Contents
- 1 The Following is for a Mod I'm working on
- 2 Archetypes
- 2.1 Explorer
- 2.2 Oracle
- 2.3 Merchant
- 2.4 Conqueror
- 2.5 Disciple
- 2.6 Arbiter
- 2.7 Pirate
- 2.8 Guardian
- 2.9 Analyst
- 2.10 Architect
- 2.11 Path Suggestions
- 2.12 Artifacts
- 2.13 Achievements
- 2.13.1 General Core Achievements
- 2.13.2 Cell Stage Achievements
- 2.13.3 Creature Stage Achievements
- 2.13.4 Tribal Stage Achievements
- 2.13.5 Civilization Stage Achievements
- 2.13.6 Space Stage Achievements
- 2.13.7 General
- 2.13.8 Archetypal
- 2.13.9 General Galactic Adventures Achievements
- 2.13.10 General
- 2.13.11 Captain
- 2.13.12 Hidden Achievements
- 2.13.13 Glitches
- 2.13.14 Trivia
The Following is for a Mod I'm working on[edit | edit source]
All information below is subject to change as I work on the mod and this page, respectively.
Cell Stage[edit | edit source]
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; creatures with red face that you cannot befriend will like you except 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 possibly the creature your befriending/fighting | 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 (useful if BEING attacked) | Traps: Lay a trap to ensnare wild animals | Invulnerability: Make your vehicles impervious to damage for a limited time | Arms Dealer: This ability gives you a 20% discount on all combat tools. |
Creature Stage[edit | edit source]
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 | Artful Administration: 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 | Maximum Warp: 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 | Deft Designs: Doubles your spaceship's total health. |
Tribal Stage[edit | edit source]
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 | Auspicious Aura: Boosts your initial relationship with alien races (+30). |
Industrious | Ad Blitz: Allows faster city buyout | Manifest Destiny: Gives you a 20% discount on all colonization tool trades. |
Aggressive | Gadget Bomb: Damages buildings and vehicles and can help capture cities | Core Efficiency: Halves power drain from all tools. |
Civilization Stage[edit | edit source]
Behavior in Civilization stage | Space stage Consequence ability |
---|---|
Religious | Green Keeper: Decreases the rate of biodisasters on all of your colonies. |
Economic | Motivated Workers: Increases spice production from all of your colonies. |
Military | Powerful Presence: Reduces the frequency of pirate raids. |
Space Stage[edit | edit source]
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 | Gentle Generalist: Gives you a 20% discount on all standard equipment. Maximum Warp: Makes interstellar space travel faster (2/3 total flight time). Manifest Destiny: Gives you a 20% discount on all colonization tool trades. | |||
3 + Any | Gentle Generalist: Gives you a 20% discount on all standard equipment. Social Suave: Gives you an immediate 20% negotiation discount on all social tools. Artful Administration: Makes all of your colonies happy and reduces the likelihood of revolt. | |||
3 + Any | Arms Dealer: This ability gives you a 20% discount on all combat tools. Gentle Generalist: Gives you a 20% discount on all standard equipment. Manifest Destiny: Gives you a 20% discount on all colonization tool trades. | |||
3 + Any | Arms Dealer: This ability gives you a 20% discount on all combat tools. Deft Designs: Doubles your spaceship's total health. Motivated Workers: Increases spice production from all of your colonies. | |||
2 + 2 | 2 + 1 | 1 + 2 | Social Suave: Gives you an immediate 20% negotiation discount on all social tools. Manifest Destiny: Gives you a 20% discount on all colonization tool trades. Powerful Presence: Reduces the frequency of pirate raids. | |
2 + 2 | 2 + 1 | 1 + 2 | Artful Administration: Makes all of your colonies happy and reduces the likelihood of revolt. Auspicious Aura: Boosts your initial relationship with alien races (+30). Motivated Workers: Increases spice production from all of your colonies. | |
2 + 2 | 2 + 1 | 1 + 2 | Arms Dealer: This ability gives you a 20% discount on all combat tools. Maximum Warp: Makes interstellar space travel faster (2/3 total flight time). Powerful Presence: Reduces the frequency of pirate raids. | |
2 + 1 + 1 | Auspicious Aura: Boosts your initial relationship with alien races (+30). Core Efficiency: Halves power drain from all tools. Green Keeper: Decreases the rate of biodisasters on all of your colonies. | |||
1 + 2 + 1 | Maximum Warp: Makes interstellar space travel faster (2/3 total flight time). Core Efficiency: Halves power drain from all tools. Green Keeper: Decreases the rate of biodisasters on all of your colonies. | |||
1 + 1 + 2 | Deft Designs: Doubles your spaceship's total health. Maximum Warp: Makes interstellar space travel faster (2/3 total flight time). Core Efficiency: Halves power drain from all tools. |
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. | Artful Administration: Makes all of your colonies happy and reduces the likelihood of revolt. | Auspicious Aura: Boosts your initial relationship with alien races (+30). | Green Keeper: Decreases the rate of biodisasters on all of your colonies. |
Blue | Gentle Generalist: Gives you a 20% discount on all standard equipment. | Maximum Warp: Makes interstellar space travel faster (2/3 total flight time). | Manifest Destiny: Gives you a 20% discount on all colonization tool trades. | Motivated Workers: Increases spice production from all of your colonies. |
Red | Arms Dealer: This ability gives you a 20% discount on all combat tools. | Deft Designs: Doubles your spaceship's total health. | Core Efficiency: Halves power drain from all tools. | Powerful Presence: Reduces the frequency of pirate raids. |
Archetypes[edit | edit source]
Explorer[edit | edit source]

Explorer's communication background.
“Explorers want to sample a little bit of everything. The galaxy is vast and they want to experience it all.”
- - In-game description
Explorer Unique Power[edit | edit source]
The Explorer acquires the Return Portal unique ability. Return Portal can be used to instantly return to your home system from anywhere in the galaxy. This ability is extremely useful especially when your home-planet is being raided by pirates or when you must locate the Grox and then report back to mission control on your home planet.
Gaining The Explorer Archetype[edit | edit source]
Explorer Through Evolution[edit | edit source]
The Explorer archetype is given to species that start in the Space stage.
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Skipped | Skipped | Skipped | Skipped | Explorer |
Explorer Through Mission[edit | edit source]
You cannot become an Explorer through missions. If you ask a player-made Explorer empire to teach you to be like them, you will be given the Arbiter Mission instead. This makes it possible to turn 2 Explorer game saves both into Arbiter without talking to other empires
Explorer's Philosophy[edit | edit source]
Explorers follow the Scrolls of Order, although they do not speak or trade the same as Arbiters.
Explorer Ranks[edit | edit source]
- - Recruit
- - Vagabond
- - Pilgrim
- - Nomad
- - Wanderer
- - Pioneer
- - Seeker
- - Traveler
- - Adventurer
- - Voyager
- - Pathfinder
Explorer Adventure[edit | edit source]
There is no campaign adventure for Explorers. This is likely because only a player's save game empire can have the Explorer archetype.
Explorer Accessories[edit | edit source]
Archetype | |||||||||
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Oracle[edit | edit source]

Oracle's communication background. Color depends on creature's coat color. Creature is lit with soft white light.
“Oracles understand that all life shares a common bond. The flame of the Source burns within us all.”
- - Oracle
Oracle is one of several philosophies present in the Space Stage of Spore. NPC empires with this archetype are generally peaceful in nature and have a passive personality. Oracles rarely demand tribute from the player and if they do, they generally would not resort to war if the requirements are not met. However, in some cases, Oracles can declare war on other empires without warning. Oracles start out with a neutral relationship to other alien races so they are easy to ally with once the game progresses.
Oracle Unique Power[edit | edit source]
Oracles acquire the Harmonize unique ability. Harmonize can be used to temporarily boost your relation with an Empire. The ability sets the relationship to 0 and lasts for 2 minutes. They share this power with the Arbiter archetype.
Gaining The Oracle Archetype[edit | edit source]
Oracles Through Evolution[edit | edit source]
The Oracle archetype is awarded to species that gain a majority of green cards (one non-green card out of 4 is still allowed). Also, this archetype is given to those who start the game from the creature stage, gain one card of every color and end the civilization stage as a religious nation. It is possible to become a Oracle even if you are carnivorous in cell stage. You must play as socially as possible in the following stages to make up for it (it may be easier to quickly change the mouth to a herbivore mouth, but it is by no means impossible to do so as a carnivore, though harder).
The recommended path is Green Red Green Green, red for Prime Specimen.
- Cell: Discount on all social tools
- Creature: Deft Designs gives more health
- Tribal: Auspicious Aura boosts initial Relationship
- Civilization: Fewer Eco Disasters
- Space: Discount on standard equipment & Happier colonies.
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Herbivore | Social | Friendly | Religious | Oracle |
Herbivore | Social | Friendly | Economic | Oracle |
Herbivore | Social | Friendly | Military | Oracle |
Herbivore | Social | Industrious | Religious | Oracle |
Herbivore | Social | Aggressive | Religious | Oracle |
Herbivore | Adaptable | Friendly | Religious | Oracle |
Herbivore | Predator | Friendly | Religious | Oracle |
Omnivore | Social | Friendly | Religious | Oracle |
Carnivore | Social | Friendly | Religious | Oracle |
Skipped | Social | Friendly | Religious | Oracle |
Skipped | Adaptable | Aggressive | Religious | Oracle |
Skipped | Predator | Industrious | Religious | Oracle |
Skipped | Skipped | Friendly | Religious | Oracle |
Skipped | Skipped | Skipped | Religious | Oracle |
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §2,500,000, the mission given is to paint or sculpt 150 planets (Note: the in-game text just says to use the tools 150 times, but multiple uses on the same planet don't count). Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Oracle's Harmonize power.
Note also that you may not use planet sculpting or painting tools 150 times and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, then use planet sculpting or painting tools 150 times.
An easy way to do this is not all at once, but when you go on a new planet, just use a sculpt or paint tool. Be careful not to use them on Empire-owned planets, because it may hurt their relation to you, and in rare cases, even lead to War.
Oracle Philosophy[edit | edit source]
"We, the Oracle Empire are Philosophers of Harmony. Those who Harmonize with us have found inner stillness where it begins: In the mind.
In addition to discovering the beauty in all things, practicing Harmony grants the universal power to Harmonize with other forms of sentient life. From all points in the Universe, those in Harmony are always connected from across the infinite."
"Wise traveler. Learn all that you can, for there any many different true answers for life's questions. The beings for the Oracle Empire follow the Philosophy of Harmony. As such, we know that every species must find its own truth.
For the followers of Harmony, our touchstone is the soul. With our gift, we are able to touch the souls of others and Harmonize with them."
Trade[edit | edit source]
Oracle empires tend to sell peaceful, terraforming tools for cheaper than can be purchased at your own empire.
- Lower Terrain
- Small: §37,500
- Medium: §50,000
- Large: §100,000
- Level Terrain
- Small: §37,500
- Medium: §50,000
- Large: §100,000
- Raise Terrain
- Small: §37,500
- Medium: §50,000
- Large: §100,000
- Terra Hills: §75,000
- Terra Craters: §75,000
- Terra River
- Terra Canyon
- Repair Pack: §5,000
- Repair Mega Pack: §10,000
- Atmosphere Generator: §90,000
- Drought Generator: §90,000
- Ice Storm: §90,000
- Meteor Shower: §90,000
- Bio Protector: §150,000
- Bio Stabilizer: §150,000
- Colony Incredi-Pak: §75,000
- Spice Storage: §300,000
- Creature Tweaker: §250,000
- Embassy: §250,000
- Mind Erase
- Global Mind Erase: §30,000
- Monolith: §250,000
- Wildlife Sanctuary: §300,000
- Mini Happy Ray
- Cloud Vacuum
- Cloud Accumulator
- Refrigeration Ray
- Cold Cloud Vacuum
- Hot Cloud Vacuum
Oracle Religion[edit | edit source]
Scrolls of Harmony[edit | edit source]
“Science is all well and good, but all it does is tell us about the universe. It tells us how this atom bounces off of that atom, and how to measure this effect or that, and how heat moves around.”
“Science doesn't tell you any of the things you really want to know, like what the point of your whole existence might be, or whether some part of you will survive after death, or the meaning of good and evil. Science doesn't provide meaning.”
“Science tells us about the universe, but it doesn't tell us how to transcend the universe.”
“You can only answer the real question through spiritual exercise.”
“Because each individual is different, there is no one way that will work for all.”
“There is one mountain, but many paths.”
“You may choose any Way that you desire, but make certain that you choose a Way.”
“The Grox are a soulless race of killing machines. They oppose the Life Force in every way! They are incapable of enlightenment or transcendence.”
“It is not known who or what created the Grox, or why.”
“Some of our peers say that all answers are to be found at the center of the galaxy, but the Grox will not permit anyone to approach”
Oracle Beliefs[edit | edit source]
The Oracles talk about meditation and spiritual exercise, and that there are many ways to spiritually exercise. They also talk about enlightenment, which could be contacting Steve. The Oracles also mention a God that will Come, which is also mentioned by the Disciples as The False God that will Come, which could mean the Oracles and Disciples are at conflict. There is mention of other things also, mentioned in missions, such as The Great Waters and Ancient Evil.
Oracle empires sometimes ask you to deliver goods to the 'Teachers Who Are Still Loitering Around', showing they have working relationship with them; and might be as religious organization of some sorts.
Oracle Leadership[edit | edit source]
By the way Oracles are referred to, they could be a Chiefdom or Shamanism, led by a Chief or Shaman.

Tools used by Oracles in Galactic Adventures.
Oracle Ranks[edit | edit source]
- - Gatherer
- - Housecarl
- - Ritualist
- - Thane
- - Merkis
- - Chieftain
- - High Chieftain
- - Seer
- - Elder Seer
- - Primarch
Oracle Adventure[edit | edit source]
The Oracle campaign adventure is The Spirits are Restless, in which your captain goes on a journey to save a small village from vicious creatures known as Shabbols.
Oracle Accessories[edit | edit source]
Archetype | |||||||||
---|---|---|---|---|---|---|---|---|---|
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- Toxic Crystal - Similar to the Bladed Knuckles, but doesn't require energy to use and cannot be upgraded. The initial attack is quite weak, but targets may lose a great deal of health from the poison effect it causes. Replaces bite, and goes inactive if Bladed Knuckles are equipped.
- Swarm Magnet - Summons a swarm of insects to chase the target away. The insects also do damage over time. Similar to the Bee animation in the Creepy and Cute test drive, another Spore Expansion pack. Replaces spit (like the Plasma Pulser) but requires no energy to use and has a long start-up animation. Goes inactive if Plasma Pulser is equipped.
- Icy Band - Freezes the target for a period of time. Requires no energy and cannot be upgraded. Replaces Strike, and goes inactive if Lightning Strike is equipped.
- Mind Meld - Temporarily brainwashes an enemy and makes them your ally. Requires no energy and cannot be upgraded. Replaces charge, and goes inactive if Missile Flinger is equipped. There is currently a bug to make enemies a permanent ally.
Merchant[edit | edit source]

Merchant's communication backgrounds.
“Merchants are in it for the profit. Their primary allegiance is to the almighty treasury.”
- - In-Game description
Merchant is one of the ten philosophies present in the Space Stage of Spore.
Merchant Unique Power[edit | edit source]
The Merchants acquire the Superliminal Advertising unique ability. Superliminal Advertising can be used to instantly fill the economic takeover bar for any system the player has a trade route to when they're in their star system.
Gaining The Merchant Archetype[edit | edit source]
Merchants Through Evolution[edit | edit source]
The Merchant archetype is awarded to species that gain a 2/3rds or higher majority of Blue cards, or reach the Space Stage from the Creature Stage with one of each finishing on Blue.
The recommended path is Blue, Blue, Green, and Blue.
- Cell: Discount for all standard equipment
- Creature: Faster travel
- Tribal: Extra relation
- Civilization: Faster spice production
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Herbivore | Adaptable | Industrious | Economic | Merchant |
Omnivore | Social | Industrious | Economic | Merchant |
Omnivore | Adaptable | Friendly | Economic | Merchant |
Omnivore | Adaptable | Industrious | Religious | Merchant |
Omnivore | Adaptable | Industrious | Economic | Merchant |
Omnivore | Adaptable | Industrious | Military | Merchant |
Omnivore | Adaptable | Aggressive | Economic | Merchant |
Omnivore | Predator | Industrious | Economic | Merchant |
Carnivore | Adaptable | Industrious | Economic | Merchant |
Skipped | Social | Aggressive | Economic | Merchant |
Skipped | Adaptable | Industrious | Economic | Merchant |
Skipped | Predator | Friendly | Economic | Merchant |
Skipped | Skipped | Industrious | Economic | Merchant |
Skipped | Skipped | Skipped | Economic | Merchant |
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §2,500,000, the mission given is to sell 5,000 items. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Merchant's Superliminal Advertising power.
Note that you may not sell 5000 items and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, then sell 5000 items.
Be sure that the Merchant is not in war with another empire, otherwise, pick up the mission from the Merchant's homeworld (this goes for any archetype, especially Conquerors since they constantly pick a fight with another empire). This is because if the planet in which you accepted the mission has a weak defense and is at war, it will be conquered. If the planet does get conquered, you will have to start the whole mission over, and you will have wasted your time and money doing the mission.
Merchant Trade[edit | edit source]
Merchants offer a wide variety of items, although they don't have the best prices.
Tool | Price |
---|---|
Crop Circles | §60,000 |
Colony Incredi-Pak | §97,500 |
AOE Repair | §30,000 |
Energy Mega Pack | §10,000 |
Energy Pack | §5,000 |
Planet Scan | §50,000 |
Wormhole Key | §1,500,000 |
Create Creature | §975,000 |
Creature Tweaker | §325,000 |
Embassy | §325,000 |
Fireworks | §18,000 |
Global Mind Erase | §30,000 |
Mind Erase | §180,000 |
Monolith | §300,000 |
Supersizer | §260,000 |
Air Conditioning | §360,000 |
Cloud Accumulator | §270,000 |
Cold Cloud Vacuum | §360,000 |
Hot Cloud Seeder | §360,000 |
Hot Cloud Vacuum | §360,000 |
Refrigeration Ray | §270,000 |
Bio Stabilizer | §195,000 |
Colony Incredi-Pak | §97,500 |
Spice Storage | §250,000 |
Uber Turret | §450,000 |
Interstellar Drive 2 | $180,000 |
Interstellar Drive 4 | §375,000 |
Laser | §325,000 |
Mini Bomb | §260,000 |
Mini Auto Blaster | §65,000 |
Mini Pulse | §130,000 |
Proton Missile | §260,000 |
Shield | §325,000 |
Merchant's Philosophy[edit | edit source]
"As members of the Merchant Empire, we strongly believe in the Philosophy of Prosperity. It teaches us to mind our own business, and to mind it very well. There's no other Empire in the Universe that can compete with our levels of operational efficiency! Although I must say, you look like a clever species, and I'll bet you're doing a heck of a job running your Empire, aren't you? Don't be modest, of course, you are, or you wouldn't be here talking to me! Only the smartest species in the Universe know to seek out the Merchant Empire for all their financial advisory needs. And only the smartest species in the Universe sign up for our training courses on the Philosophy of Prosperity. We also offer group discounts if you know any other Empires who want to learn the secrets of the Tablet of Prosperity. Sorry, no refunds."

Merchant tools used in Galactic Adventures.
Merchant Ranks[edit | edit source]
- - Intern
- - New Hire
- - Junior Team Member
- - Team Member
- - Senior Team Member
- - Junior Specialist
- - Specialist
- - Senior Specialist
- - Junior Supervisor
- - Supervisor
- - Senior Supervisor
- - Chief Supervisor
- - Inventory Manager
- - Assistant General Manager
- - General Manager
- - Assistant Operator
- - Deputy Operator
- - Operator
- - Senior Operator
- - Assistant Administrator
- - Junior Administrator
- - Administrator
- - Senior Administrator
- - Executive Administrator
- - Assistant Director
- - Deputy Director
- - Junior Directer
- - Director
- - Senior Director
- - Executive Director
- - Associate Vice President
- - Assistant Vice President
- - Deputy Vice President
- - Junior Vice President
- - Senior Vice President
- - Vice President
- - Executive Vice President
- - President
- - Chief Marketing Officer
- - Chief Executive Officer
Campaign Adventure[edit | edit source]
The Merchant campaign adventure is Ruins of Doom, where the player is searching for The Golden Llama.
Captain Accessories[edit | edit source]
Archetype | |||||||||
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Conqueror[edit | edit source]

Conqueror's communication background.
“Conquerors seek to subjugate or destroy all in their path. The galaxy is a prize to be claimed by the strongest.”
- - In-game description
Conqueror is one of several philosophies present in the Space Stage of Spore. NPC empires with this archetype are considered fierce, robust, sometimes cruel.
Conqueror Unique Power[edit | edit source]
Conquerors acquire the Global EMP unique ability. Global EMP can be used to temporarily disable all ships and turrets on an enemy planet. (Note: If you use it on a planet that you own, all enemy ships will be disabled, not your own turrets or ships)
Conqueror Interactions[edit | edit source]
Often times, Conqueror AI empires are hostile toward the player and other empires. The most notable belligerent act Conquerors do is demand tribute to avoid military conflict. Conquerors start out with -30 relationship points if the game is played easy and -70 relationship points if played medium or hard difficulty.
Gaining The Conqueror Archetype[edit | edit source]
Conquerors Through Evolution[edit | edit source]
The Conqueror archetype is awarded to species that gain a majority of red cards, or reach Space from creature with the last stage finishing on red.
The recommended path could either be red-red-green-red or red-red-red-blue, depending on whether one wants extra spice or a relationship bonus in the Space Stage.
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Herbivore | Predator | Aggressive | Military | Conqueror |
Omnivore | Predator | Aggressive | Military | Conqueror |
Carnivore | Social | Aggressive | Military | Conqueror |
Carnivore | Adaptable | Aggressive | Military | Conqueror |
Carnivore | Predator | Friendly | Military | Conqueror |
Carnivore | Predator | Industrious | Military | Conqueror |
Carnivore | Predator | Aggressive | Religious | Conqueror |
Carnivore | Predator | Aggressive | Economic | Conqueror |
Carnivore | Predator | Aggressive | Military | Conqueror |
Skipped | Social | Industrious | Military | Conqueror |
Skipped | Adaptable | Friendly | Military | Conqueror |
Skipped | Predator | Aggressive | Military | Conqueror |
Skipped | Skipped | Aggressive | Military | Conqueror |
Skipped | Skipped | Skipped | Military | Conqueror |
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §2,500,000, the mission given is to conquer 20 systems. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Conqueror's Global EMP power.
Note that player may not conquer 20 systems and then automatically complete the mission upon its acceptance. Player must accept and pay for the mission first, then conquer 20 systems.
Conqueror's Philosophy[edit | edit source]
"The Conqueror Empire is strong and powerful. The Philosophy of Force is the only choice. All other philosophies are weak.
Those that are strong enough to follow the Philosophy of Force will have the added power to render their enemies helpless before their offensives."
Although Conquerors and Architects both prefer to use force to interact with other Empires, it is obvious that Conquerors would rather fight for their own intentions, unlike Architects who fight to 'cleanse' the galaxy from impurities.

Conqueror tools in Galactic Adventures.
Conqueror Ranks[edit | edit source]
- - Fighter
- - Soldier
- - Sergeant
- - First Sergeant
- - Major
- - Lieutenant
- - General
- - Admiral
- - Imperial Admiral
- - Emperor
Conqueror Adventure[edit | edit source]
The Conqueror campaign adventure is Infestation, where the player defends a helpless planet under attack from a Grox-caused infestation that wants to convert it.
Conqueror Weapons[edit | edit source]
Archetype | |||||||||
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Part | Damage | Cooldown | Energy cost |
---|---|---|---|
Bladed Knuckles 1 | 30 | 1.44 | 55 |
Bladed Knuckles 2 | 50 | 1.5 | 70 |
Bladed Knuckles 3 | 90 | 1.75 | 90 |
Plasma Pulser 1 | 20 | 1.55 | 80 |
Plasma Pulser 2 | 35 | 1.9 | 100 |
Plasma Pulser 3 | 55 | 2.5 | 125 |
Lightning Striker 1 | 35 | 1.5 | 80 |
Lightning Striker 2 | 70 | 1.75 | 110 |
Lightning Striker 3 | 115 | 2.1 | 135 |
Missile Flinger 1 | 35 | 3 | 150 |
Missile Flinger 2 | 60 | 3.5 | 180 |
Missile Flinger 3 | 90 | 4.5 | 220 |
Disciple[edit | edit source]

Disciple's communication backgrounds.
“Disciples are certain that their beliefs are the only absolute truth. The universe will hear the truth one way or another.”
- - In-game description
The Disciple philosophy is one of the 10 different Archetypes found in the Space Stage of Spore. NPC empires with this archetype have a similar personality to the Conqueror empires, in that they are quite aggressive, with additional religious undertones. Although they are both suited for diplomacy and military combat, they are aggressive towards other species and often declare war on other alien races without warning. Even if the player's species are Disciples themselves, NPC Disciples will still demand tribute from them and can declare war if the requirements are not met, making them the archetype players find themselves fighting the most, alongside Conquerors, as they constantly instigate hostility.
Disciple Characteristics[edit | edit source]
Disciple Unique Power[edit | edit source]
The Disciples acquire the Enlighten unique ability. Fanatical Frenzy can be used to convert any planet to your empire without destroying the cities, but it breaks the Galactic Code, so take caution if you wish to stay on good terms with nearby empires. However, if you use this near the Galactic Core, your relations with the Grox will improve.
Gaining the Disciple Archetype[edit | edit source]
Disciples through Evolution[edit | edit source]
The Disciple archetype is awarded to species that have only Red and Green cards. An even number of each is required if starting from the Cell or Tribal stages. Two of one and one of the other is required if starting from the Creature stage.
The Recommended Path is Red Red Green Green
- Cell: To help with next card and 20% discount on weaponry.
- Creature: Deft Designs Gives more health
- Tribal: Auspicious Aura boosts relationship points
- Civilization: Just easier to stick with the card because you started with it, having a reduced chance of Eco Disaster is always helpful.
- Space: Additional 20% discount on social and colonization tools, and fewer pirate raids.
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Herbivore | Social | Aggressive | Military | Disciple |
Herbivore | Predator | Friendly | Military | Disciple |
Herbivore | Predator | Aggressive | Religious | Disciple |
Carnivore | Social | Friendly | Military | Disciple |
Carnivore | Social | Aggressive | Religious | Disciple |
Carnivore | Predator | Friendly | Religious | Disciple |
Skipped | Social | Friendly | Military | Disciple |
Skipped | Social | Aggressive | Religious | Disciple |
Skipped | Social | Aggressive | Military | Disciple |
Skipped | Predator | Friendly | Religious | Disciple |
Skipped | Predator | Friendly | Military | Disciple |
Skipped | Predator | Aggressive | Religious | Disciple |
Skipped | Skipped | Friendly | Military | Disciple |
Skipped | Skipped | Aggressive | Religious | Disciple |
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §5,000,000, the mission given is to create new colonies on 15 different planets. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Disciple's Enlighten power.
Note that you may not colonize 15 planets and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, and then colonize 15 planets. Acquiring another empire's existing colonies does not appear to contribute to the mission goal. You must construct colonies on 15 uninhabited planets (via the Colony Incredi-Pak) in order for the colony to count. It should count towards the mission goal if you destroy a foreign planet's existing cities or tribal huts (rendering the world uninhabited) and then colonize it.
It is also possible to destroy one of your own T0 colonies and replace it multiple times on the same planet to complete the mission.
Disciple Philosophy[edit | edit source]
“"We the Disciple Empire follow the one, true Philosophy of Faith. Woe be to those who do not share our beliefs in the teachings of Spode, for they are wrong in the face of all that is right! If they were only to repent now and admit their errancy, we the Disciple Empire would take mercy upon them and help them to see the way of the Rightious"”
Disciple empires believe in the teachings of Spode, an as-yet unseen and unknown to exist omnipotent creature that, according to Disciple Philosophy, opposes the Grox and represents the ultimate power in the Galaxy. The exact nature of these teachings is unknown, but it can be gleaned from Disciple behavior that they are told (or have been at least misinformed) to destroy non-believers. The only thing they hate more than the Grox is "The False God That Will Come", an entity worshipped among Oracle empires. This is possibly why their main NPC enemies in certain Maxis-made adventures are Oracles. Because of their aggressive nature, players often find Disciples as the first enemy empires in the space stage, and they can attack you even if you are a Disciple yourself. At first, you will get a bonus 10 relationship if you are also a Disciple but over time the small relation bonus goes away.
Disciple Trade[edit | edit source]
Disciples have basic ship enhancements available such as weapons and tools for interacting with primitives, as well as basic terraforming tools.
- Atmosphere Generator: §90,000
- Drought Generator: §90,000
- Ice Storm: §90,000
- Meteor Shower: §90,000
- Colony Incredi-Pak: §90,000
- Repair Pack: §5,000
- Crop Circles: §50,000
- Mind Erase: §150,000
- Global Mind Erase: §25,000
- Interstellar Drive 2: §75,000
- Interstellar Drive 5: §1,000,000
- Small Health: §75,000
- Laser: §375,000
- Mini Auto Blaster: §75,000
- Mini Bomb: §300,000
- Mini Happy Ray: §100,000
- Mini Pulse: §150,000
- Proton Missile: §300,000
Scrolls of Faith[edit | edit source]
“The questions of a million years oppress us. Who am I? Why was I made? What is my purpose? What is the purpose of the universe? Shall I survive after death? Can I be happy? Scientists can only tell us about forces and matter. Philosophers chase each other in circles. None of them can really answer the questions that we really care about.”
“Only Spode has the answers. Follow the Law of Spode, and all shall be clear.”
“Faith in Spode quiets all doubt. Spode tells you why you exist, assures you that you have a purpose, tells you how to behave, and assures you of eternal happiness. Those opposed to Spode say that there is no evidence for any of these assertions. But what evidence is needed, beyond the joy in the hearts of those who follow Spode?”
“It is natural for the followers of Spode to wish to spread this joy. This is why we engage in missionary work and in conquest, so that more of Spode's creatures can be brought to Spode's Truth.”
“That is why we are vigilant against those who do not accept the Truth. If false doctrine causes a follower to doubt, that person's eternal happiness is in jeopardy! In order to free ourselves from doubt, we strive to eliminate all who reject Spode's Word.”
“Spode's greatest enemies are the Grox and those who believe in the false God That Will Come.”
“The Grox are a machine race incapable of understanding the Word of Spode. They are a blasphemy in machine form.”
“The Grox prevent us from shining the light of Spode on the center of the galaxy. On the Day of Reckoning, we shall destroy them in Spode's holy name!”
“The God That Will Come is a false deity. If this god exists at all, it is a demon bent on preventing Spode's worship. Whenever you encounter his followers, you should know you have encountered an enemy!”
“Love Spode and follow his Truth! Otherwise, your life is meaningless.”
Disciple Beliefs[edit | edit source]
The Disciples follow the being known as Spode. They are, as their names suggests, very zealous of their beliefs. Spode's appearance isn't mentioned much, but it is said he has tentacles. The Disciples also speak of the Eye of Spode. This is likely to be the center of the Galaxy, which could mean the spiral arms are the tentacles, which could mean that Spode is the Galaxy. However, the Disciples refer to Spode in such a way that it would be more likely that Spode created the Galaxy in his image.
Spode's true power is unknown, but in a Maxis-made adventure, when a Spode Priest finishes his prayers, lightning falls from the sky and kills all the enemies and destroys their boats.
In some missions, the Disciples mention that Spode has a pet, and they ask you to retrieve one of its species.
Disciples also believe in demons. In some eradication mission where creatures must be eradicated, the Disciples will claim that these creatures must be eradicated due to them being demonic entities. And mentioned in the Scrolls of Faith, they also believe that the God That Will Come, if it exists, must also be a demon.
Disciple Leadership[edit | edit source]
Most people who ponder on this tend to assume that Disciples are probably a Theocracy. They are led by their god, Spode, and priests and/or nuns.

Disciple tools in Galactic Adventures.
Disciple Ranks[edit | edit source]
- - Believer
- - Worshipper
- - Acolyte
- - Deacon
- - Teacher
- - Priest
- - Paladin
- - Templar
- - Apostle
- - Prophet
Disciple Adventure[edit | edit source]
The Disciple campaign adventure is Temple of Spode where the player has to escort Falloha, a Priest of Spode, to the titular location, fighting off assailants from a group known as the Black Claw along the way. According to the dialogue from the Black Claw attackers as well as from the Disciple empire from which the player accepted the adventure mission, the Temple of Spode, and presumably the Spode-worshipping Blaharan village around it, was built by Disciples on territory that formerly belonged to the Black Claw, hence their enmity.
Disciple Accessories[edit | edit source]
Archetype | |||||||||
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Arbiter[edit | edit source]

Arbiter's communication background. Detail colors change with creature's coat color.
“Arbiters are negotiators and problem solvers. Peace will come to the galaxy only through open communication between species.”
- - In-game description
Arbiters are rather peaceful empires. They often create alliances with other empires and expand quickly. They follow the Scrolls of Order.
Computer-controlled alien species with this archetype are very easy to ally and are much easier than any other archetype empires, except Merchants, who are also friendly from the start. Arbiters make great allies since they generally do not attack other empires unless when paid to do so, unlike other computer controlled archetypes which can attack other empires allied to the player. Arbiter species are also fast colonizers and can reach empire level 5 in less than an hour. Despite their fast colonization, their star systems usually have a T-score of 0 so they are still vulnerable to empires that are specially suited for combat. Arbiter empires have a Grand Council for a government, which is often mentioned in communication.
Arbiter Unique Power[edit | edit source]
Arbiters acquire the Harmonize unique ability. Harmonize can be used to temporarily boost your relation with an Empire. The ability sets the relationship to 0 and lasts for 2 minutes. They share this power with the Oracle archetype.
Gaining The Arbiter Archetype[edit | edit source]
Arbiters Through Evolution[edit | edit source]
The Arbiter archetype is awarded to species that gains an equal number of green and blue cards.
The recommended trait card pattern for obtaining the Arbiter archetype is Green, Blue, Blue, Green.
- Cell: 20% discount on social tools
- Creature: Faster travel
- Tribal: 20% discount on colonization tools
- Civilization: Fewer Biodisasters
- Space: Happier colonies, automatic relationship bonus, & faster spice production
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Herbivore | Social | Industrious | Economic | Arbiter |
Herbivore | Adaptable | Friendly | Economic | Arbiter |
Herbivore | Adaptable | Industrious | Religious | Arbiter |
Omnivore | Social | Friendly | Economic | Arbiter |
Omnivore | Social | Industrious | Religious | Arbiter |
Omnivore | Adaptable | Friendly | Religious | Arbiter |
Skipped | Social | Friendly | Economic | Arbiter |
Skipped | Social | Industrious | Religious | Arbiter |
Skipped | Social | Industrious | Economic | Arbiter |
Skipped | Adaptable | Friendly | Religious | Arbiter |
Skipped | Adaptable | Friendly | Economic | Arbiter |
Skipped | Adaptable | Industrious | Religious | Arbiter |
Skipped | Skipped | Friendly | Economic | Arbiter |
Skipped | Skipped | Industrious | Religious | Arbiter |
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §5,000,000, the mission given is to form 5 new alliances. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Arbiter's Harmonize power.
Note: You may not make 5 alliances, and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, followed by forging five new alliances.
Arbiter's Philosophy[edit | edit source]
"We, the Arbiter Empire follow the Philosophy of Order. Our councils keep the galaxy stable and peaceful, and update all the forms and Galactic Calendars. It's the way of measurable progress. Without Order, civilization decays.
Accordingly, we have adapted Harmonic Super-Technology which soothes the soul and allows for peaceful contact with otherwise hostile races. We use this to halt the hostility of disorderly civilizations anywhere so that we can negotiate them into an alliance, and make certain that the forms get filed on time, ofcourse, in triplicate."
CPU Arbiters act similarly to Guardians and Oracles.
Arbiter Rares[edit | edit source]
The Arbiters rare treasures are the Scrolls of Order. The combined value of the Scrolls of Order is $450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for $4,500,000 instead.

Arbiter tools in Galactic Adventures.
Arbiter Ranks[edit | edit source]
- - Assistant
- - Attache
- - 2nd Secretary
- - 1st Secretary
- - Magistrate
- - Counselor
- - Minister
- - Commissioner
- - High Counselor
- - Grand Counselor
Arbiter Adventure[edit | edit source]
The Arbiter campaign is Delicate Negotiations, similar story to Romeo and Juliet, but with a happier ending.
Arbiter Accessories[edit | edit source]
Archetype | |||||||||
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Pirate[edit | edit source]

Pirate's communication background. Paneling color depends on creature's coat color.
“Pirates take what they want and never ask for permission. The galaxy is filled with treasures waiting to be liberated.”
- - In-game description
Alien species controlled by the computer with this archetype generally have a similar personality to the Guardian since they both are passive in nature and often do not (openly) attack other empires unless they are provoked. Computer controlled Pirates always begin with a -30/-70 relationship to the player, but often demand tribute from them. As the game progresses, they become easier to ally and may value their relationship with the player's species by offering the player tribute.
Pirate Unique Power[edit | edit source]
Pirates acquire the Raider Rally unique ability. Raider Rally can be used to instantly create a pirate raid event on a colonized planet.
Gaining The Pirate Archetype[edit | edit source]
Pirates Through Evolution[edit | edit source]
The Pirate archetype is awarded to species that gain an equal number of Red and Blue cards if the game is started from the cell or tribal stages, or two Red and one Blue/two Blue and one Red if the game is started from the creature stage.
The Recommended Path is Red Red Blue Blue.
- Cell - Power Monger so your spaceship has extra energy
- Creature - Prime Specimen to have more health
- Tribe - Colony Craze for discounted tools
- Civilization - Spice Savant so you have more spice from your cities
Behavior in the Cell Stage | Behavior in the Creature Stage | Behavior in the Tribal Stage | Behavior in the Civilization Stage | Resulting archetype |
---|---|---|---|---|
Omnivore | Adaptable | Aggressive | Military | Pirate |
Omnivore | Predator | Industrious | Military | Pirate |
Omnivore | Predator | Aggressive | Economic | Pirate |
Carnivore | Adaptable | Industrious | Military | Pirate |
Carnivore | Adaptable | Aggressive | Economic | Pirate |
Carnivore | Predator | Industrious | Economic | Pirate |
Skipped | Adaptable | Industrious | Military | Pirate |
Skipped | Adaptable | Aggressive | Economic | Pirate |
Skipped | Adaptable | Aggressive | Military | Pirate |
Skipped | Predator | Industrious | Economic | Pirate |
Skipped | Predator | Industrious | Military | Pirate |
Skipped | Predator | Aggressive | Economic | Pirate |
Skipped | Skipped | Industrious | Military | Pirate |
Skipped | Skipped | Aggressive | Economic | Pirate |
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §10,000,000, the mission given is to collect 25 rare artifacts. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Pirate's Raider Rally power.
Note that you may not collect 25 artifacts and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, THEN collect 25 artifacts. However, if you drop an artifact that you currently own and pick it back up it will be counted, but this only works once.
Pirate's Philosophy[edit | edit source]
"We, the Pirate Empire are followers of the Philosophy of Chance. We roam the cosmos in search of loot to be liberated from the hands of those unworthy to hold it. Who decides who is most worthy? Fate. If you could not hold onto your wealth, you were not meant to have it in the first place.
Soon we will tell you what awaits you if you join us...
Pirate Rares[edit | edit source]
The Pirate's rare treasures are the Blocks of Chance. The combined value of the Blocks of Chance is $450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for $4,500,000 instead. If you sell one of them to the Pirates, then it will sell for $90,000, and if you have all of them in your cargo hold at the same time, the set will sell for $9,000,000.

Pirate tools in Galactic Adventures.
Pirate Ranks[edit | edit source]
- - Runner
- - Courier
- - Profiteer
- - Smuggler
- - Quartermaster
- - Sailingmaster
- - Boatswain
- - Commander
- - Fleet Commander
- - Pirate Lord
Pirate Adventure[edit | edit source]
The Pirate campaign mission is Concert in the Park, where the player has to escort a galactic rock star and his band get to their concert.
Pirate Accessories[edit | edit source]
Archetype | |||||||||
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Guardian[edit | edit source]

Guardian's communication background. Portal and leaf colors match your creature's coat color.
“Guardians are the protectors of nature. Species that attempt to exploit and corrupt the galaxy must be exterminated.”
- - In-game description
Alien species controlled by the computer with this archetype generally have the same personality as the Oracles since they both are passive in nature and often do not attack other empires unless they are provoked. Computer controlled Guardians have a neutral relationship to begin with and rarely demand tribute from the player. As the game progresses, they become easier to ally and may value the player's species by giving them tribute.
Oddly enough, Guardian empires will demand tribute after you use the staff of life.
Guardian Unique Power[edit | edit source]
The Guardian acquires the Gravitation Wave unique ability. Gravitation Wave can be used to destroy all tribes or cities on a planet, but breaks the Galactic Code. Note: If you are in the Tribal Stage or Civilization Stage, Guardians in the Space Stage won't use it on your planet.
Gaining The Guardian Archetype[edit | edit source]
Guardians Through Evolution[edit | edit source]
The Guardian Archetype is awarded to species that gain every card, plus an additional Green.
The Recommended Path is Green Green Blue Red
- Cell: 20% discount on all social tools
- Creature: Happier Colonies
- Tribal: 20% discount on colonization tools.
- Civilization: Fewer Pirate raids.
- Space: Boost to initial relationship, half power usage, & fewer biodisasters.
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §10,000,000, the mission given is to Fill out 50 ecosystems. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Guardian's Gravitation Wave power.
Note that you may not fill out 50 ecosystems and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, then fill out 50 ecosystems. Using the Species Eradicator to create an incomplete ecosystem and then refilling it does count to the 50 ecosystems you have to fill. Filling 50 ecosystems means completing any food level 50 times, not raising the T-Score 50 times.
Guardian's Philosophy[edit | edit source]
"We, the (Guardian) Empire, believe in the Stones of Life. We believe that all life, all existence, is part of a greater whole. Some call this whole the Source, some, the Way, but whatever its name, it flows in us and we in it in an infinite moebius.
We are one with the plants, the animals, and the stars in the heavens. Those that errantly believe that they can harm other entities without harming themselves must be removed for the good of the whole, and to that end, we possess the ability to cleanse harmful civilizations from planets without bringing harm to its flora and fauna. We do this through our Gravitation Wave technology.."
It should be noted that although the card describes Guardians as dogmatic aliens perfectly willing to commit genocide against those who disagree with their ways (much like Disciples), this is not how the computer plays them. In fact, the Guardians are quite peaceful just like Oracles and/or Merchant.
Guardian Rares[edit | edit source]
The Guardians' rare treasures are the Stones of Life. The combined value of all Stones of Life is $450,000. However, if you have all of them in your cargo at one time, they will sell for $4,500,000 instead. If you sell one to an Guardian empire, it will sell for $90,000. If you sell the whole set of them to an Guardian empire, they will be valued at $9,000,000.
Guardian Trade[edit | edit source]
Guardians provide mainly terraforming and sculpting tools.
- Energy Pack: §5,000 Sporebucks
- Atmosphere Generator: §75,000 Sporebucks
- Drought Generator: §75,000 Sporebucks
- Ice Storm: §75,000 Sporebucks
- Meteor Shower: §75,000 Sporebucks
- Creature Tweaker: §250,000 Sporebucks
- Small Energy Storage: §75,000 Sporebucks
- Lower Terrain (Small): §37,500 Sporebucks
- Raise Terrain (Small): §37,500 Sporebucks
- Level Terrain (Small): §37,500 Sporebucks
- Terra Hills
- Terra Craters

Guardian tools in Galactic Adventures.
Guardian Ranks[edit | edit source]
- - Tender
- - Gardener
- - Custodian
- - Keeper
- - Curator
- - Sentinel
- - Cultivator
- - Caretaker
- - Warden
- - Lifeshaper
Guardian Adventure[edit | edit source]
The Guardian campaign adventure is It Came from the Sky, where the player has to investigate a spaceship crash on an ice planet.
Guardian Accessories[edit | edit source]
Archetype | |||||||||
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Analyst[edit | edit source]

Analyst's communication background. Background panel and lower wall color matches your creature's coat color.
“Analysts are logical and calculating. The galaxy exists to be studied and understood.”
- - In-game description
Analysts are one of ten archetypes found in Spore. NPC Analysts are generally passive in personality and will sometimes demand tribute as the game progresses. Interestingly, Analysts in the game are suited for military combat but rarely attack other civilizations. They start out with a neutral relationship to other empires and generally do not attack unless they are provoked. Their voice is chopped, monotone and computer-like, which could be a reference to Stephen Hawking.
Analyst Unique Power[edit | edit source]
The Analyst acquires the Gather Specimens unique ability. Gather Specimens can be used to instantly abduct 2 of each species from a planet. This makes it easy to get Zoologist 5.
Gaining The Analyst Archetype[edit | edit source]
Analysts Through Evolution[edit | edit source]
Starting from scratch, the Analyst archetype is awarded to species that gains all the cards plus one extra Blue.
The recommended path is Blue, Red, Green, Blue.
- Cell: Discount for all standard equipment
- Creature: Deft Designs gives you more health
- Tribal: Boost to relationships
- Civilization: Faster spice production
- Space: Faster space travel, half power usage, & fewer biodisasters.
Through Mission[edit source]
First you must ally with an empire following this philosophy with a strength factor of 4 or 5, then you may request to become 'like' them from the mission interface. After paying §5,000,000, the mission given is to explore 20 non-planetary systems. Upon completion return to claim your reward and you will change your philosophy and associated archetype, losing your old superpower and gaining the Analyst's Gather Specimens power.
Note: you may not explore 20 non-planetary systems and then automatically complete the mission upon its acceptance. You must accept and pay for the mission first, THEN explore 20 non-planetary systems.
Analyst's Philosophy[edit | edit source]
"We the Analyst Empire follow the Patterns of Evidence."
"It is our duty to study, dissect and examine the universe around us. We seek knowledge and it is our fervent belief that every question can be answered with research, systematic categorization, dedication, and logic. Knowledge is our fuel and there is no higher calling than learning. Those who try to prevent us from our scholarship only stand in the way of progress."
Analysts will, without doubt, battle against anyone who dares to disturb them. Despite this, the Analyst Empires are basically neutral to begin with.
Analyst Trade[edit | edit source]
Analysts sell many useful items for terraforming and exploration at lower prices than normal.
- Energy Pack: §5,000
- Energy Mega Pack: §10,000
- Atmosphere Generator: §90,000
- Drought Generator: §90,000
- Colony Incredi-Pak: §97,500
- Small Energy Storage: §75,000
- Lower Terrain (Small)
- Raise Terrain (Small)
- Level Terrain (Small)
- Spice Storage: §325,000
- Terra Craters
- Terra Hills
- Uber Turret: §450,000
- Ice Storm: §90,000
- Meteor Shower: § 90,000
- Interstellar Drive 2

Analyst Tools in Galactic Adventures.
Analyst Ranks[edit | edit source]
- - Student
- - Technician
- - Researcher
- - Engineer
- - Instructor
- - Coordinator
- - Advisor
- - Chief Advisor
- - Ascendant
- - High Ascendant
Analyst Campaign[edit | edit source]
The Analyst campaign is TX-5000 Super Weapon, where the player must destroy the titular weapon.
Analyst Accessories[edit | edit source]
Archetype | |||||||||
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Analyst Titles[edit | edit source]
After unlocking all four accessories of a single class, your captain is given a secondary title. These titles vary depending on what accessory you have equipped and are prioritized accordingly. The following sub titles come with the Analyst accessory line:
- "The Silent" (Compact Generator)
- "The Tenacious" (Compact Battery)
- "The Logical" (Power Generator)
- "The Intelligent" (Power Battery)
Architect[edit | edit source]

Architect's communication background. The creature is lit from the bottom with an orange light.
“Architects seek to impose their own brand of order on the chaos of the universe as they see it. All will be remade into its ideal form.”
- - In-game description
Architect is one of the ten philosophies present in the Space Stage of Spore.
Unlike other philosophies, Architects can't be encountered as randomly generated AI empires during Space Stage, other than the Grox. For unknown reasons, there is no entry for Architects in the game files that set the chance of any given empires spawning and as such, they will never appear.
The only possibility to encounter them is to find a saved-game empire with a Architect trait. However, they function exactly the same as the Conqueror archetype.
Architect Unique Power[edit | edit source]
The Architect acquires the Deploy Interceptor unique ability. Summon Mini-U can be used to summon a miniature version of player's own ship that acts as an ally in their fleet. Pirates also have the Deploy Interceptor ability, yet they can create more than one Interceptor.
Architect Interactions[edit | edit source]
Like Conqueror, Architect AI empires are often initially hostile toward the player and other empires. The most notable belligerent act Architects do is demand tribute to avoid military conflict, although they do so far less often than Conquerors. Architects start out with -30 relationship points if the game is played easy and -70 relationship points if played medium or hard difficulty.
Gaining The Architect Archetype[edit | edit source]
Architects Through Evolution[edit | edit source]
The Architect archetype is awarded to species that gain every color, plus an extra red card.
Architects Through Mission[edit | edit source]
It is impossible to encounter Architects in the galaxy, as for some reason there are no AI empires that are Architects. It is possible to meet a Architect if one of the player's other saved games are Architects, but they will receive the Conqueror mission instead.
Architect Tips[edit | edit source]
The Recommended Path (with arguably the best array of passive abilities for Space stage) is Red Red Green Blue
- Cell: Power Monger provides extra energy
- Creature: Prime Specimen gives more health
- Tribal: Gracious Greeting boosts relations
- Civilization: Spice Savant gives faster spice production
Another good path is Blue Red Green Red
- Cell: Gentle Generalist gives a 20% discount on general goods
- Creature: Prime Specimen gives more health
- Tribal: Gracious Greeting boosts relations
- Civilization: Pirates-B-Gone reduces the chance of attacks on colonies by pesky pirates
This order is recommended for people who want to socialize. Also, being omnivorous gives a varied diet in the Creature Stage and Tribal Stage, but this order does have drawbacks. The player will start out as a religious city and so, they must capture a military city and use it to capture the rest of the cities manually without any special powers. The player will also need to rebuild cities once they capture them for they will be severely damaged. Beside that, the player get general tools more cheaply, they get facilitated interaction with other empires, making it easier to ally them (even with the Grox), their spaceship will have more health, and their colonies will be protected from pirates.
Depending on the specific trait cards given, Architect empires can be very good at both socializing and fighting. If the trait is obtained through red-red-green-blue, the consequence abilities will make the player's weapons more efficient (military), the player will get a bonus to relations (social), they will have more ship health (all-around useful) and they will be able to make money easier (extremely useful).
Architect Philosophy[edit | edit source]
Architects do not have their own Philosophy, the Philosophy of Force is shown instead.
"We the (Architect) empire know the philosophy of force. It is strength and it is victory.
First, we were the strongest among our neighbors, then we were the strongest in all our lands. Then, we found new neighbors and new lands. We went there in great numbers, and we fought and we were the strongest there too. And now we are the strongest of all empires... all empires but one.
If anyone dares challenge the (Architect) empire, then we will fight and we will win.'"
As stated above, Architect Empires used to battle against other sentient beings until they became the "strongest of all empires, all empires but one". This may hint that their only rival is none other than the Grox.
Architect Accessories[edit | edit source]
Archetype | |||||||||
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Architect Ranks[edit | edit source]
- - Laborer
- - Builder
- - Fabricator
- - Manufacturer
- - Contractor
- - Designer
- - Artisan
- - Founder
- - Creator
- - Worldshaper
Path Suggestions[edit | edit source]
- One of the most practical sets of behaviours and consequence abilities for the Space Stage is Omnivore (Gentle Generalist), Predator (Deft Designs), Friendly (Auspicious Aura), then Economic (Motivated Workers). Which will give the Analyst Archetype, (Core Efficiency, Green Keeper, & Maximum Warp).
- If you want to build a massive space empire, Green-Green-Blue-Red is recommended. Your automatically acquired Auspicious Aura and Core Efficiency allow you to acquire every space syage Tribal Card bonus with Manifest Destiny, allowing for cheaper expansion, and Maximum Warp makes your exploration and travel faster (and more enjoyable), while Intimidating Presence and Green Keeper will make you experience less unwanted interruptions (Biodisasters are capable of decreasing the planet T-score, making them a serious issue), and also provide you with a powerful conquest tool in Gravitation Wave. 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 Maximum Warp, but Ship Health can be valuable for taking out Grox in head-on combat, and you'll be able to start Space Stage with arguably the best superpower, taking over lucrative homeworlds instantly with the help of Enlighten. Additionally, you will have a 20% discount on weaponry, colonization, and socialization tools, an immediate +20 relationship bonus with other empires, and a reduction in Biodisasters and Pirate Raids.
Artifacts[edit | edit source]
Chronicles of the Traveler[edit source]
The Chronicles of the Traveler are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Chronicles of the Traveler contain the ideals that the Explorers of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Chronicles of the Traveler is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Chronicle One[edit source]
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Chronicle Two[edit source]
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Chronicle Three[edit source]
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Chronicle Four[edit source]
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Chronicle Five[edit source]
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Chronicle Six[edit source]
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Chronicle Seven[edit source]
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Chronicle Eight[edit source]
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Chronicle Nine[edit source]
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Chronicle Ten[edit source]
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Analects of Harmony[edit source]
The Analects of Harmony are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Analects of Harmony contain the ideals that the Oracles of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Analects of Harmony is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Analects One[edit source]
Analects Two[edit source]
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Analects Three[edit source]
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Analects Four[edit source]
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Analects Five[edit source]
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Analects Six[edit source]
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Analects Seven[edit source]
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Analects Eight[edit source]
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Analects Nine[edit source]
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Analects Ten[edit source]
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Scrolls of Fortune[edit source]
The Scrolls of Fortune are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Scrolls of Fortune contain the ideals that the Merchants of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Scrolls of Fortune is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Fortune Scroll One[edit source]
Fortune Scroll Two[edit source]
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Fortune Scroll Three[edit source]
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Fortune Scroll Four[edit source]
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Fortune Scroll Five[edit source]
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Fortune Scroll Six[edit source]
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Fortune Scroll Seven[edit source]
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Fortune Scroll Eight[edit source]
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Fortune Scroll Nine[edit source]
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Fortune Scroll Ten[edit source]
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Stones of Force[edit source]
The Stones of Force are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Stones of Force contain the ideals that the Conquerors of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Stones of Force is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Force Stone One[edit source]
Force Stone Two[edit source]
Force Stone Three[edit source]
Force Stone Four[edit source]
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Force Stone Five[edit source]
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Force Stone Six[edit source]
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Force Stone Seven[edit source]
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Force Stone Eight[edit source]
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Force Stone Nine[edit source]
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Force Stone Ten[edit source]
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Book of Faith[edit source]
The Book of Faith is a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Book of Faith contain the ideals that the Disciples of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Book of Faith is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Faith, Chapter One[edit source]
Faith, Chapter Two[edit source]
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Faith, Chapter Three[edit source]
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Faith, Chapter Four[edit source]
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Faith, Chapter Five[edit source]
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Faith, Chapter Six[edit source]
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Faith, Chapter Seven[edit source]
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Faith, Chapter Eight[edit source]
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Faith, Chapter Nine[edit source]
Faith, Chapter Ten[edit source]
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Articles of Order[edit source]
The Articles of Order are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Articles of Order contain the ideals that the Arbiters of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Articles of Order is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Article One[edit source]
Article Two[edit source]
Article Three[edit source]
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Article Four[edit source]
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Article Five[edit source]
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Article Six[edit source]
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Article Seven[edit source]
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Article Eight[edit source]
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Article Nine[edit source]
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Article Ten[edit source]
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Blocks of Chance[edit source]
The Blocks of Chance are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Blocks of Chance contain the ideals that the Pirates of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Blocks of Chance is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Chance Block One[edit source]
Chance Block Two[edit source]
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Chance Block Three[edit source]
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Chance Block Four[edit source]
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Chance Block Five[edit source]
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Chance Block Six[edit source]
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Chance Block Seven[edit source]
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Chance Block Eight[edit source]
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Chance Block Nine[edit source]
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Chance Block Ten[edit source]
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Emerald Tablets of Life[edit source]
The Emerald Tablets of Life are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Emerald Tablets of Life contain the ideals that the Guardians of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Emerald Tablets of Life is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Emerald Tablet One[edit source]
Emerald Tablet Two[edit source]
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Emerald Tablet Three[edit source]
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Emerald Tablet Four[edit source]
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Emerald Tablet Five[edit source]
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Emerald Tablet Six[edit source]
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Emerald Tablet Seven[edit source]
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Emerald Tablet Eight[edit source]
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Emerald Tablet Nine[edit source]
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Emerald Tablet Ten[edit source]
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Patterns of Evidence[edit source]
The Patterns of Evidence are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Patterns of Evidence contain the ideals that the Analysts of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Patterns of Evidence is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Patterns One[edit source]
Patterns Two[edit source]
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Patterns Three[edit source]
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Patterns Four[edit source]
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Patterns Five[edit source]
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Patterns Six[edit source]
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Patterns Seven[edit source]
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Patterns Eight[edit source]
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Patterns Nine[edit source]
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Patterns Ten[edit source]
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Paradigms of Creation[edit source]
The Paradigms of Creation are a set of artifacts that can be found throughout the galaxy. Like all other sets of rares and artifacts, they are randomly scattered, meaning that there is generally no way of knowing or predicting where they will end up in a planet in any specific game. The Paradigms of Creation contain the ideals that the Architects of the galaxy uphold and as such they will pay double the price listed, although your own empire only pays the normal price regardless of its archetype. The combined value of the Paradigms of Creation is §450,000. However, if you have all of them in your cargo hold at the same time, the set will sell for §4,500,000 instead.
Paradigms One[edit source]
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Paradigms Two[edit source]
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Paradigms Three[edit source]
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Paradigms Four[edit source]
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Paradigms Five[edit source]
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Paradigms Six[edit source]
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Paradigms Seven[edit source]
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Paradigms Eight[edit source]
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Paradigms Nine[edit source]
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![]() Paradigms Nine |
Paradigms Ten[edit source]
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![]() Paradigms Ten |
Achievements[edit | edit source]
Achievements are received by performing certain tasks during the game, or by the popularity of the player's creations. There are 100 achievements to earn throughout Spore gameplay (not including Bad Baby! and Luddite which are no longer achievable), and the expansion pack Spore Galactic Adventures provides 50 more achievements.
Using some cheats will disable earning achievements during the game.
General Core Achievements[edit | edit source]
Image | Title | Description |
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Galactic God | Evolve a creature from cell to intergalactic space traveler in one continuous game. |
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Photographer | Send a photo or video to a friend from the Test Drive mode. |
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Planner | Create and share 50 buildings. |
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Automotive Engineer | Make and publish 50 vehicles. |
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Biologist | Create and publish 100 different creatures. |
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Spore Fan | Spend 50 hours in your Spore galaxy. |
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Spore Addict | Spend 100 hours in your Spore galaxy. |
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Creator | Spend more than 50 hours in the Creators. |
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Universe in a Box | Play every game level and use every creator at least once. |
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Déjà Vu | Stumble across one of your own creations when exploring the universe. |
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Social Engineer | Make 5 Sporecasts of 50 assets or more. |
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Rising Star | Have 5 different Sporecasts subscribed to by at least 10 different people. |
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Front Page News | Have one of your creations or Sporecasts featured on the Spore website. |
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Aluminum Cell | Finish the Cell stage on Hard difficulty. |
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Iron Creature | Finish the Creature stage on Hard difficulty. |
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Steel Tribe | Finish the Tribal stage on Hard difficulty. |
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Adamantium Civilization | Finish the Civilization stage on Hard difficulty. |
Cell Stage Achievements[edit | edit source]
Image | Title | Description |
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Landfall | Finish the Cell stage and clamber onto the planet's surface! |
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Pacifist | Finish the Cell stage without killing another creature. |
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Completist | Unlock all the parts in Cell stage. |
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Speedfreak | Finish the Cell stage in under 8 minutes. |
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Cell Addict | Finish the Cell stage 25 times. |
Creature Stage Achievements[edit | edit source]
Image | Title | Description |
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Creature Stage Unlocked | Play enough of the Cell stage to unlock the Creature stage. |
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Evolver | Finish Creature stage. |
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Everyone's BFF | Finish the Creature stage by befriending at least 20 other species. |
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Foe | Extinct at least 20 other species in Creature stage. |
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Max Power | Build a creature with max stats in at least four abilities while playing the Creature stage. |
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Survivor | Complete the Creature stage without dying. |
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Socialite | Meet 200 creatures made by other players. |
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Flight of the Bumblebee | Fly for over 200 meters without touching the ground. |
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Devourer | Eat 50 different species across any number of games. |
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Village Folks | Have three posse members from different species. |
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Speed Demon | Complete the Creature stage in less than an hour. |
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Bestial | Complete the Creature stage 10 times. |
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Epic Killer | Kill an Epic Creature in the Creature stage. |
Tribal Stage Achievements[edit | edit source]
Image | Title | Description |
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Tribe Stage Unlocked | Play enough of the Creature stage to unlock the Tribe stage. |
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Founder | Complete the Tribal stage and build a city. |
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Tribal Socialite | Convert all 5 other tribes to your belief system. |
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Vicious | Kill all members of all 5 other tribes and raze their villages. |
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Domestic Bliss | Domesticate and farm three different species. |
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Watchful Parent | Complete the Tribal stage without the death of a single tribe member. |
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Tribal | Complete the Tribal stage 10 times. |
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Ergonomically Terrific | Complete the Tribal stage in less than an hour. |
Civilization Stage Achievements[edit | edit source]
Image | Title | Description |
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Civilization Stage Unlocked | Play enough of the Tribe stage to unlock the Civilization stage. |
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Starman | Conquer all the other cities in the Civilization stage and launch your first space vessel. |
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Economist | Finish the Civilization stage with more than 8 economic cities. |
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Military Strongman | Finish the Civilization stage with more than 8 military cities. |
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Missionary | Finish the Civilization stage with more than 8 religious cities. |
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Spice Hoarder | Control every spice node on the planet simultaneously. |
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Relentless | Complete the Civilization stage 10 times. |
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Rolling Thunder | Complete the Civilization stage in less than an hour. |
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Ghetto Blaster | Make 10 Anthems. |
Space Stage Achievements[edit | edit source]
General[edit source]
Image | Title | Description |
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Space Stage Unlocked | Play enough of the Civilization stage to unlock the Space stage. |
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Super Pilot | Spend at least 40 hours piloting your spaceship. |
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Civil Engineer | Promote 20 alien tribes to civilizations. |
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Conquistador | Capture 15 star systems. |
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Zoo Keeper | Make 15 zoo planets. |
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Bio Engineer | Edit 25 creatures with the Creature Tweaker. |
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Palm Greaser | Pay 50 bribes in the Space stage. |
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Maxis Scout | Earn 100 badges in the Space stage. |
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Empire Builder | Maximize colonies on 10 planets. |
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Quietus Star | Destroy 20 planets. |
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Quest Master | Complete 150 missions in the Space stage. |
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Gunner | Destroy at least 500 other spaceships. |
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Identity Crisis | Forge an alliance between two space faring races of your own creation. |
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Thief | Steal 50 crates of spice in the Space stage. |
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Manifest Destiny | Find Earth. |
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Careless Parent | Lose 5 planets. |
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42 | Find the Center of the Galaxy. |
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Oh the Humanity! | Gained for destroying Earth using a Planet Buster in the Space Stage. |
Archetypal[edit source]
General Galactic Adventures Achievements[edit | edit source]
General[edit source]
Image | Title | Description |
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Published Author | Publish an adventure. |
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Storyteller | Publish 50 Adventures. |
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Adventurer | Complete an adventure in Space Stage. |
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Grand Adventurer | Complete 100 Adventures in Space Stage. |
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Mercenary | Kill 1000 creatures while playing Adventures in Space Game. |
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Dragon Slayer | Kill 1000 epics while playing Adventures in Space Game. |
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Social Butterfly | Befriend 1000 creatures while playing Adventures in Space Game. |
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My Precious | Collect 3000 items while playing Adventures in Space Game. |
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Major Contributor | Give 500 gifts while playing Adventures in Space Game. |
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Red Shirt | Lose 100 crew members while playing Adventures in Space Game. |
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My Hero | Defend 500 creatures while playing Adventures in Space Game. |
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Demolition Expert | Destroy 1000 buildings while playing Adventures in Space Game. |
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Auto-Wrecker | Destroy 1000 vehicles while playing Adventures in Space Game. |
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Consumer | Complete 200 missions made by other players. |
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Costume Piece | Create 50 adventures with tribal, civilazation, and space actors. |
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Delerious Designer | Create 50 adventures using only your creations. |
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Terraformaniac | Create 50 adventures on planets that you terraformed. |
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Geared Up | Outfit 50 creatures with adventure parts. |
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Dabbler | Download over 500 adventures. |
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Aeschylus | Create 10 Adventures. |
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Moliere | Create 50 Adventures. |
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Shakespeare | Create 100 Adventures. |
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Scientist | Place 200 non-accessorised creatures into your adventures. |
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Going Tribal | Place 200 Tribal Creatures into your Adventures. |
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So Civilized | Place 200 Civilization Creatures into your Adventures. |
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Emperor | Place 200 Empire Creatures into your Adventures. |
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Contractor | Place 500 Buildings into your Adventures. |
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Mechanic | Place 500 Vehicles into your Adventures. |
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Still Life | Create 30 Adventures with no creatures. |
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Happy Times | Create 30 adventures with all peaceful actors. |
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Large Ensemble | Create 30 adventures with over 100 actors. |
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Grandfather | Have 10 other creators modify your adventure. |
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Bestseller | Have your adventure featured by Maxis. |
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Epic Fail | Fail 50 missions made by other players. |
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Chatter Box | Comment on 200 different adventures. |
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Mad Skills | Earn top ranks in 50 leader boards. |
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Maxis Super Fan | Create 25 adventures using only Maxis made creatures. |
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The Critic | Rate 200 adventures. |
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Top Seller | Get 1000 of your assets to be used in other people's adventures. |
Captain[edit source]
Image | Title | Description |
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My First Captain | Raise a Captain to rank 10. |
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Captain Academy | Raise 10 captains to rank 10. |
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Assimilated Architect | Unlock all four Architect parts on a Captain. |
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Dread Pirate | Unlock all four Pirate parts on a Captain. |
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Enhanced Explorer | Unlock all four Explorer parts on a Captain. |
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Fierce Conqueror | Unlock all four Conqueror parts on a Captain. |
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Faithful Disciple | Unlock all four Disciple parts on a Captain. |
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Industrious Merchant | Unlock all four Merchant parts on a Captain. |
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Intelligent Analyst | Unlock all four Analyst parts on a Captain. |
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Just Arbiter | Unlock all four Arbiter parts on a Captain. |
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Universal Guardian | Unlock all four Guardian parts on a Captain. |
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Wise Oracle | Unlock all four Oracle parts on a Captain. |
Hidden Achievements[edit | edit source]
While most yet obtained achievements and their requirements are shaded but readable, there are nine which display only as "Secret" until achieved. Note that some games may still show a tenth dimmed "Secret" even though it is no longer obtainable.
Image | Title | Description |
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Can't Win For Losing | Die at least once in every stage of Spore. |
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Pathological Cheater | Use a cheat more than 50 times. |
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General Custer | Lead 30 posse members to their death in the Creature Stage. |
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Cerberus | Evolve a creature with three heads in the Creature Stage. |
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Slugger | Finish Creature Stage without using legs. |
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Medic | Heal one of your tribe members back to full health 5x in a single game during the Tribal Stage. |
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Conclusion | Finish the Civilization stage by launching ICBMS and destroying all other cities. |
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Fear of Flying | Complete the Civilization stage without buying any air vehicles. |
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Oh the Humanity! | Gained for destroying Earth using a Planet Buster in the Space Stage. |
Glitches[edit | edit source]
- There is a known bug that causes cheating to block all future games from getting achievements. Note that Pathological Cheater is the only achievement that you gain by cheating.
Trivia[edit | edit source]
- Most of the creatures in the Achievement pictures have three eyes.
- All progress for achievements yet to be gained is saved in the pollination.package data file, which also contains all downloaded creations. Deletion of this file or re-installing the game will reset progress. This includes which archetypes were used for the two Alter Ego achievements.
- The background color for each achievement picture shows which stage the achievement is associated with.
Archetype | |||||||||
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