, go to the cheat page on this wiki. WARNING: Using this cheat as well as some others disables any further achievements. Go to the cheat page for a complete list of achievement-disablers as well as how to solve that problem.
Archetype of Pollinated SpeciesEdit
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.
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. Fans have nick-named this Archetype "Groxology" or "Groxism".
A video on how to determine an alien empire's archetype. http://www.youtube.com/watch?v=eCrjDBc1qRk&feature=related