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Video game walk throughs
Spore walk throughs for PC
Company of Heros Computer game cover rating:


{To use a find key, search for the number including the brackets}

[1] Introduction
[1.1] What is Spore?
[1.2] Why should I read your guide?

[2] Cell Stage
[2.1] Starting your Cell
[2.2] What carried over?
[2.3] Stage Logistics
[2.3.1] Movement
[2.3.2] Progression
[2.3.3] Obtaining Parts
[2.3.4] Attacking
[2.3.5] Survival
[2.3.6] Evolving
[2.4] Completing the stage
[2.4.1] Herbivore
[2.4.2] Carnivore
[2.4.3] Omnivore
[2.5] Consequences of Cell Stage
[2.6] Tips for cell stage

[3] Creature Stage
[3.1] Starting from your cell
[3.2] Starting at creature stage
[3.3] What carried over?
[3.4] Stage Logistics
[3.4.1] Movement
[3.4.2] Progression
[3.4.3] Socialization and obtaining parts
[3.4.4] Attacking and obtaining parts
[3.4.5] Pickups
[3.4.6] Survival
[3.4.7] Rogue & Epic Creatures
[3.4.8] Freak occurances
[3.4.9] Evolving
[3.5] Completing the stage
[3.5.1] Social
[3.5.2] Predator
[3.5.3] Adaptable
[3.5.4] Switching Sides
[3.6] Consequences
[3.7] Tips for Creature Stage

[4] Tribal Stage
[4.1] Starting from your Creature
[4.2] Starting from Tribal Stage
[4.3] What carried over?
[4.4] Stage Logistics
[4.4.1] Your Tribe
[4.4.2] Your Tribesmen
[4.4.3] Movement & Actions
[4.4.4] Gathering Food
[4.4.5] Buildings
[4.4.6] Being friendly
[4.4.7] Being mean
[4.4.8] Progression
[4.4.9] Evolving
[4.5] Completing the Tribal stage
[4.5.1] Friendly
[4.5.2] Aggressive
[4.5.3] Industrious
[4.5.4] Switching Sides
[4.6] Consequences of Tribal Stage
[4.7] Tips for Completing Tribal Stage

[5] Civilization Stage
[5.1] Starting from your Tribe
[5.2] Starting from Civilization Stage
[5.3] What carried over?
[5.4] Stage Logistics
[5.4.1] Your Nation
[5.4.2] Your City
[5.4.3] Your Vehicles & Supply
[5.4.4] Preferred Vehicle Types per Civilization
[5.4.5] Income
[5.4.6] Your Special Abilities
[5.4.7] Survival
[5.4.8] Relations
[5.4.9] Religious Capture
[5.4.10] Military Capture
[5.4.11] Economic Capture
[5.4.12] Progression
[5.4.13] Evolving
[5.5] Completing the civilization stage
[5.5.1] Religious
[5.5.2] Economic
[5.5.3] Military
[5.5.4] Switching Sides
[5.6] Consequences of Civilization Stage
[5.7] Tips for Completing Civilization Stage

[6] Space Stage
[6.1] Starting from your Civilization
[6.2] Starting from Space Stage
[6.3] What carried over?
[6.3.1] Your Ship's Evolutionary Special Abilities
[6.4] Stage Logistics
[6.4.1] Your Ship
[6.4.2] Your Empire
[6.4.3] Space Flight
[6.4.4] Your Ship's Basic Tools
[6.4.5] Your Colonies
[6.4.6] Relations
[6.4.7] Getting Credits
[6.4.8] Expanding your empire
[] Terraforming & Colonization
[] Conquering other systems
[] Buying other systems
[6.4.9] Special Items
[6.4.10] Non-spacefaring civilizations
[6.4.11] Missions
[6.4.12] Progression
[6.5] "Completing" the stage
[6.5.1] Setting up your empire
[] Grovelling for money
[] Trading Spice for money
[] Beating people up for money
[6.5.2] Expanding away from your homeworld
[6.5.3] Heading inwards
[] Peace with the Grox
[] War with the Grox
[] Mad dash for the center
[6.6] Consequences?
[6.7] Tips for Completing Space Stage
[6.7.1] Terraforming & Colonizing
[6.7.2] Relations with NPC Empires (and your other saved games)
[6.7.3] Income

[7] The Story of the Quinor (Read about my limbless space slugs!)

[8] Legal Stuff? (If you have a heart, read me too)

[1] Introduction

This is my second attempt at writing a faq, my first faq was a no nonsense
guide for the sheep class in trickster online. The goal of my faqs are to
provide very straight forward and down-to-earth advice for the game in
question. My faqs are all provided by a civilized gamer for civilized gamers.

[1.1] What is Spore?

SPORE is a culmination of 5 different games, although some may argue it is only
4. It is a simple eat-em-up, it is a rpg, it is a base/unit-management RTS, it
is a macro-management RTS, and it is a space trading/conquer simulation game.
Since they mashed together 5 games, each individual game is not very well done
in terms of balance, and thus it is easy to exploit. This is not a
particularly challenging game, yet it retains its fun value.

[1.2] Why should I read your guide?

This guide will provide information that is straight-forward, and written in a
manner that isn't mentally taxing. It will tell you exactly how to get from
the start to whichever end you wish to have in SPORE. Please keep in mind that
lists such as parts, missions, badges, and achievements are not included in
this FAQ. People tend to get ornery over "stolen work" when it comes to lists.
At a later time, I may supplement this guide with such lists as an appendix.
However, that is unlikely. If you want to look at lists while perusing this
guide, you can open a separate window.

[2] Cell Stage

The cell stage is analogous to the flash game "Fishy" or the PSP game "flOw"
[2.1] Starting your Cell

From the galaxy view menu, select a shining star with a yellow aura to view its
T3 planet. If the planet is to your liking, click on cell stage to begin the
game from the cell stage. If this is a fresh install or you have not completed
any other stages, cell stage is likely to be your only choice. Now select your
initial diet, your theme if you have one, and your difficulty level. Lastly,
name your planet or click the dice to have the game randomly generate one for

paused, you can still issue commands and manipulate your camera.
[2.2] What carried over?

Upon entering the cell stage, that is, exiting the galaxy view into a NEW game,
the following things are carried into your game of SPORE:

*Your diet - your selected diet will have profound differences in your game
play during this stage.

*Your cell - that little picture of your cell right at the beginning is what
your cell will look like when you first start.

*Planet color & continent scheme - What your planet looked like when you were
making a new game is what the planet will look like in all future stages
besides the cell stage. This planet is now a permanent fixture in the entire
game of SPORE, that is the game installed on your computer. If you travel here
with another civilization during space stage, this planet will look exactly
like this.

*Planet name - While you have no control over your STAR's name, your planet's
name is now a permanent fixture in the entire game of SPORE, this name is
persistent between different games of SPORE on the same computer.

*Your location in the galaxy - Your creature now permanently claims exactly one
star system in the galaxy. Other game files (other civilizations you create)
may visit this system but may not attack it.
[2.3] Cell Stage Logistics

GOAL: Collect DNA points by eating to progress to next stage

Your Progression is measured in DNA points, the progression bar is always at
the bottom of your screen for any stage. To the left of the bar is the amount
of DNA you have to spend for parts. To see how you've progressed so far at any
point in the game, click the button on the bottom right of your screen. Take
note that you can not view your progression if you are on the verge of
advancing to the next stage, because this button is used for that as well.

During this stage, your cell's picture as well as its Health is displayed in
the bottom right corner.
[2.3.1] Movement

To move your cell, simply click on the location you want your cell to move to.
Alternatively, click and hold in the direction you want to move.
[2.3.2] Progression

To progress in the cell stage, you must fill up the DNA bar on the bottom of
your screen. To obtain DNA, you must eat food based on your diet. Food choice
is solely dependent on the mouth type you have, the diet choice simply gave you
the mouth respective to your choice.

Herbivores eat algae, these come in green. Move your cell so that its mouth is
in contact with the algae and it will eat it, providing you with progression
and DNA points. You can NOT attack with this mouth.

Carnivores eat meat, these come in red. Move your cell so that its mouth is in
contact with the meat and it will eat it, providing you with progression and
DNA points. This mouth also provides an attack.

Progression on your evolutionary path is determined solely by what foods you
eat, you can fight all you want and not go into the red.
[2.3.3] Obtaining Parts

To obtain parts, kill or witness the death of a cell that contains a part you
do not have. They will then drop a part in the form of a plaque. Pick up the
plaque to unlock the part in your editor.
[2.3.4] Attacking

To attack a creature, have one of your attached parts with attack capabilities
contact the target's body. If you make contact with an unprotected area of the
target cell, you will do damage to it. Usually it takes 2 hits to kill a cell
your size in normal mode and 3 to kill in hard mode. Larger creatures will
take multiple hits. If you make contact with a protected area, such as a spike
or mouth, you will clink and bounce off. If an enemy's attacking part makes
contact with your cell, you will take damage. When anything takes damage, its
HP bar appears momentarily above it. The green portion is HP remaining, red
portion is damage taken from last attack, black portion is HP lost.
[2.3.5] Survival

If you are damaged, eat something to regain health. The amount of health
regained is determined by your difficulty level. As you grow, things bigger
than you may become your size, and eventually smaller than you. If something
looks like it'll fit inside your mouth, you will eat it whole. However, the
same applies for other creatures, if you look like you'll fit inside an enemy's
mouth, it'll likely eat you whole. Swim away from predators, upgrade your cell
with more movement parts if you deem it necessary
[2.3.6] Evolving

Hit [backspace] at any time to call a mate, even before the "mating call"
button shows up on your UI. You must then travel to your mate to enter the
creature editor. The first time you evolve, you are forced to name your
creature, this option is available at all times.
[2.4] Completing the Stage

To complete cell stage, fill up your progression bar by eating and gaining DNA
points. As you eat, you will grow, and the stage becomes increasingly more
difficult as you vie with other creatures for food. However, it is not a race,
so take it easy.
[2.4.1] Herbivore

As an herbivore, you eat green plants. This path is particularly challenging
because you are restricted to looking for food, and sometimes it is contested
by other herbivores. Controls are sometimes a little sluggish, and usually
you'll be out-competed by other creatures.

Begin by consuming your required 5 pieces of algae to progress to the next
growth level. As you play, continue to search for green foodstuffs to eat.
Upgrade your creature with spikes if you want to defend yourself against
attackers. Keep in mind that the location of the spikes matter, because you
can only protect a portion of your body with a single set of spikes. Upgrade
your speed with more flagella if you can't get away from predators. There is
no point in actively attacking anything because you can't eat them anyway, run
away from stuff that are mean and look for green plants.

Giant plants in the water are usually good for 3 growth levels. That is, they
are a source of food for 3 different "zoom" levels. However, they are
sometimes highly contested by other herbivores, some with defensive weapons.
If you even just accidentally run into them, you'll take damage and be flung
away. It is advised to grow some spikes so that you can at least clink with
other creatures' spikes as you try to grab the limited food supply. Killing
them is also another option.
[2.4.2] Carnivore

As a carnivore, you eat red meat or other creatures smaller than you. This
path is fun if you are aggressive because you get to go around stabbing things.
Controls for your creature are not very reflexive, so you must take into
account the time it takes for you to bring your weapons to bear.

Begin by consuming your required 5 pieces of meat to progress to the next
growth level. As you play, collect meat that's floating around to grow.
Alternatively, you can eat other creatures that are much smaller than you in
one bite. These provide the same amount of DNA progression as a piece of meat.
If there's a creature your size, you can engage in a fight with them. Usually
creatures will run away at the first sign of damage, forcing you to chase them
down. If you defeat a creature your size, he will "pop" into 3 pieces of meat
for you to eat. Spikes make good melee weapons, as is poison when attached
near the back of your cell. Cilia are almost required if you aren't completely
coated in spikes for protection.

As a carnivore, it is advised to be aggressive in your attacks, creatures that
run out of your screen instantly heal to full hp, so make sure to chase down
something if you want to kill it.
[2.4.3] Omnivore

As an omnivore, you can eat other creatures or green plants. This path is good
if you just want to complete the stage quickly. The probiscus mouth later on
is very good for stabbing things and provides a wide arc attack wherever it is

Begin as an herbivore, you usually get 5 extra DNA points right off the bat in
the form of an extra eye. Get to 10 DNA points, and immediately jump into the
editor and sell the extra eye and stick on a carnivore mouth. Suggested
placement is to put your carnivore mouth in the front and move your herbivore
mouth to the side. This lets you have a more guided attack. Play through the
stage normally, making sure to eat a balanced diet of meat and algae. Since
your filter mouth is on the side, brush up against algae to eat them. Check
your evolution progress every now and then to make sure you are staying in the
blue. When you get the probiscus mouth, swap that in for both of your mouths.
The only catch with this mouth is that you can no longer eat red meat, you must
actively pursue other creatures. When you attack a creature with this mouth,
you do damage to it but also get some food and DNA from it.

As an omnivore, just make sure you stay in the blue. You can eat almost
anything because of your mouths, and this stage should fly by quickly.
[2.5] Consequences of Cell Stage

Cell stage has some of the most profound changes on your game, and decisions
made here will be felt the entire way through the game. Note all PBAoE
abilities used by the chieftain during tribal stage have a short reach, so make
sure your chieftain is close to wherever you want the effect to be.


Creature: Siren's Song - a PBAoE (personal based area of effect) charm ability
used by your creature which doubles the effect of all social abilities used on
the target. This lets your creature befriend other creatures easier, and will
soothe creatures that are already in the aggressive stance.

Tribal: Refreshing Storm - a PBAoE environmental ability used by your chieftain
which causes all plants in the effected area to instantly regrow fruit AND
cause them to fall to the ground. This lets you re-harvest a patch of plants
closer to home AND allows your tribe to harvest them faster.

Civilization: Healing Aura - a ground-targeted AoE ability launched from a
nearby city that heals all friendly units in the area.

Space: Social Suave - Gives you a discount on all social tools (anything that
goes in the green tab)


Creature: Raging Roar - a PBAoE fear ability used by your creature to cause all
effected enemies EXCEPT YOUR CURRENT TARGET to run away in fear. Useful for
isolating a specific creature for you to kill. If you have no current target,
then everything runs away.

Tribal: Traps - an environmental ability used by your chieftain to lay down a
trap containing food which lures creatures to it. You can kill and harvest the
creatures for food.

Civilization: Invulnerability - a ground-targeted AoE ability launched from a
nearby city that renders all friendly units in the area invulnerable. The area
of effect has a small radius and so should be used tactically.

Space: Power Monder - Increases the damage of all your weapons, including the
power of your turrets. Pretty good I'd say.


Creature: Summon Flock - an environmental ability that summons a flock of
creatures to help you either fight or socialize. Their fighting ability is
somewhat weak, but makes for good cannon fodder. Their social ability is weak
as well, but they do have every socialization ability and the extra boost
helps. They will only follow you for a short period of time.

Tribal: Flying Fish - an PBAoE ability used by your chieftain that summons a
sea creature at all nearby fishing holes that will propel fish onto the ground.
Similar to Herbivore's Refreshing storm ability, this allows your tribe to
collect food quickly from a single location.

Civilization: Static Bomb - a targeted AoE ability launched from a nearby city
that shuts down ALL vehicles, buildings, and turrets in its effected area.
This includes your own units.

Space: Gentle Generalist - Gives you a minor discount on almost all tools.
[2.6] Tips for cell stage

* Your body shape matters, if you are thin in one place, it is harder to hit
you there. If your spikes are giant (use the mouse wheel) then they can hit
farther out. However, bigger spikes tend to get caught on environmental
* Putting a poison on your back will prevent attacks from chasing you, if
anything it slows them down when they cough.
* If you are equipped with poison, you can spin your creature quickly in a
circle to lay down a patch of poison, effectively creating a PBAoE which will
damage all creatures nearby
* If you have spikes near the back and pointed outwards, certain enemies will
have trouble eating you in one gulp because you'll stab them when they try
* There's a creature with 4 jets and a probiscus that will make strafing runs
at enemies. Copy this if you can, it is actually quite a good strategy.
* Don't use electricity, it has a charge up time and you have no control over
its attack. However if you somehow manage to get more than 1 on, the attack
might kill things in one hit, which then its okay.
* You can not advance without a mouth, make sure you have a mouth
* If you have no eyes, you become restricted in vision

[3] Creature Stage

The creature stage is analogous to a certain mmorpg...
[3.1] Starting from the cell stage

When you progress from the cell stage, you have one last chance to modify your
creature and have the option to grow legs. Your editor is now in full 3-D.
you can lengthen your spine by clicking on the spinal cord and then dragging
the arrows that appear. This is your last chance to equip CELL stage parts, if
you want to keep certain cell stage parts for aesthetics, this is your last
chance to put them on. If you take them off at any point during the creature
stage, they are lost forever. Abilities from parts in this stage do not stack,
so there is no point having two parts that provide the same skill. If you have
two parts with the same skill at different levels, you get only the higher
level version. Evolve whatever parts suit your fancy and continue onto the
creature stage.
[3.2] Starting at creature stage

If you have already reached creature stage in a previous game, this option is
available right from the galaxy view menu. The same things carry over here as
they did during cell stage in regard to the entire galaxy. Since you did not
play through cell stage, however, you do not get a special ability from that
[3.3] What carried over?

Upon entering the creature stage, you adopt the following from your cell stage:

*Your creature - you get to decide what your creature looks like, and what
skills it has. If it has eyes, it will be able to see, if it has legs, it'll
walk on them. To check your list of abilities, go into your creature editor or
just check what attacks/social skills are available to you

*Your diet - Depending on where you ended up on the evolution trend, your diet
AND the types of mouths you can unlock in this play through is set.

*Your special ability - You gained a special ability from cell stage! Use this
ability with [F1].

*Your planet - In your entire game of SPORE, this planet is now marked as a
creature stage planet (paw print instead of a leaf)
[3.4] Creature Stage Logistics

GOAL: Collect DNA points by interacting with other species to "level up" to
level 5 and move onto tribal stage

Your HP and hunger and your pack's HP will always be displayed at the lower
right corner.
[3.4.1] Movement

To move your creature, use WASD or click on the ground to move your creature
[3.4.2] Progression

To progress in creature stage, you must collect DNA points to fill up your
progression bar. You gain DNA points from befriending individual creatures and
entire species, and also from killing individual creatures and entire species.
As you gain DNA, you "level up" and gain extra health. Since you have more
DNA, you can always evolve additional parts that will aid you in socialization
or fighting. If you find an egg of a non-ally species, you can kill it for DNA
points, but that'll really anger that specific species.
[3.4.3] Socialization and obtaining parts

To socialize with a creature, click on the green socialization button on the
mid-bottom portion of your screen and it'll open up your socialization
skillset. The target creature will gather up some buddies if he is able and
then do one of four socialization abilities, you have to match that ability
with your own. Each time you perform, it fills up the socialization bar at the
top of your screen, your goal is to fill your side (left side) to the top
before the target does. If successful, you will befriend the targeted
creature. Befriend 3 creatures from a species to ally with the species.
Befriend an ALPHA creature to obtain a part from him. The part "level"
available from that alpha creature is displayed in a star plaque next to its
name when you put your cursor over it.
[3.4.4] Attacking and obtaining parts

To attack a creature, click on the red aggressive button on the mid-bottom
portion of your screen and it'll open up your attacks skillset. Target a
creature and use your attack abilities. You always have a simple bite move if
you have a mouth which recharges quickly. Certain attack abilities such as
dash has a minimum range, which means you must be outside of this range to use
this ability. As in cell stage, when anything is damaged, its lifebar appears
over its body. Convienently enough, now it also shows their HP in number form.
Defeating a certain number of creatures of a species will make them go extinct.
The number is listed at the top left of your screen as a mission objective and
is proportional to the "level" of the creature. Defeat an ALPHA creature to
obtain a part from him. As before, the part "level" is displayed next to its
name. A creature's level is proportional to its HP, and you have the about
that amount of HP as well. HP progression is as follows: level 1: 10, level 2:
15, level 3: 25, level 4: 40, level 5: 100. Alphas tend to have 20% more hp
than a normal, while a baby has 40% less.
[3.4.5] Pickups

Strewn around the continent are lots of interactable objects:

*Fruits - As an herbivore, you eat these to heal and restore hunger

*Sticks & Stones - These break bones. Pick them up with hands if you have any
and you can throw it at other creatures to get their attention while in
aggressive stance

*Fossils - These contain a random part.
[3.4.6] Survival

Your main creature (your character) now has a hunger bar along with its health.
As you travel or fight, you will get hungry. Socialization has no hunger
cost. Depending on your diet, eat kills or fruit to restore your hunger. When
you eat, you also recover a portion of your HP. HP recovery depends on diet
and level. As an herbivore, you are restricted to fruits, which provide an
instantaneous heal to both health and hunger. As a carnivore, you are
restricted to dead animals (presumably, your kills), which provide a heal over
time as long as you remain eating. As an omnivore, you can eat both, but the
effect is reduced for both.

You can also heal yourself (not hunger tho) at any allied nest OR defeated
nest. Leveling up also refills your health and hunger bars.

When you level up, you are allowed to form a pack with allied creatures and
those of your species. To do so, use your socialization skills on an already
allied creature. You gain one additional pack slot for every level beyond the
first. Your allies will do whatever action you are performing at the time. If
you are fighting, they will attack targets of opportunity and use abilities as
needed. Although you have no control over them, they can usually hold their
own unless they are focus fired. If you are socializing, they will just follow
you and do whatever you do.
[3.4.7] Rogue & Epic Creatures

Rogue creatures are larger than normal versions of one of the creatures in your
game database. Any creature stage will have at least 3 of these creatures
running around, although it is usually hard to find them. They run solo, which
means they won't get assistance if you fight them or try to socialize them.
Killing a rogue creature nets a large boost in DNA, while socializing nets you
a powerful ally. Rogue creatures are quite strong and will assist you like any
other pack member when they are part of your pack.

Epic creatures are MUCH larger than normal versions of one of the creatures in
your game database. Any creature stage will have at least 1 of these creatures
running around on your continent. They are easy to spot because they have a
much farther view distance than the typical creature, and they usually cause
mayhem wherever they are. These guys are guarenteed to one-shot anything, and
they have a tendency to hate you more than the other creatures. You can not
ally with these creatures, only run away or attempt to kill.

A rogue or epic creature will NEVER attack a nest of their kind. Although the
chances of it occuring are rare, there may be a non-epic version of an epic
creature on your continent. The epic creature will assist in defending its
smaller species, but killing its species will not kill the epic creature. The
same applies for rogues.
[3.4.8] Freak occurances

A few quirks and occurances of interest will happen during creature stage.

*Deep Water - Don't go out into water of any sort, staying in water too long
causes a sea monster to come out and eat you, even if its a small pond.

*Meteor Showers - You will most likely run into at least one of these. The
chaos created by such an event is beneficial for you if you are aggressive, and
not so much if you are social. Monsters will run amok and break social
attempts, but they will get scattered which makes it easy to exterminate them.
Also monsters will leave their eggs unguarded.

*UFO - An UFO may appear at some point and abduct a small number of creatures
from a nearby nest. If you were trying to kill them, the UFO may not leave you
with enough to fulfill the extermination. The same holds true for
socialization. Generally, they don't start abducting for awhile, so you have
some forewarning.

*The Water Bug - Sometimes you'll spawn at the end of cell stage in the middle
of the ocean. This game is bugged because you can not reach land fast enough
before you are eaten. The only thing to do is scrap this particular game.
[3.4.9] Evolving

Press [backspace] at anytime to call your mate. You must then travel to your
mate marked with a marker on both your game screen and minimap. Once there,
click on your mate when your cursor changes to a set of hearts in order to
enter the editor. Unlike the cell stage, part placement do not matter, only
the abilties they confer do. You can have a hand on your head pointing
backwards and it'll provide the same level of skills as the same hand attached
in an otherwise normal position. Abilities will not stack, so you technically
only need a skill provided just once by any of your parts. Any extras is
purely for decoration.
[3.5] Completing the Creature Stage

To complete the creature stage, achieve level 5 on your progression bar by
collecting enough DNA points via whatever means you choose. As you level up,
creatures around you tend to become tougher, and the further you move away from
your nest "inland" (that is away from where you started) the creatures also get
tougher. However, The highest level an npc creature can attain is level 4,
which means you have quite an edge when you do get to level 5. Your nest will
move throughout the stage, and it is up to you to catch up with them. Wherever
your LAST visited homenest is determines where your tribe will be during the
tribal stage. Make sure to end the stage with a homenest in a strategic
location. Because this will last through civilization stage.
[3.5.1] Social

If you ended cell stage as an herbivore, the social path is the easiest path
for you to take because it allows you to take advantage of the ability gained
from cell stage. However, any creature can be socialable, even the carnivores.
To progress as a social creature, befriend and ally other npc creatures. The
hard part of being social is that it is not a war of attrition and skill, and
thus it gets frustratingly boring. If you were an herbivore, the Siren's Song
ability will let you make friends with creatures when you have inferior
abilities compared to them.

Social "interactions" take place in the form of several social skills that you
will use with npcs. When an npc creature uses a social ability, you are
supposed to mimic that ability with your own version, and thus increase your
social status with that creature. Use the hotkeys 1-4 to trigger your
abilities or click on them at the bottom of the screen. If you use a different
ability than your target, you won't get as much of an increase, and often it
will make or break your current attempt to socialize.

Socialization is a fight of numbers. The npc's social skill level is compared
to yours for the purpose of increasing the bar, as are yours. Usually, if your
skills trump or equal theirs, you will have no problem making them your
friends. Sometimes it takes a bit of luck when only a portion of your skills
are better than theirs, and you have to hope they use those particular skills
so you can get an edge. If you have a pack, each pack member's skill is added
to yours, but the npc's pack members also contribute towards their side.
Generally, an npc will try to immediately recruit their maximum allowed number
of pack members before beginning the socialization attempt. If you can isolate
a member somehow before they start and you end up outnumbering them, then the
attempt usually will succeed.

Since its a direct comparison of skill levels, keeping your skills up to date
is vital. As you get new parts, make sure to swap in parts that will yield
higher socialization skill levels. These are displayed at the top right corner
of your creature editor. Remember, skills don't stack from parts, so you only
need the best of each skill just once.

Socialization takes no energy to do, and food is only used for travelling.
Thus eating really isn't a top priority, although you still don't want to
forget it.

*Social Skills:

(1)Sing - requires a mouth
(2)Dance - requires feet
(3)Charm - requires doodads of some sort
(4)Pose - requires hands...usually

*NPC Level progression:

Level 1 - All creatures have sing level 1 and only sing level 1.
Level 2 - All creatures have 2-3 social abilities, and is superior at one of
them (they have a higher level of that one)
Level 3 - All creatures have all 4 abilities, and is superior at two of them
Level 4 - All creatures have all 4 abilities, and have level 4 or higher in at
least one of them.

*You may also see your own creations! These creatures have exactly what
abilities you ENDED creature stage with that creature. (And other people's
creations too)
[3.5.2] Predator

If you ended cell stage as an carnivore, the predator path is the best path for
you to take because it allows you to take advantage of the ability gained from
cell stage. All creatures can become predators, although herbivores will not
be able to consume their kills. To progress as a predator, kill and
exterminate other npc creatures. Unlike the social path, this is a war of
attrition and does take some skill. Power in numbers and superior tactics is
generally the best way to complete the creature stage as a predator. If you
were a carnivore, your Fear Ability is nice for scattering enemies during a

To attack, walk up to a creature within range of your abilities and use the
skills. Abilities are not queued on keystroke and can only be used when they
are ready. To move towards predator on the evolution trend, you just have to
kill things, although making them go extinct will get you bonus DNA points. As
you progress into higher levels, enemy creatures will become more socialable
and will attempt to call for support from its nearby buddies. During a fight,
your allies will usually pick targets of opportunity after the initial target
dies. That is, they will no longer assist you and will engage whatever
creature is beating on them. Thus it is up to you to assist your pack mates,
and not expect the same treatment. Try not to lose pack mates, because they
are sometimes difficult to replace. If YOU die first, you get your entire pack
back when you are reborn, but if your pack mates die, you have to physically go
get them again.

When you are in a large fight, Watch your HP because enemies can easily focus
fire on you which will kill you very quickly. If your HP drops past the point
of comfort, you can try to disengage by running away using sprint [shift] then
stealthing [Z]. This of course assumes you have those abilities. If you don't
want to disengage, you can attempt to perform a mid-battle heal by eating a
nearby fallen corpse or running to a bush with fruit. If you are a carnivore,
you can usually heal faster than what a single enemy can hit you for. However,
since your allies are preoccupied with the fight, the only way for them to
disengage is if your character runs from the fight far enough for them to run
to you instead of fighting. Mid-battle heals only work to some extent for your
allies, some will choose not to eat even if they are badly wounded.

Fighting takes up energy while socializing does not, but since after each
fight, there will be many corpses, hunger shouldn't be a problem. If you
somehow die, you will be reborn in the last homenest you claimed, which means
if your general species has moved on, you won't be joining them until you walk
over to the new nest.

Completing the stage as a predator is a straight-forward bloodbath. Keep
yourself healed in between fights and know when it is time to tuck your tail
between your legs.

*Attack Skills:

(1)Bite - a basic attack with short cooldown, requires a mouth. Higher levels
result in more damage
(2)Charge - an attack with a long minimum range. Usually associated with the
feet. Does little damage but does stun if it connects. Higher levels result
in longer charge time, longer stun duration.
(3)Strike - a basic attack with a long cooldown, requires either hands or that
spiky ball doodad. Higher levels result in more damage.
(4)Spit - a ranged DoT attack, requires a spitter of some sort. Higher levels
result in more damage per tick and longer duration.

*NPC level progression:

Level 1 - creatures only have bite level 1 and will not get assistance from
friends if attacked. Their attack rate is also somewhat reduced, which allows
you to kill alphas.
Level 2 - creatures have bite, and may or may not have one of the other 3. May
or may not get assitance from friends if attacked.
Level 3 - creatures usually have all skills, although spit is solely based on
if they have a spitter or not. Will get full assistance from nearby friends
when attacked.
Level 4 - same skill setup as level 3, although they will hit harder. If
engaged near nest, the entire nest may come help.
[3.5.3] Adaptable

If you completed cell stage as an omnivore, you may want to consider the
adaptable path, although you are allowed to change course to any other path you
want. This path is readily available for herbivores and carnivores, although
their special abilities will only assist in half of the interactions. As an
omnivore, your summon flock ability comes in handy whatever the situation you
need them for. Just keep in mind that the flock takes a bit to arrive, so it
shouldn't be a mid-battle decision.

As with the omnivore, keeping an eye on the evolution trendline isn't a bad
idea to make sure you are staying in the blue. Kill things to shift downwards
to red, befriend things to shift upwards to green. You can either adjust parts
as you go or equip parts with both social and aggressive skills. Just be
warned that those skills are often not as high leveled as their specialized
counterparts. As a general rule of thumb, befriend those that aren't
aggressive, and kill those that are aggressive. This will give you a proper
balance to the friend/kill ratio while yielding nests along the way for you to
heal at in the case of an emergency.

An good method of being adaptable is to befriend things for the first half and
then kill things for the last half. It is usually easier to befriend things
during the beginning phases of creature stage, and in the later phases, you
will have a pack which greatly increases killing efficiency.
[3.5.4] Switching Sides.

It is possible to switch sides during the creature stage, changing your
evolution trend greatly. Food is the general problem during creature stage for
the purpose of switching sides, as your actions are not necessarily backed up
by your diet. Since blue is between red and green, it is assumed that you can
reach or leave blue by following whichever set of directions you need.

*Red -> Green

To switch from carnivore to social, you simply have to befriend everyone you
meet. If you socialize your way to level 5, you should be well into the green.
However, you need to eat meet to survive. Although socializing doesn't take
energy, the travelling will eventually get to you. When it does, attack a nest
and use your fear AoE ability, this'll let you kill your target and eat it to
restore hunger. You shouldn't really ever need to do this, if you are good
enough, simply leveling up and evolving a lot will keep you fed, without the
need to kill for food.

*Green -> Red

The slightly harder switch, since you have to kill, yet can only eat fruit.
The idea is the same as the predator path, only to heal after fights, you have
to retreat to fruit bushes. Mid-battle heals are also limited unless you pick
your fights near food sources. Even then, fruit doesn't heal all that much.
[3.6] Consequences of Creature Stage

The creature stage also has a large impact on your space-faring civilization
later on in the game. Since it is the second stage, it is second most
important decision you'll make for yourself. Remember that all PBAoE abilities
used by the chieftain in tribal stage have a short range and long activation;
so you have to make sure the chieftain is in position before using them.

Also, where your LAST homenest was is where your tribe and eventually your
first city will reside. If this is in a strategic location, your tribe will be
easier to defend, easier to feed, and your city...might not be restricted to
land. (Hint: End the stage with a homenest near the water!)


Tribal: Fireworks - A PBAoE ability used by your chieftain which instantly
boosts effected tribesman's tribe's relationship with you to blue

Civilization: Diplo Dervish - A targeted ability launched from one of your
cities which gives you a large boost in relations with the nation who owns the
targeted city

Space: Pleasing Performance - Reduces the likelihood of revolts in your
colonies. This allows you to dip into the negatives for happiness to increase
spice production.


Tribal: Beastmaster - A PBAoE ability used by your chieftain which causes
effected creatures to become your allies. These creatures will follow your
chieftain and fight rival tribes. They do not assist in making friends with
rival tribes.

Civilization: Bribe Bomb - A targeted AoE Ability launched from a nearby city
which causes all enemy vehicles to fire upon each other. For the duration,
your vehicles and buildings are no longer valid targets for effected vehicles,
while their allies are considered valid targets.

Space: Speed Demon - Increases the travel speed of your ship both between stars
and planetside. Useful for catching up to enemy ships on planets or running
across the galaxy for whatever reason.


Tribal: Fire Bombs - A PBAoE ability used by your chieftain that does minor
damage per explosion to targets near the explosion. Does extra damage to

Civilization: Mighty Bomb - A targeted AoE ability launched from a nearby city
that severely damages all vehicles and buildings (including your own) in the
area of effect. Usually not powerful enough to completely destroy buildings
from full health.

Space: Prime Specimen - Increases your ship's HP by 50%. Useful for increasing
combat time by 50%, increasing zero-energy travel by 50%, and generally being
quite useful. (really good!!)
[3.7] Tips for Creature Stage

*Keep it simple, since you can change how you look at the end of creature
stage, you can complete it while looking like a hodgepodge of parts, and then
making yourself pretty later. This'll save DNA for higher level parts.

*Check defeated nests for eggs, they're a nice free boost of DNA.

*Be aggressive, be the first to attack, strike at stragglers. If an aggressive
creature is growling at you, chances are it has already had the mind to attack
you, so you need to jump the gun and get the first hit in.

*Babies count towards kills, they have like no hp, although they like to run
around a lot, which will "pull aggro".

*You can ally with your mate to put them in your pack. Target them from far
away and then use a social skill before you run into "mating range". Call
another mate using the call mate button and the game will spawn a new mate for
you. You can use this to bolster your pack if there isn't enough of your guys

*Your pack members do not have a hunger bar, they don't need to eat. This
means you can have them fight if you're hungry and you can just sit there. But
they might die without your guidance.

*Use freak occurances to your advantage. Creatures generally will not assist
each other during a meteor shower. The shower is centered on you, so when it
starts, run for some tough guys to take them down.

*Killing rogues is faster than allying them in terms of stage completion.
Although their fighting power is unrivaled, the 100 DNA boost generally gives
you a nice push towards finishing the stage.

*Lure epic monsters onto other creature's nests. Epic monsters like to aggro
you, but they'll aggro other stuff if they are closer than you. Pull them onto
other creatures to drop their aggro.

*You will usually receive higher level parts of parts you are already wearing
before other parts. So if you want better wings, make sure to equip the
initial ones.

*Remember that you can only get one set of mouths and that depends on the cell
stage, if there's a mouth you really want, you'll have to end cell stage on the
right type.

*This stage determines your strategic advantage during tribal and civilization
stages. Ending the creature stage with a homenest near the water will provide
you with a closeby fishing hole during the tribal stage and a protected flank,
making it easier to defend. During the civilization stage, since your city is
where your tribe was, it will become a coastal city, allowing you to have ships
right off the bat.

*Since this stage determines a key ability of your space civilization, you'll
need to decide wisely.

[4] Tribal Stage

The Tribal stage is a base and micro-management real time strategy game. Since
the highest number of units you can control is 12, micromanagement will be key
in keeping your guys alive.
[4.1] Starting from your creature

If you went onto tribal stage from your creature, you will be allowed one last
time to change how your creature fundamentally looks. Beyond this point, you
can no longer change the body parts of your creature. Make sure your creature
is to your liking before moving on. Whatever attack skills you have at this
point will be the base attack skills your tribesmen will use. Social skills
carried over from creature stage has no effect in this stage.
[4.2] Starting at Tribal Stage

If you have previously reached tribal stage on a different game, you will have
the option of starting a new game directly at the tribal stage. By doing so,
you forfeit both your cell and creature stage traits. You will be allowed to
design a creature, or choose a pre-made creature, and name your planet.
[4.3] What carried over?

Upon entering tribal stage, you adopt the following from the creature stage:

*Your creature - this is the last chance you get to change how your creature

*Your diet - Your creature's diet which propagated from cell stage continues to
be a factor in the tribal stage.

*Your creature's skills - All attack skills and basic skills carry over to
tribal stage. Their respective levels carry over too, meaning if you had
strike level 5, your tribesmen will be able to use strike level 5. Same
applies for stealth, sprint, jump, glide, bite, spit, and dash. Also, any
health bonus and movement bonus from parts are also seen in this stage as well.
For all intents and purposes, your tribesmen are exactly your level 5 creature
at the end of creature stage.

*Your rogue allies - Any rogue allies you had automatically become an egg
producing pet in the tribal stage, giving you a boost in food production right
off the bat.

*Your tribe's location - your tribe's location is determined by where your LAST
homenest was when you advanced. This has implications in both tribal and
civilization stage.

*Your planet - Your planet will now be permanently marked as a tribal stage
planet, along with a picture of your creature, marking it as claimed. Any
visiting civilization game file will find that the planet is occupied with
however many tribes you had when you last saved this game. Each with its
respective tribesmen.
[4.4] Tribal Stage Logistics

GOAL: Befriend and/or destroy the other 5 tribes that appear.

During this stage, you can use WASD to pan your camera. They don't tell you
this. You can NOT use control groups during this stage, but you only have 12
guys anyway.
[4.4.1] Your Tribe

Your tribe consists of an animal pen, a main hut, a totem pole, a food
stockpile, a fire pit, and room for 6 buildings. Initially you have a maximum
population limit of 6, although that increases throughout the stage. You start
off with two buildings that can be constructed, one randomly selected from the
social buildings, and one randomly selected from the aggressive buildings.
This lets you set your evolution trend right from the getgo. All buildings
cost 25 food, regardless of purpose.
[4.4.2] Your Tribesmen

In the outfit editor, you can bestow tribal skills to all of your tribesmen
through outfits. Like in the creature stage, abilities do not stack, so it is
not beneficial to have multiple parts giving the same ability, other than for
looks. Abilities are as follows:

Social/Combat - Gives a small multiplier bonus per level to its respective
interaction. Social bonus increases amount of acceptance per ability use
during a concert. Combat bonus increases amount of damage dealt by every

Gathering - Each level in gathering increases food carrying capacity of
tribesmen by 1, from a base of 5. Note that this isn't how much the tribesmen
pick, its how much they bring back. If it takes a tribesman 2 turns to deplete
a bush, then with no gathering, he'll yield 10 food, with 5 levels of
gathering, he'll yield 20 food.

Health - Each level of health increases tribesman HP by 2. A tribesman's
inital HP is based on how much health your level 5 creature had during creature
stage. Your chieftain has the same HP as an alpha version of your creature.

Every Tribesman created is identical, except for your chieftain. You equip
tribesmen through your buildings. This is what differentiates them. Each
tribesman costs 10 food and starts off as a baby which takes time to grow into
an adult you can actually control.
[4.4.3] Movement & Actions

Left click a tribesman or his picture on the bottom right to select him. Right
click a target location for him to move there. Right click a target
interactable object and he'll interact with it based on the cursor and his
current stance. A social stance will usually cause him to domesticate animals
and socialize with other tribes. An aggressive stance will usually cause him
to attack and then auto-harvest animals, as well as attack other tribes. Right
click a tribesman's portrait to center your camera on him. Your camera will
follow him as long as you don't do anything else. Left click on "tribe" to
select your entire tribe. You can box select a group of units to issue group
[4.4.4] Gathering Food

Herbivores and Carnivores are fundamentally different in food gathering
methods. Omnivores simply share different traits from each of the other two.

Herbivores - Right click small plants to harvest fruit from them. When a plant
is harvested, it will take some time for it to regrow the fruit. Regrowth time
is exactly the same as that in creature stage (awhile) Right click fishing
holes to gather seaweed from them. Right click, in social stance, animals to
spend 15 food and domesticate the targeted animal. If successful, the
tribesman will then lead the animal to your animal pen where it will produce
eggs which you can gather for food. You can only have 3 animals in the pen and
they must all be different species. If you had any rogue allies, they are
automatically placed as a pet in the pen at the beginning of the stage.

Carnivores - Right click animals to kill and harvest their meat for food.
Nests will replenish animals over time and will never go fully extinct. The
animals do fight back, it is as if you were fighting them in creature stage.
Right click fishing holes to gather fish from them. Hunt epic creatures for an
almost endless supply of food. As carnivores, you can also domesticate animals
to have them produce food for you.

Stealing - In aggressive stance, right click another tribe's food stockpile to
attempt to steal food from it. Your tribesman will sneak up to it, stealth if
able, and grab food and make a run for it. Expect other tribes to hate you and
attempt to kill the infiltrator. If successful, you gain food equal to your
maximum carrying capacity

Gifts - Once you have allied with a friendly tribe, they will bring you food in
the form of gifts. When they've dropped it off, right click the package and
your tribesman will pick it up.

Spoils of War - Once you have defeated an enemy tribe, their food stockpile is
yours for the looting, right click it to have your tribesman move food from
that stockpile to your own.

Cell Stage special abilities all have to do with food gathering.
[4.4.5] Buildings

Nine buildings are available to you through the course of this stage. You
start with 2 of them and gain 2 others everytime you defeat or ally a tribe.
You should have all the buildings by the time you are on your last tribe.

Social Buildings - Maracas, Didgeridoos, Wooden Horns
These all do the same thing. Right click one to equip selected tribesmen with
the respective instrument. During a concert, press the hotkey (1-3) of the
instrument to play it for the other tribe.

Weapon Buildings - Axes, Spears, Torches
Right click a building to equip selected tribesmen with the respective weapon.
Each weapon has a special ability associated with it:
*Axe: Tribesmen will sometimes perform a spinning attack, dealing melee range
AoE damage.
*Spear: Activate the spear ability by pressing [2] during a fight and your
spearmen will scatter away from the fight into maximum range. This takes your
spearmen out of melee and forces enemies in melee to chase down your spearmen,
spreading them out.
*Torches: The tribesmen's attacks do extra damage to buildings.

Support Buildings - Fishing Poles, Gathering Canes, Healing Rods
Right click a building to equip selected tribesmen with the respective tool.
Each tool has a special ability suited for what it does.
*Fishing Pole - increases the rate in which your tribesmen gather fish.
*Gathering Canes - increases the rate in which your tribesmen gather fruit from
bushes and trees.
*Healing Rods - turns the tribesman into a shaman, capable of using a channeled
heal over time on their target. However, they do not automatically use this
ability, and must be micromanaged.
[4.4.6] Being friendly

To be friendly with a tribe, equip your tribesman with all the instruments at
your disposal. Split them as equally as you can among your tribe. Take your
tribe including the chieftain to a tribe that is at neutral (yellow) or higher
friendliness and right click any tribesman of that tribe in social stance. To
play music, push the hotkey that corresponds to what the other tribe wants to
hear. The other tribe will never request an instrument that you do not have
unlocked. Usually, you are allowed to mess up once from yellow to blue, but
must play perfectly to reach green. Once a tribe reaches green, they are
permanently friendly with you and will periodically bring gifts to your tribe.
If a tribe is red or orange (as most of them are), you will have to bribe them
with food first. To do so, have your chieftain selected and right click the
other tribe's foodpile while in social stance. Bribing costs 10 food. Note
that your chieftain doesn't actually have to go back to your own tribe to pick
up the food, it just magically appears in his hands, which means you can move
your entire tribe over first and then bribe them. Until a tribe is in the
green, their relationship with you will slowly deteriorate over time. If you
completed tribal stage as a social creature, you can use fireworks on the tribe
to increase that tribe's relationship with you to blue.

When there's multiple tribes on the continent, its best to keep them all
neutral while allying them one by one. The neutral relation prevents them from
attacking you and gives you some buffer time to get to befriend them. If you
are peaceful and you hear that a tribe is launching an attack, you can
immediately send a bribe over and the attack will be called off.

Being friendly means you need to have lots of food for bribing. You need to be
effective at gathering food while keeping other tribes happy.
[4.4.7] Being mean

To attack a tribe, equip your tribesman with weapons (if you want to), and
right click anything belonging to an opposing tribe that has HP while in
aggressive stance. To destroy a tribe, you have to raze its main hut, which
has a lot of HP. A blunt rush with all fire torches usually can get it pretty
low, but not enough to kill it. You can destroy enemy buildings to deprive
them of the cost to construct the building and disarm all their units that are
using the tool provided by that building. You can attack enemy units anywhere
on the field (such as two fishers at the same hole). As with most RTS games,
focus firing with a well rounded force of melee and ranged is the best method
of downing an enemy tribe. If your tribesmen die, they are dead forever and
must be replaced with a new baby. If your chieftain dies, he will respawn at
your hut after a short period of time. It is better to preserve tribesman than
let them die, so it is in your favor to micromanage your tribe and move heavily
wounded ones out of the battle.

The AI is generally pretty bad with targets of opportunity during this stage.
If a tribesman is heavily wounded, you can move him away and run him in circles
around the fight while your ranged tribesmen take pot shots at the guys chasing
him. If you can, tell the wounded to return to your tribe and have them eat.
If the fight is taking too long, it is best to retreat the entire force for
reasons explained below.

Day and night play a role. During the night, computer controlled tribes will
actually go to sleep, leaving only a small handful of people out in the
environment. This leaves only a small force for you to handle, but turns their
main hut into a bunker which will spew units if attacked. Attacking during the
night is best if you can take down the outside forces first, which effectively
breaks their tribe into two groups, each of which is easily defeated.
Alternatively, attacking during the day is nice too because most of the
tribesmen are out gathering or hunting, leaving their tribe hut open to
attacks. If you have outresourced them however, this will not be the case,
they will just lounge by their base because there is no way for them to get

During a fight, the enemy tribe will continuously pump out more babies. NPC
babies take a substantially shorter time to mature than your babies, so it is
in your favor to kill babies as they appear. Babies take 2x-3x more damage
than a mature adult, and go down very quickly. NPC huts sometimes are capable
of spitting out 3-4 fast-growing babies all at the same time, so make sure you
are watching closely.
[4.4.8] Progression

To progress through tribal stages, conquer or befriend (or a mix) the other 5
tribes that will eventually appear. Once you have done that, you will continue
onto civilization stage.
[4.4.9] Evolving

Your creature will no longer evolve from here on out, but you can change his
tribal stage abilities by giving him different outfits. The outfits are
changed instantly on all tribesmen wherever they are, so you can actually
change on the fly. This is useful if you want to suddenly swap out social
pieces for combat because for some reason, shit's hit the fan. This isn't too
important this stage as it will be in the civilization stage.
[4.5] Completing the Tribal Stage

To complete the tribal stage, fill up your progression bar by either conquering
or befriending each tribe. After your first tribe, your tribe will increase to
9 max population, and then after the third tribe, your tribe will increase to
12 max. Keeping your population maxed out will be imperative, as each
tribesman represents approximately 10% of your entire productivity and combat

Begin every tribal stage by harvesting whatever food you eat and maxing out
your population. You will need to make one full run with every starting tribe
member to get the 15 food needed to produce the other three members.
[4.5.1] Friendly

Follow these instructions to end your tribe on the friendly evolutionary trait.
Spend your first 25 food after you get a full regiment of 6 tribesmen on
whatever instrument you got at the beginning. Immediately equip all your
tribesmen and have them go befriend the initial village. Then Have all your
guys return to food gathering while your chieftain does the necessary bribing
on the -closest- tribe that appeared. Construct your second musical instrument
building and mature your next 3 tribesmen. Once you have all 9 tribesmen, have
4 equip one instrument, and 4 the other and befriend the tribe you've been
bribing. Rinse and repeat for the third one. Repeat this process, build your
next social building, get your last 3 tribesman and have these three equip
whatever third musical instrument you got. Bribe and befriend the remaining
two tribes. Done. This stage should take a whopping 10 minutes on friendly.
[4.5.2] Aggressive

To end your tribe on aggressive means you just have to be down a little in the
red at the very end. This means you don't have to kill EVERYONE. Although if
you want to, that's fine too. The best way to complete this is to mix in a
little friendliness with aggressiveness, because it is much -easier- to make
friends. (although much more satisfying to raze buildings)

I suggest befriending the first tribe. Seriously.

If not, spend your first 25 food after you get a full regiment of 6 tribesmen
on your first weapon. You will need to act fast because you don't want the
other tribe to get out any tribesmen of their own. They started later than
you, but I swear they get more food to start. Regardless of what weapon you
got, focus fire any tribesman that wanders out of their tribe first. He's
likely to be alone and will be an easy kill. Repeat with the rest of the
tribesmen. Using a warcraft 3 tactic, take one of your guys that is getting
attacked and have him run a lap around the enemy tribe. He'll pull along
whatever guys have him targetted, which makes some room in the main fight for
your guys to maneuver in and lets you get in some cheap shots with spears if
you have spears. This tactic is useful at any point of this stage. If done
right, you should not have lost any units after their tribe members are all
dead. Once this happens, move your chieftain back to your tribe. He doesn't
do so good against buildings anyway. Chances are some wild animals have come
to steal your food, they steal at a rate of 1 per 2 seconds, which is
devastating to an aggressive tribe because replacing the dead is costly. Have
your chieftain guard the tribe while your tribesmen raze their victim's main
hut. Make sure to kill any tribesmen that spawned as you are trying to kill
the hut. Its never fun to find that your tribe has been killed by a single
person because they were having too much fun beating on a hut. When you get
the notice that the hut is destroyed, have the 5 tribesmen that are there loot
the dead tribe's food stocks. This will be a much needed boost for the next

Now increase your population to 9 and if you got a second weapon, round out
your tribesmen with weapons and gather food. The exception is torches, if you
have torches and the choice of a second weapon, discard the torches and have
all your guys pick up whatever the other weapon is. Killing other tribesmen is
more important than razing their buildings. You can take all the time in the
world to kill that hut if there's no one around to stop you. Tribesmen also
have an easier time hunting animals for food if they have an axe or spear.
Wait for an enemy tribe to attack you. When they do, they will send only a
small force no more than half their people over. Annhilate this force then
immediately counter attack. Their attack on you has reduced their population
and allowed you to have more units than them. Watch for babies and micromanage
your forces. If you have spears, use the special ability whenever you can, it
gives you a few free shots which could turn the fight. If you lose an unit,
start a new baby right away. Defeat the units and then focus the main hut.
Again, move your chieftain back to take care of wild animals that may have
popped up.

Repeat this process for the remaining tribes to complete tribal stage on
[4.5.3] Industrious

To end tribal stage on industrious, it is key to watch your evolution trend.
If you were a predator, you can only destroy one tribe. If you were a social
creature, you can only befriend one tribe. Any more and you might not make it
to the blue by the end. The key to being industrious is to switch between
buildings as needed, swapping them out to match your current stance.
[4.5.4] Switching Sides

Tribal stage is the BEST stage to switch colors to obtain one of the mixed
color special abilities during space stage. Because it is technically possible
to go from any color to any other color during this stage based on how you act,
your creature and cell stage trends have little effect on you ability to
switch. Cell and Creature stage relied heavily on diet, but in this stage, it
is easy to get food no matter what your diet is. This gives you increased
flexibility to decide what your future will be. That and it is very difficult
to switch sides during civilization stage.
[4.6] Consequences of Tribal Stage

Tribal Stage gives you a set of decent passive abilities during the space stage
in the form of discounts. But what's more important is that since it is so
easy to switch colors during tribal stage, this is where you should decide what
special active ability you want during the space stage. Ending your creatures
on a specific trend during tribal stage will determine what type of city you
start with during the civilization stage. Friendly will be religious,
aggressive will be military, and industrious will be economic. Your tribe's
location will determine where your city will be, if its near the water, you'll
get a coastal city, capable of making boats. Abilities earned here for
civilization stage usually assist in the capture of cities, decreasing the time
it takes.


Civilization: Black Cloud - A targeted ability launched from a nearby city
which shuts down all turrets and entertainment buildings in the effected city.
This frees up your religious units to focus on converting the city.

Space: Gratious Greeting - This ability gives you an automatic +10 to relations
with all empires, this effect is reduced for the Grox. Useful for getting
alliances without having to run missions for it.


Civilization: Gadget Bomb - A targeted ability launched from a nearby city that
pretty much demolishes the targeted city, capturing it for yourself. Good for
capturing a city that you want but don't want to spare the forces for.

Space: Arms Dealer - This ability gives you a discount on all weapon tools (red
UI box stuff)


Civilization: Ad Blitz - A targeted ability launched from a nearby city that
instantly fills the buyout bar of the city. Allows you to buy the city right

Space: Colony Craze - This ability gives you a discount on all colonization
tools (purple UI box stuff)
[4.7] Tips for Completing Tribal Stage

*If you're not herbivores, look for the epic monster on your continent. If you
havn't kill him as a creature, then he's still running around. Usually by the
middle of the stage, some poor tribe has already engaged him in battle and worn
him down. Lure him to your tribe using hit and run tactics until he's close by
then kill him. If you succeed, he makes for a food source that will last you
for the entire stage.

*Use your cell stage ability when you want to send your guys to go gathering.
Don't waste it by "saving it for a rainy day" the food it generates is worth
the setup required to move your chieftain into position.

*Your chieftain doesn't need to return to the tribe to get food for bribes,
which means you can go around and bribe every village very quickly.

*If your creatures has good speed, consider doing stealing runs if you play

*Make sure you're in the right stance before doing something, usually its not
nice to attack someone you're trying to befriend and try to befriend someone
who's going after your throat.

*You can dance around your fire pit. I don't know what it does, but its kinda
fun if you got nothing better to do.

*You have to tell your tribesmen to eat after a fight to recover HP. They will
automatically eat when they complete a harvest run however.

[5] Civilization Stage

Civilization stage is a macromanagement RTS.
[5.1] Starting From Your Tribe

If you started civilization stage by advancing from tribal stage, you will
begin the stage with a city of the color type depending on what color you ended
tribal stage on. Green will get you a religious city, blue industrious, and
red military. You will get to design your city hall as well as your
religous/industrious/military land vehicle.
[5.2] Starting from Civilization Stage

If you have reached civilization stage in a previous game, you can choose to
start at this stage from the galaxy view menu. Doing so forfeits a majority of
the space stage special abilities as well as abilities from the previous 3
stages. You'll get to design your creature or select a premade one.
[5.3] What carried over?

Your creature - although your creature's features are stuck, you can still move
its outfit around and swap on new "civilized" outfits.

Your tribe's location - Wherever your tribe was in tribal stage, your first
capital city will be there in its place. If it was near the water, you'll get
to start with boats right away.

Your evolutionary trend - What color you ended on during the tribal stage
determines what city type you get to start out with. This determines the
general trend you will set during the civilization stage. It is possible, but
somewhat difficult, to change your trend during this stage.

Your planet - You now can see your entire planet for what it is. The continent
layout was a choice you made when you first started this game. Your planet is
now marked as a civilization stage planet in the entire game, and visiting
civilizations will see cities in a constant stalemate battle.
[5.4] Civilization Stage Logistics

GOAL: Gain control of all 10 cities on the planet.

During the civilization stage, you can use WASD to pan your camera. They don't
tell you this. You can also use control groups. To assign a control group to
a set of units, select the units then hold CTRL and push a number key. You can
then select the units by using that number key.
[5.4.1] Your Nation

To enter the editor, go to any city and click the editor button. Here you can
design your buildings, vehicles, outfit your citizens, and compose an anthem.
Your national anthem is a tune that is played on top of the background music
whenever your camera is over or near one of your cities. It is comprised of a
background beat, an instrument, a melody, and 4 sounds. If you randomize the
melody then add a few more notes, usually it comes out pretty good.
[5.4.2] Your City

A city exists as a base of operations for repairing and producing units, a
source of "supply" for your vehicles, and a producer of spice. Since it is
critical to always have spice, constructing a good productive happy city is
important. You get to design your own buildings in the city editor. Parts
attached to a building has no effect on its abilities and are purely for
aesthetics. A city supports a number of turrets and building slots. Turrets
need to be placed strategically because a turret's range isn't that great.
Building slots are linked by roads that are actually visible on the city
template. Alternatively, you can use the guidelines that appear when you go to
place a building. Buildings must be placed adjacent to a pre-existing
building. The city hall counts as a housing building.

3 Buildings are available in civilization stage, and their linkages determine
the effect they give to a city.

House: Generates supply for vehicles and is used for linking with other
building types
Entertainment: Generates 1 happiness by itself plus 1 happiness for every
house/city hall attached to it
Factory: Generates 1 unhappiness by itself plus 1 unhappiness for every
entertainment attached to it. Generates 400 credits per minute for every house
/city hall attached to it.

The end goal is simple: maximize credit production while keeping happiness at
least at neutral. Keeping factories and entertainment separate is necessary,
generally placing a house in between is the best choice because it'll generate
happiness and credits.

A good way to arrange your buildings is as follows:
1. Determine a building slot that has the most number of links coming out of it
(city hall included). Place a factory there.
2. Surround the factory you just placed with housing.
3. Now if more than 1 house share an attached building slot, put an
entertainment there.
4. Surround entertainment with houses.
5. Maximize factories now in the rest of the slots to maximize credit
6. Don't forget turrets on coastal cities.
[5.4.3] Your Vehicles & Supply

Your vehicles are the primary method of getting things done. To be able to
build a vehicle, you must first design one in the city editor or select a pre-
made one. When designing a vehicle, keep in mind what purpose you want it to
serve. The game forces you to balance between health, ability, and speed by
giving you percentages based on what parts you placed. Once you hit 100%, any
additional parts will only shift the percentages by a ratio determined by the
part. So you can't have a tank that moves really fast and hits really hard and
still have the health expected of a tank. You are forced to make some
decisions that could effect how your game plays.

3 types of vehicles are available in civilization stage, they each have their
advantages and disadvantages. All vehicles can capture cities

*Land Vehicles - An all rounded vehicle with decent HP/ability/speed
allocations. They can capture spice geysers but are restricted to the
continent they were constructed on.

*Sea Vehicles - A superb vehicle with high HP/ability/speed allocations. It is
possible to trump a land vehicle in every stat with a sea vehicle. They can
capture water-based spice geysers only.

*Air Vehicles - Not as high allocations as the land vehicle and costly to
build. They get a slight boost in speed allocations it seems. (Percentages in
speed yield higher speed values) They can only really be countered by other air
vehicles because land and sea vehicles generally have trouble getting into
range to hit them. For the cost, not really worth it. Fun to have if you
really want to spend the money.

To produce vehicles, you must have the proper supply to support it. Houses
provide 1 supply each, but they only produce supply for the type of city it is
built in. A house in a religious city supports 1 religious vehicle, but not an
economic or military one. This usually isn't a problem if you stick with the
path you got from tribal stage, but if you want to switch colors during civ
stage, it is something to consider.
[5.4.4] Preferred Vehicle Types per Civilization

For the purposes of the game, it is clear that each civilization has a specific
stat setup that will maximize the goal of the civilization.

*Religious: Glass Cannons. The more damage the faster you can convert a city.
Since during a conversion, the city has to fight back with its own religion and
target only one tank at a time, you can usually micromanage a glass cannon away
from the city before it dies. If you disengage a religious vehicle that is
being counter-converted, it can not take any more damage from counter-
conversions. You can then move this vehicle back to a city you own for

*Military: Death Slugs. As a military army, you have to destroy the majority
of a city's infrastructure before you can capture it. Unfortunately, this
includes the city's turrets. Your tanks will need to have the HP to withstand
being hit, but also the firepower to take down the turrets quickly. You can
sacrifice speed for health and power. Just make sure to gather up your forces
before you mount an attack.

*Economic: Speedsters. As an economic civilization, you thrive in friendly
relations. HP can be easily replaced with more ability or speed. Being fast
means you can quickly capture a city, so speed is always a plus here. If you
get into a war somehow, end it with a bribe. Economic civilizations usually
get stupidly rich very quickly.
[5.4.5] Income

To be able to mount a global domination campaign, you first need a steady
source of income. Spice geysers produce 1000 credits per minute right from the
beginning of the stage, but as they are depleted, their credit production
shrivels to 100 credits per minute. You can capture land based geysers with
land vehicles and sea based geysers with ships. This makes them prime targets
at the beginning of the game, and if the game somehow dragged on to the point
where they have nearly no production, they make good distractions for the
computers. Your cities produce 400 spice for every factory-house connection
that exists within it. If a city is happy (at least 1 happiness) there's a
chance that it'll celebrate and double its credit production. This is
incentive for you to increase entertainment, although some will argue if that's
worth it or not. In any case, the highest this writer has seen is 7200 spice
per minute from a single city, which was good times.
[5.4.6] Your Special Abilities

If you played up to here from cell stage, you will have a set of special
abilities available to you. For each stage you've played through, you gain an
ability based on what your trend was from that particular stage. The first
ability is usually pretty good and will help you take cities whatever your
current evolutionary trend is. The third ability derived from tribal stage, is
an expensive way to almost instantly capture a city. This ability assists
based on the assumption that you continued the path your tribed has taken. If
you have decided to change trends in the civilization stage, this ability then
isn't that useful for you. All civilizations, including those that started civ
stage from a new game get the 4th global domination ability. It costs 12000
credits per city that isn't yours, requires 6 cities to use, and instantly wins
you the stage. They figure if you already have SIX cities, and you have 48000
credits, that's pretty much the end for the computers, they might as well let
you move on without all the fuss.

The fastest way to win, clearly, is to get and hold six cities and wait for
48000 credits.
[5.4.7] Survival

Turrets are great, but you only need to build them on an as-needed basis. When
you see one of your cities getting attacked, go to it and stick a few turrets
in the direction of the attackers. You can probably leave it alone after that.
Cities will heal their buildings only when the city isn't under attack. This
is basically a few seconds after the last shot is fired by anything in its
vincinity. Cities also repair any vehicles parked next to it in a very small
radius. You often have to squeeze tanks and ships into each other for them to
get healed. Planes have an easy time of it by just floating above the city.
[5.4.8] Relations

You can chat with any other nation by click on a city they own and selecting
the contact option. Here you get a small taste of relation building via some
very limited options. You can forge a permanent alliance with a nation if you
are in the green with them. Bribing and trading are usually the best ways to
get positive relations. Nations will fear you if you get too big however, but
a big bribe usually fixes that. When a nation has 2 or more cities, they get a
communications tab next to the minimap that allows you to quickly converse with

If your game somehow ends up with just you and one other ally, your ally will
declare global victory and you will automatically advance to the space stage.
[5.4.9] Religious Capture

To perform a religious capture, have your religious vehicles begin conversion
of a city by right clicking their city hall and selecting "Convert this city"
A conversion will begin with the following effects:
*If your vehicles are within range of a turret, one vehicle will devote its
attention to shutting down that turret
*If your vehicles are within range of an entertainment building, one vehicle
will devote its attention to shutting down that entertainment building, causing
*All other vehicles will devote their attention to converting the city while
the city counter-converts your vehicles.
Your vehicles will not auto-attack enemy vehicles during a conversion and its
up to you to micromanage this. The city's counter-convert damages exactly one
of your vehicles, and slowly at that. This gives you the opportunity to move
that damaged vehicle away and back for repairs without too much worry of it
dying. Once you begin to move the vehicle away, since its not part of the
conversion anymore, the city can not continue to damage it. Vehicles who are
devoted to converting the city adds their power to the city's capture progress
bar. It is resisted by population and the happiness level of the population.
When a religious capture is complete, you will be given the option to keep the
city as it was before or change it to a religious city.

A religious capture does not damage enemy buildings, and when the city is
converted, you get all these buildings for FREE. This means an instant
increase in spice production without the initial investment.
[5.4.10] Military Capture

To perform a military capture, have your military vehicles begin capturing of a
city by right clicking their city hal and selecting "capture this city"
A capture will begin with the following effects:
*Your vehicles will focus on all the city's turrets, disabling them by
destroying them. In the meanwhile, the turrets will shoot back.
*Your vehicles will then focus on the city's infrastructure, destroying
buildings and then finally assaulting the city hall.
*On the last final push, all vehicles attacking the city hall devotes their
power to the city's capture progress bar. This movement is usually
unrestricted because everything's been blown up. Micromanagement is generally
key here because a military capture is slow and the flare of the initial
assault is long gone before the capture of the city. If your vehicles are
strong enough and you have a big enough force, generally turrets won't be a
problem for you.

A military capture usually will demolish an entire city, forcing you to
rebuild. If you used a bomb special ability, there may be rubble remaining
that can not be cleared. This is a highly undesired outcome because not only
does the city have reduced spice production overall, you have to spend credits
rebuild the infrastructure.
[5.4.11] Economic Capture

To perform an economic capture, first you must increase your relation with a
nation to at least neutral. Have one of your economic vehicles go to the city
and establish a trade route. If accepted, you will begin to ferry spice
between the city. Once a trade route is established, you can have any number
of vehicles go participate in the route. Everytime one of your vehicles reach
EITHER city, you will gain an amount of money proportional to the vehicle's
economic power. When your vehicles reach the other civilization's city, it
will move its capture progress bar forward by a small amount. When the bar
fills up, you get the option to buyout the city. Bid an amount you think is
fair and if agreed, the city automatically becomes yours. If the deal is not
agreed to, the buyout progress bar resets and you have to rebuild the bar. The
Ad Blitz ability instantly fills this bar when used, but really should only be
used as an "oh god hurry up" ability. When the bar fills up, as long as you
don't purchase the city, the trade route continues to flow, providing a good
source of money.

An economic capture takes a bit of time and money. But since you GET money
through the trade route, you'll be stupid rich very quickly. Bribing and
trading your way towards an economic capture is well worth the intact city that
you get afterwards. Usually, you'll make more money from the trade route than
the city will cost.
[5.4.12] Progression

To progress through the civilization stage, you must somehow sway all 10 cities
on the planet to your cause. For each city captured, you get one green portion
on the progression bar. When you reach 4 cities, you unlock airplanes. This
is partially because there is always exactly 4 cities (including yours) that
appears on the continent you started on.

An alternative method to winning is to ally with the last remaining nation on
the planet. When there's just the two of you left, you can declare global
victory and automatically advance to the space stage.
[5.4.13] Evolving

The method you use to capture cities determines your evolutionary trend. Since
you start off with whatever you ended with tribal stage, it is difficult to
change your trend during this stage because of the extra effort you have to put
in to do so. You may change your citizen's outfits at anytime for no real
[5.5] Completing Civilization Stage

To quickly complete the civilization stage involves a very structured method.
Although to carry it out differs between civilization types, the same idea
exists between the three. It is as follows:
1. Capture all 4 cities on your continent.
2. Capture 2 Other coastal cities on other continents.
3. Obtain 48000 credits and use global domination ability.

This method assumes you want to KEEP your tribal stage's evolutionary trend,
because the global domination ability is linked to the trait you ended tribal
stage on and will heavily push your trend towards that trait. Computer AI is
slow enough in this game that you can pretty much concentrate your forces on
any one objective at a time without having to spread them thin. In other
words, your entire attack force should be clumped together at all times.
[5.5.1] Religious

To complete civilization stage as a religious civilization, begin by designing
a FAST vehicle. Have all your vehicles immediately go and capture all spice
geysers on your continent, before any cities show up. Capture far lying ones
first, because they will be easier to reach by the enemy if you don't already
have it. Do not upgrade your city at all to complete the "Design a productive
city" mission. By doing so, you delay the first city from showing up by a few
important seconds. If your city was a coastal city, produce 1 ship along with
your land vehicles. Have the ship capture water-based spice geysers. Once you
have captured all the land-based geysers (if your vehicle was fast, you should
have), switch your vehicle to a glass cannon and begin your assault on the city
closest to your own. To switch vehicles, go into the vehicle editor and design
a new vehicle. Once you've taken the city, you can now upgrade your capital.
Pump out as many vehicles as you can at the moment and assault the next city.
Do not wait, just take what you have. Micromanage your force as needed.
Usually this third city is the hardest fight you'll have to encounter. Take
the 4th and last city afterwards and upgrade all cities to have them produce as
much credits as possible while staying happy. Now box select all your land
vehicles and hit [delete] to sell them instantly for half-price (take a few for
hp damaged). Now buy as many ships as you can with the money you got. Pick 2
closeby coastal cities and capture those. If you maximized money production at
all times, by the time you take the 6th city, you should have 48000 credits.
Hit your global domination ability and be done with it.
[5.5.2] Military

To complete civilization stage as a military civilization, also begin by
designing a FAST vehicle to capture all the geysers. If you have a coastal
city, also make 1 ship to capture water-based geysers. Once that's done,
switch your vehicles to high HP and damage and assault the closest -military-
city on your continent. These are your hardest contenders, taking them out
early makes your life easier. Once that's done, repair your units and build up
your cities. You should have enough credits by now to be able to build both
cities decently. Make do with what you can and double your army size and
assault the third city. Military victory is based on a cycle of assault-
repair-rebuild. Since your units have to kill turrets before they'll capture,
you need a strong force that's at full health when you engage. Take it slow
and you'll be fine. Once you have all 4 cities on your continent, scrap your
tanks and get ships. Assault 2 other coastal cities then protect them from
attack while you wait for your 48000 credits. Your ships have good range and
can "pull" land based vehicles.
[5.5.3] Economic

To complete civilization stage as an economic civilization, it is vital that
you capture all geysers right at the beginning. Rush geysers, if you have a
coastal city, rush the water-based ones too. Once that's done, have at least 1
vehicle begin trading with a different city. The key is to have trade routes
going with every city you can get vehicles to. If you started with a coastal
city, set up trade routes with other coastal cities with your ships. Chances
are, you'll run into some nations who don't want to trade. Just bribe them a
little and it'll fix that. Once you have trade routes going, produce more
vehicles and ships and have them all participate in a particular trade route by
targeting the city and selecting "trade with city" When a city is ready to be
bought out, do so. Usually the 8000 bid is enough for a city that isn't
completely built up and the nation is on friendly terms. The higher 12000 bid
is almost guarenteed to always work though. Once you've bought your 6 cities,
continue to trade and collect credits to 48000 credits. (You should have it
already if you did the stage right)
[5.5.4] Switching Sides

To switch sides in civilization stage, you must first capture a city of the
side you wish to become, then pretty much forget your capital. Since houses
provide supply of the city type they are in, you will need to quickly build up
your newly captured city so that you can construct a new army. At the
beginning of the game, you might not have much money to both build a city AND
construct an entirely new army. However, You must make the decision to switch
sides early, because it becomes harder later as enemy nations get stronger.
Once you get a foothold with an army of the side you wanted to become, proceed
to capture all cities on your continent. Then remove all your land based
vehicles and make ships and proceed to capture all the coastal cities on the
planet. Once that's done, you can scrap your ships for either land vehicles
(if there is only 2 continents on the planet) or planes (more than 2
continents). Continue to take the rest of the landlocked cities. Do not use
your global domination ability because it is of the type of your original
color. Since you're moving away from that color, you don't want to be thrown
back into it when you use it.
[5.6] Consequences of Civilization Stage

Civilization stage doesn't add a whole lot to your space stage, it really is
just a stepping stone to get to space stage. However, since it does provide a
color for you, it's necessary for whatever special ability you wanted in space

Space Stage consequences:
*Religious: Green Keeper - Reduces the occurance of biodisasters on your
colonized planets. This is nice because biodisasters are one of those things
you can't just ignore during the space stage.

*Economic: Spice Savant - Increases rate of spice production of your colonies.
Not a bad ability for the beginning of space stage, but once you get larger,
the effect of this ability becomes more and more useless.

*Military: Pirat-B-Gone - Reduces the occurance of attacks on your colonies by
pirates. Completely useless because pirates can not capture your colonies nor
can they do any damage to a colony building if it is protected by 2 or more
[5.7] Tips for Completing Civilization Stage

*Capture any and all spice derricks. Unless you're economic, capturing the
spice derricks is purely beneficial. As economic, you need good relations, so
capturing other nation's derricks isn't partcularly nice. As any other civ
type, who cares, you're gonna blast them anyway.

*Snag Tribes. If you run into a tribe on your continent, have a vehicle
interact with the tribe. You will either get attacked, get some credits, or
get a new vehicle (random type).

*Watch out for epic monsters. Epic monsters now spit fire and will still one-
shot your vehicles. If you're religious, you can enthrall an epic monster to
prevent it from attacking you.

*Use your consequence abilities sparingly, but use them as needed. They cost
money, but so does your vehicles.

*Keeping other people off your back with a bribe isn't a bad idea, they'll go
around blasting each other instead. This buys you time to gather up the money
for a fleet.

*Don't bother with turrets unless you need to. Only construct them when a city
is under attack. Not only does this guarentee the turret will be near the
invading force, it saves you the money of building turrets that never get used.

*Switch vehicles as needed, all your vehicles become the new type, regardless
of where they are. You can switch to a fast vehicle to move your army, then
switch to one with high ability to attack.

*4 + 2 = 6. Take your 4 cities on your continent quickly and then concentrate
on 2 coastal cities. Defend your cities with boats and wait for your victory
when you hit 48000 credits.

*Be aggressive. Take the fight to them.

*If you're really strapped for cash, you can sell decorative doodads that come
with cities you capture from other nations for 25 credits each.

[6] Space Stage

The space stage of SPORE is analogous to a space-trader, galactic conquering
simulation game.
[6.1] Starting from your civilization

When you reach global domination in your civilization, you will have the choice
to continue onto space stage. Don't do so yet. First, build up your cities
completely and make sure they are well defended with turrets. Any money you
collect in civilization stage does NOT carry over to the space stage. When you
advance, you will get a chance to design your space ship. Depending on how you
progressed through each of the previous stages, you will recieve a special
activated ability for your space ship.
[6.2] Starting from the space stage

If you've reached space stage with another game, you will have the option of
starting at the space stage right off the bat with a new game. Doing so will
allow you to design your creature, city hall, and space ship. Since you did
not progress through any other stage, you will recieve no special abilities.
[6.3] What carried over?

Your civilization - your cities, vehicles, and planet remain static in the
space stage. How you ended your planet on civilization stage is how you will
start it in the space stage.

Your evolutionary trend - how you fared throughout evolution will have an
impact in the form of a special ability for your ship.

Your planet - your planet is now marked as a space stage civilization in the
entire game of SPORE. Visiters will be able to see your system as a
"homeworld" system (solid circle marker).
[6.3.1] Your Ship's Evolutionary Special Abilities

Depending on your evolutionary trend from the previous stages, your ship gains
a unique ability.

Pure red - "Warrior" Raider Rally - Summons pirates to attack anyone except you
at the planet you use it on. You can use this ability to summon a lot of ships
that will act as cannon fodder while you capture a planet. You can also use
this ability on your own planets against attackers.

Pure Blue - "Trader" Cash Infusion - Use on a planet to immediately fill its
residing system's buyout progression bar. The system must have a buyout
progression bar for this to have an effect. This ability does not alter the
amount of money the empire expects you to pay, only fills the bar.

Pure Green - "Shaman" Return Ticket - Use on a planet to open a portal that
teleports you directly to your homeworld. The portal takes sometime to open,
during which you are still vulnerable to attack. If you die while the portal
is open, your ship will be rebuilt at your homeworld (so technically once you
use it, you're gonna end up in your homeworld.)

Red/Green - "Zealot" Fanatical Frenzy - Use on a planet to convert all colonies
on the planet. All assets currently placed on the planet is transferred to you
still intact. If there is another planet owned by an empire in the system,
this ability will only make its target planet "surrender." Breaks Galactic
Code (-100 relations with all empires within 20 parsecs)

Red/Blue - "Scientist" Gravitation Wave - Use on a planet to destroy all
buildings and colonies. This ability will literally wipe whatever civilization
is on it off the planet, leaving it open for colonization. No assets are
transfered to you because they've all been destroyed. Breaks Galactic Code (-
100 relations with all empires within 20 parsecs)

Blue/Green - "Diplomat" Static Cling - Use on a planet to disable all buildings
, turrets, and ships. This ability turns everything off and lets you capture
cities without being harmed...wait isn't that what the shield is for?

RED/blue/green - "Knight" Summon Mini-U - Use on a planet to summon a smaller
version of your ship as an ally. Its pretty weak. Cannon fodder...maybe?

red/BLUE/green - "Ecologist" Safari Vacuum - Use on a planet to abduct all
plants and animals and stick them into your cargo hold. This is advertised to
"not screw up the environment" (drop the TerraScore) but I have yet to find
anything other than ignoring ecodisasters that will drop the Tscore. Maximum
hold for ANY object is 99.

red/blue/GREEN - "Bard" Soothing Song - Use on a planet to make the empire that
owns the planet like you. Secondly, it has the ability to stop stuff from
shooting at you.

Nothing (start on space stage) - "Wanderer" Nothing - You don't get anything.
But you can still take on archetype change missions to get an ability.
[6.4] Space Stage Logistics

GOAL: Whatever you want.
[6.4.1] Your Ship

Your ship has an HP value somewhat proportional to the parts you put on it.
Put more parts onto your ship will increase its HP to a max of 1000. If you
have the ability to increase your ship's HP, it will recieve 50% more health.
Your ship has an HP bar and an energy bar. When you run out of HP, you will
explode. When you run out of energy, you will move slower and not be allowed
to activate tools.

To recharge your ship's health/energy, visit any system owned by an empire you
are not at war with and communicate with them. The option to repair and
recharge will appear if your ship is damaged or low on energy. The cost
appears on the buttons.

Travelling and using tools will use energy. To travel, click on a star within
the yellow circle around your ship. The yellow circle is your travel radius
and will increase with better Interstellar Drives. Tools that have do not
have an AMMO counter uses energy. Tools with an ammo counter does not use
energy. If you travel with zero energy, you will lose 200 health per system
jump (each time you click a system)
[6.4.2] Your Empire

Your empire begins from your homeworld. On the star map, your homeworld will
always have a "home" beacon pointing at it, no matter how far out you zoom.
Planets produce spice if they have factories in colonies on them. It is up to
you to upgrade colonies to support factories so that the planet will produce
spice for you. Like in civilization stage, entertainment centers are needed to
keep a city happy. However, cities will never "celebrate" like they did in
civilization stage, so it is not vital to have happiness any higher than

As you conquer new systems, lines will connect systems under your control to
each other. Systems under your control will have a colored circle around them.
Your homeworld has a solid colored circle around it.
[6.4.3] Space Flight

To fly to another star system, mouse over a system to see its name and
distance. If you are within range of the star, its distance will be displayed
in white. Stars within your engine's range are located within the yellow
circle. The yellow circle has an arrow on it that always points towards the
galactic core. You can use this to orient yourself on the star map.
Generally, things to the left of the core marker, when pointing upwards, are
further out on the arm of the galaxy, things to the right are closer towards
the core.

As you gain better drives, your travel range increases. You will most likely
need the level 3 drive to move closer to the galactic core. On an arm, choke
points and gaps exist that requires you to have a good enough drive to cross
it. If your civilization was near the core-side of the arm, you may not have
this problem.

As you mouse over systems, some will have a blue aura, this is indication that
another star-faring empire has laid claim to the system. When you visit
another empire's system for the first time, you will see any other systems
connected to this one in the form of a line that represents the empire's color.
Usually they will send you communications, the origin of the communication is
always their homeworld. (Keep that in mind)

Eventually you'll find wormholes, they are labelled with white triangles and
distort light passing through them. You will need to have purchased the
wormhole key ability to pass through wormholes. To travel through a wormhole,
go to the wormhole then zoom all the way in as if you were going planet-side on
a planet. The wormhole will spit you out the other end, sometimes all the way
across the galaxy.
[6.4.4] Your Ship's Basic Tools

Your Ship's control console consists of several tabs with 2 rows of buttons.
The top row is reserved for energy-dependent tools each linked to a hotkey.
The buttons appear in the order that you purchase them and can not be moved
once they appear. (Buy tools in the order you want them to appear) The bottom
row is reserved for single-use tools that have an "ammo" associated with them.
The maximum of any tool is 99. These tools also appear in the order that you
have purchased them and will not disappear when you reach 0 nor can you move

The Scanner starts off with a single target scanner beam and a homing locator.
Press 1 with the basic tools tab open to active/deactivate your homing locator.
When active, it will make a sound when you are "close" to the object of
interest. A higher pitched sound means its closer. The beacon waves coming
out of your ship indicates the direction the object is located. If you are
searching for a special item, it is the default object being located when you
have nothing else selected. To select a particular organism on the planet, go
into the planet's terraform menu (the alternate window of the minimap) and
select a blue circle to locate. A solid circle means the object is in your
sporepedia, a hollow circle means it is not. Scan objects to add them to your

The abduction beam takes objects off of the surface of the planet. Objects
include: trees, spice boxes, money trays, animals, and special objects. Money
is automatically added to your count while everything else goes into your cargo
hold. You can upgrade the cargo hold to more objects through earning badges.
See badge section for details. The maximum limit for any one thing is 99 and
you can not hold a second "stack" of the object.

You can lower a cargo object onto a planet by selecting the object in your
cargo then clicking a spot on the planet surface. As long as you hold down the
button, you'll have a controlled beaming of the object. However, once you let
go, the object free falls. Trees and spice boxes have no problem with free
falling, but animals will die from it.
[6.4.5] Your Colonies

Your colonies are the economic heart of your space stage experience. Since
they are vital for producing the spice you need to earn money, it is key to
keep them always up and running. Your starting homeworld produces spice
EXTREMELY slowly, so you must quickly become independent of its production by
expanding to other planets.

Every colony you place or capture on a planet has room for 5 spice. If a
planet produces past its maximum capacity, the extra spice is wasted. Colonies
produce spice the same way your cities produced credits in civilization stage.
Proper placement of buildings is necessary. Make sure your happiness level is
neutral. Any more is not beneficial, but if you go into the red, your colonies
could revolt. 2 Turrets is minimum for detering pirates. Pirates can not take
over a system (cause you to lose the system) but can do damage to or destroy
unprotected buildings. Turret position doesn't matter if you choose to ignore
the pirate attack.

You can double spice storage by placing a spice storage on the planet. It has
an HP value and so can be destroyed. Place it under the protective range of
turrets to keep it safe. Bioprotectors and Biostabilizers reduce the
likelihood of biodisasters and gets your more time if one does occur.
Happiness and Loyalty boosters prevent your colony from revolting due to
unhappiness. You can also protect your entire planet using an uber turret.
This hard-hitting turret has a perpetual invulnerability shield, and will deter
all attacks against the planet.
[6.4.6] Relations

Other empires will engage in diplomacy with you. Sometimes its just to say how
much they hate you and want to blast you to pieces. The initial contact will
always come from their homeworld. Travel to it so that it is revealed on your
starmap. Regardless of how you play, its always nice to know where a ripe T3
planet with 10 cities is located. An empire's relationship and all its
effectors can be seen by mousing over the face on their communications window.
You can increase relations with an empire by bribes, running missions, using
"friendly tools", trading, complimenting, buying from them, forming alliances,
saving their hides, and just generally being nice. If you are of the same
archetype (have the same special ability) you'll gain a boost in relations.
NPC Economic empires will always have a +30 attached, and military/religious
empires will always have a -30 attached. If you uplifted the empire in
question, you'll automatically get a permanent +50. The highest

relations I have seen is +400 or so.

NPC Empires generally sell items at a much lower cost than your own empire, but
they will have a smaller selection. Shop choices differ between empires, and
all systems of the same empire will sell the same stuff for the same price.
Spice prices, however, fluctuate between individual PLANETS (so 2 planets in
the same system may have different prices)

Improving relations with an empire generally leads you nowhere. For the
purposes of just winning, its best to just make do with whatever services they
provide without an alliance before blowing them up. Allying with an empire
lets you fly through their territory unopposed. If you are at war with an
empire, they will send ships out to shoot at you.
[6.4.7] Getting Credits

The only way to get credits in this stage is by selling spice. Note that I
don't call it "Trading Spice". To get money, collect spice by travelling to
each of your spice producing planets. By simply arriving at the planet, you
will automatically pickup the spice produced there. If that didn't work, you
can trade with the planet and purchase their spice for no cost. Once you have
gathered your spice, you can then find buyers for it. Sell spice to planets
for credits. It doesn't matter who you sell it to, your empire and NPC empires
will buy spice all the same. Prices for spice at any particular planet
fluctuates constantly, so a planet buying spice for 10k a piece may not do so
in another 5 minutes.

Spice worth is determined by their color. A higher energy color generally will
sell more. (Purple > Pink > Blue > Green > Yellow > Red). Even the lowest
ranking spice, red, will sell for at least 10k if you take the time to find
someone buying it for that much. You can set up spice runs, where you pick up
spice and sell at the same time. When you pick up spice, check that planet's
trade window to see if they are buying other spice for high prices. A planet
will never buy their color spice for anything other than the lowest price.

A Cargoful of spice (99 of each spice) can net you 20million credits if you
take the time to find the best buyers.
[6.4.8] Expanding your empire

To get more spice, you must expand your empire. The space stage provides many
ways to accomplish just that.
[] Terraforming & Colonization

To colonize and claim a system, it must first be unclaimed by any sentient
speices. This means anything from tribal above is considered claimed. If you
find a system you want, fly into the system and pick a planet to colonize.
Generally, planets with green orbit paths are easier to colonize than those
with blue or red paths. Fly down to the planet and use a colony incredi-pak to
construct a colony on the planet. If the planet has a TerraScore of zero (T0),
you will not be able to place buildings into the colony until you raise the
planet to a T1 planet.

To terraform a planet, you must first have the necessary tools to alter the
climate along two scales: temperature and atmosphere, and a regiment of plants
and animals to place onto the planet. If a planet is in T0, it will have
dangerous effects that can damage your ship. A Cold planet will have ice
geysers, a hot planet will have lava geysers, a planet with thick atmosphere
will have thunder clouds, and a planet with no atmosphere will have meteor
storms. Contact with any of these will damage your ship. Meteors hurt. To
alter the planet, use either the energy-dependent terraform tools or the
single-use terraform tools to move the dot on the terraform screen towards the
rings in the middle. The tools themselves will tell you which way it'll move
the dot as represented by a yellow arrow next to the name. Don't over use your
tools because it is possible to overshoot your terraform attempt.

Once you reach T1, the planet will flash green and the terra-grid will zoom in
to show only the terrascore rings. At this point, you must lay down at least 1
shrub, 1 bush, and 1 tree to stabilize the terrascore. By doing so, you
prevent the dot from sliding backwards towards the planet's original position
on the terragrid (although you can force it by using terraforming tools). If
you don't stabilize the terrascore, the dot will slowly move back towards where
it came from once the terraforming tool effects have dwindled. Once you've
stabilized the terrascore, place two herbivores followed by a carnivore onto
the planet. Omnivores will count for whatever slot needs filling. Once that's
complete, the planet will become a T1 planet. Your colony will lower its
environmental shield and will allow you to place up to 5 buildings into it.

Continue this process, if you wish, to make the planet a T3 planet. For every
terrascore, you must place a DIFFERENT set of the plants and animals. The same
plant or animal will not work for the next terrascore tier. For every
terrascore, you are allowed one additional colony on the planet, up to 3
colonies total. Colonies can not be placed right next to each other, that is,
you can't overlap the large circles. The circles must also not contain a spice
geyser yet still remain close to one. When the circles are blue, you are
allowed to place a colony at that position. At T2, you can place all but 8
buildings into the colony (that's all the buildings but no turrets, or some
turrets but not all the buildings). At T3, you can fill the entire colony's
building slots. Colonies will produce spice as long as there's a factory.
Spice production is dependent on how you've arranged your factories and
[] Conquering other systems

Sometimes an empire or sentient species will have laid claim to a system you
desire. (Such as someone's homeworld planet *coughcough*) The only way to
take the system for yourself is to either buy the system for ludicrious prices,
or to force them out of it.

If a non-star-faring sentient species is residing in a system containing a
planet you want, you can simply blow them up. Go around and destroy every city
or tribe that is on the planet and it'll wipe them from the system. Now the
system is unclaimed and you can claim it for yourself.

If a star-faring species is residing in a system containing a planet you want,
you can also simply blow them up. The idea is the same, go around and destroy
every colony that is on the planet and it'll kick them out of the system,
leaving you to claim it for yourself. However, this time, the planet will
fight back. A star-faring species at war with you will always send fighters to
attack you if you wander into their territory. These fighters are annoying
because you can't shoot back (except with the auto-blaster) at them until
you've gone planetside. A planet controlled by a star-faring species will
always have a few capital ships protecting it. These ships have much higher HP
than the fighters, but their fighting capability is relatively the same...and
they have missiles.

Fighting is simple. Activate the weapon of your choice and click and hold on
your target. For the laser, you must keep your mouse tracked on your target
for the laser to hit. This gets difficult when a dogfight somehow starts
knocking your ship around. The missile locks onto ships and does decent
damage, but they may lock onto targets other than the one you wanted to shoot
at. A dogfight is fought solely using the laser and missile.

Once you've cleared a planet of ships, you can begin to take the colonies. Fly
over to a colony and blast it with whatever weapon you got. Hitting the city
hall of the colony will move the capture progression bar, while a city's
population and happiness will resist movement of the bar. Destroy a city's
houses and entertainment centers to make capturing easier. When a city is
damaged enough, it may surrender instead of blowing up. When this happens,
leave that city and move onto the next one. As long as you have at least 1
colony in a system that surrendered instead of exploded, you will have the
option to capture the system. This button is at the middle top of your screen
under the system capture progression bar. Doing so will transfer control of
the system to you along with any remaining assets that you havn't blown up.
[] Buying other systems

Through diplomacy, you can set up to 3 trade routes with neighboring systems
owned by friendly empires. These trade routes will move spice on a 1 to 1
basis between the two systems that the route links. Spice storage is still an
issue though, and a planet can never exceed its capacity through trade routes.
Over time, the trade routes will move the Buyout progression bar of the system.
You will be notified when a system's progression bar has reached full and
buyout is available. Select a price that seems reasonable. Number of colonies
residing in the system, number of planets in question, and spice color type all
are factors in how much credits the other empire expects from you. The cost is
usually quite high. When you purchase a system, the trade route disappears,
and ownership of the system and all its assets are transfered to you.
[6.4.9] Special Items

When visiting a star system, sometimes a planet will have a yellow aura coming
out of it. This means that there is an object of interest lying on the planet
surface. These are either rare artifacts, a pirate attack, or a planet terrain
tool. They are usually worth checking out and collecting. Artifacts are worth
decent money, the terrain tools are fun, and the pirate attacks...are a dud.

Artifacts always belong to a set. If you can somehow collect a set, its net
worth is increased by 10 times. Since the sets are so large (8-10 pieces
each), and the pieces only appear by chance on a planet, its usually not worth
your time to collect them. If you really want to, you can designate a planet
to stow your goodies as you get them.

Terrain altering tools alter the terrain in novel ways. They usually produce
fun shapes or effects, cost no energy to use, and have a minor cooldown
associated with them. You can use them to give planets certain shapes. They
make no effect to the actual productivity of the planet.
[6.4.10] Non-spacefaring civilizations

In your explorations, you may encounter civilizations that are still in tribal
or civilization stage. If you don't want to blow them up, you can instead
uplift them using a monolith single-use item. This monolith will increase
their stage level to space stage over time. When they become space-faring, you
will be notified of this change. Since you were responsible for their
technological advance, you get an automatic permanent +50 in diplomatic
[6.4.11] Missions

All empires will give you missions if you ask for them. A planet will issue
you exactly one mission, and you can choose to take it or not. However, once
you've VIEWED the mission, if you reject it, you will lose relations with that
empire. Mission destinations will always be marked on your star map in some
way. If you know exactly what planet it is, it will have a line drawn to it.
If you don't know where it is, you will see a circle on your star map. Your
mission system is in that circle some where. Keep in mind, the circle is on
the plane of the galaxy, and is SPHERICAL. In 3-D space, it means the star in
question may be above or below the circle, and a little more towards the inside
of the circle. The star will never be outside the circle. Usually the mission
text will tell you some clues about the planet and/or system. Read it
carefully. There's no reason why anyone should not be able to find whatever
system they have a quest on. Read the mission to figure out what to do, they
are all very straight forward.

Once you complete or reject a mission from a planet, the planet will not issue
you another mission for some time. If you're trying to raise relations with an
empire, go to another planet and take a mission from there. Usually an empire
will have enough planets for you to constantly embark on missions for them.
[6.4.12] Progression

To progress through space stage, fill up your bar by recieving accomodations.
Accomodations are earned through badges. Badges unlock tools for you to use
and are earned through completing specific tasks a certain number of times.
If there's a tool you wish to unlock, go to it in your collections list and it
will tell you which badges you need. Then go into your badges list and find
the badge in question (they are in alphabetical order) and perform whatever
task it requires of you.

For example, if I wanted interstellar drive 5, I would go into my collections
list and mouse over ID5 and it will tell me I need the explorer 5 badge.
Moving to the badge list, I can find the explorer badge and mouse over that
which will tell me that to earn the explorer badge which unlocks ID5, I need to
make 1500 star system jumps. So then I go and click on 1500 star systems and
it'll unlock the drive for me. Unlocked tools must be purchased before you can
use them. Your empire will ALWAYS sell EVERY tool. (But other empires may
sell them cheaper...)
[6.5] "Completing" the Space Stage

Space Stage technically doesn't have an end where credits roll and happy music
plays. As you expand into space stage, you can decide when you've "won". A
typical goal, however, is to reach the center of the universe. Such a goal
involves all aspects of space stage, diplomacy, colonization, punching Grox,
flying around, and getting generally frustrated at 3-D space.

The SPORE space stage can be convieniently divided into 3 phases: Setting up,
expansion, and taking the fight into the heart of the galaxy.
[6.5.1] Setting up your empire

Right off the bat, you're thrown into the star neighborhood which surrounded
your system that you've called home for the past 2-3 hours. Several missions
are handed out that are mandatory. These are the ones where you find the
crashed space ship, then fly to their world on a nearby star, then return to
your homeworld. Your homeworld then issues a colonization mission. Although
you have the choice to skip this mission, DON'T SKIP IT. You get a free colony
incredi-pak for accepting this mission. DO NOT COMPLETE THIS MISSION YET. Fly
to all nearby stars and find planets that have GREEN orbit paths and have LOW
atmosphere. These two requirements are important. Colonize a planet that meet
these requirements that isn't the planet you were supposed to go to. Return to
your homeworld and report that you've wasted your incredi-pak and they will
sell you another one for dirt cheap. (These things are usually 125k!)
Continue to colonize nearby planets that meet the two previous criteria until
you think you've had enough. Do not upgrade these colonies at all yet, you
simply don't have the money for it. Ten is usually a good number to shoot for.
Do not upgrade these colonies at all yet, you simply don't have the money for
it. While you are doing this, you should have made contact with at least 1
other empire. Don't do any diplomacy, just compliment them enough to keep them
from attacking you. Once you've had enough, complete the mission by colonizing
the one they actually wanted you to colonize. Once you've completed this
mission, you won't recieve another game-progressing mission from your homeworld
until you have earned several command badges.

When you go to get missions from your homeworld, they will give you a set of
"tutorial" missions. Select the one that says "I want to learn how to
terraform" (or something along those lines). They will now give you 1 free
atmosphere generator and 10 each of a shrub, bush, tree, 2 herbivores, and a
carnivore. This is a randomly generated set of plants and animals that may or
may not be native to your homeworld. (Makes you wonder how they got them).
This situation seems rather familiar. The mission tells you to go improve the
terra score of the planet you were supposed to colonize during the previous
mission. Instead of that, go improve those other planets you colonized first,
going back home for more atmosphere generators. Since all the planets were
missing was an atmosphere, this should bump them to at least T1. You can then
improve the planet's Terrascore by laying down those plants and animals you
got. Just ONE of each plant and animal will stabilize the terrascore, so don't
go squandering them. Make sure to lay down the animals gently.

Once you complete this mission, its pretty much freeform from here. Its up to
you if you want to take on any other "tutorial" mission from your homeworld.
They are somewhat annoying and don't get you much in my opinion. If you did
this phase right, you should now have several systems under your control, each
with a T1 (or higher if you knew what to do) colony ready to be upgraded with
buildings. Buildings are expensive, which means you need some money.

Keep in mind you aren't restricted to just one method listed below, you can mix
and choose however you like.
[] Grovelling for money

One method to gain money in the early game is to just run missions. That
empire next to you that I said to ignore? Now its time to make them your
friend. Take the mission from your homeworld "I want to make allies" (or
something along those lines) and they'll tell you to go forge an alliance. Now
go to a planet owned by your closest neighbor, they're about to become your
best friend for a long time. Initiate communications with them and do their
missions. See previous section on completing missions. Each mission should
give you a small amount of cash, good for 2-3 buildings on your own colonies.
When you can, become allies with them so that you can monitor their expansion
progress at all times. (Don't want them getting too big). Check their trade
window, they should sell colony incredi-paks for least cheaper than
your own empire. This is important because it is substantially better to buy
colonizers from these guys than your own swindling citizens. Keep these guys
your friends, their proximity to your empire makes them the shopping mall right
outside your doorsteps.
[] Trading Spice for money

A slower method of gaining money in the early game is to trade what spice you
can produce. Your homeworld, however, produces spice at a rate that is at best
10% the rate of a fully functional colony. The spice your homeworld produces
is always red, the cheapest type of spice available. Sell your spice to
neighboring empires or one of your own colonies, whomever will buy it for more.
Then wait and pick up more spice from your homeworld. Upgrade colonies with
factories as soon as you can so that those colonies can get working producing
spice too. Once you get things going though, trading spice becomes a MUCH
faster way to gain money. (If I ever need money in my game, I can make an
extremely short spice run and gain about 8 million credits in 3-5 minutes of
[] Beating people up for money

A way to really start your expansion with a bang is to start conquering people.
Captured planets usually will come with spice producing colonies that were
transfered to your control when they surrendered. The more systems you
capture, the more spice production you get, which in turn increases the money
you can gain per unit time. If you want to do it this way, start reading the
next section.
[6.5.2] Expanding away from your homeworld

Now that you've setup your empire, it is time to set your eyes on other stars.
As you move through this phase, it is in your favor to keep yourself constantly
stocked with the best non-munitions weapons, terraforming equipment, and a
healthy stock of colonizers. Each time you unlock a new weapon or terraforming
equipment, keep in mind to get some credits so you can buy the new tool. Keep
an eye out for new drives too, because being able to move around is kinda

In your drive to earn some initial credits to build up your fledgling empire,
you should have ran into other empires besides your first and only friend. Now
its time to take some new systems, by force. In another FAQ, the author writes
that "wars are something you really want to avoid at all possible cost, because
it is expensive to end them and quite annoying to avoid." Here, I say wars are
the fastest way to end a war. They are also a very quick way to procure more
systems which will give you more money. Really, the only annoying part of war
is the fact that once you start, your empire starts expanding to such a size
that its hard to keep track of it all.

Lets assault a planet. Fly to a planet owned by an empire not controlled by
your allies (attacking them would be...unbeneficial to you, after all, they
sell cheap colonizers). Fly to the first city. Open fire on their town hall.
At first you will have only lasers, so just track your laser on the town hall.
Honestly, you can ignore the fighters beating on you if you want, although in
the early game, you won't have all that much HP, so you could destroy them too
to be safe. As you fire on the city hall, the capture progression bar will
advance. The power of the weapon you are using pushes the bar to the right
while population and happiness of the target city will resist its movement.
IF the bar really isn't moving (If you havn't captured it within 10 seconds),
consider destroying a few buildings, namely houses and entertainment centers.
Try not to hit factories (they have a spice symbol above them), they provide
unhappiness, keeping them intact actually makes it easier for you to capture
the city. When the progression bar reaches the end, the city will either blow
up (bad) or raise a white flag and make a "captured" sound (good). Either way,
the city will now stop shooting you. Move onto the rest of the cities in the
SYSTEM (if an empire owns multiple planets, you have to leave the current one
and go to the other planets). Once all of them have surrendered, the "Capture
System" button will become available at the top of your screen. Select it and
the entire system's remaining assets will be transferred to you.

*Weapons against cities:
Lasers - its a laser, you shoot it.
Pulse - Does more damage than the laser over time, good for picking out targets
or destroying turrets.
Bomb - Not very accurate, but does massive damage to buildings and dramatically
moves the capture progression bar. Since its not very accurate, targetting the
city hall with a bomb actually may destroy buildings near it instead, making it
easier to capture the city. Just be careful with it, you aren't trying to blow
up everything.

The general strategy for capturing a given city is as follows:
1. Activate shields if this is a homeworld (there'll be a lot of cities on the
minimap...I also assume you have shields, skip this step if no shields)
2. Use bombs on the city hall until the city is captured. Bombs are nice if
targetting at the city hall. It will destroy nearby buildings, which will
assist in capture, and since you are aiming at the center of the town, it will
leave turrets alone. Why leave turrets alone? They are expensive to rebuild,
so once you've captured the city, its nice that the turrets are already
installed for you.
3. If you have the best bombs, they have very slow travel time and thus have a
tendency to destroy the city because you accidentally fired one shot too many.
If that's the case, if a bomb ever moves the bar by a large amount, immediately
switch to shooting pulse instead. The pulse is guarenteed to hit exactly what
you are targetting and won't cause collateral damage.

If during your attack you run low on energy, health, or worse yet, explode,
return to a nearby world you control to heal and refuel (or revive). Be
relentless, continue your assault on the system you were attacking until you
take it over or destroy it completely.

Once you've taken a system, rebuild it as best as you can. If you left turrets
alone, you can consider the system protected from pirates. If there isn't any
turrets, build at least 2 on each city.

Continue to assault a single empire, never attack two at the same time. You
can see where your target empire is because you are now at war and their stars
will be surrounded by a red territory border. Once you have completely
conquered an empire, perform maintenance on the planets you just conquered.
Restore them to full production capability and make sure they are well
protected with turrets. On the empire's original homeworld, if you've managed
to capture 4 or more cities, this planet is worth making a spice production
center. Place a spice storage building on this planet. The spice storage is
an unlockable single-use ability that doubles the planet's spice storage.
Homeworld planets with 4 or more cities pump out spice at an incrediblly fast
rate. You don't want to squander extra spice. If you did a good job, this
planet can produce a maximum of 100 spice (10 cities * 5 spice * 2 for storage)
in under 5 minutes.

If during your attack, you recieve a "we're under attack by unknown ships"
warning, you have two choices. Since during your attack, you're at war with
the empire, the empire can assault systems you own. However, this attack can
also be one from pirates. If it is from pirates, you can ignore it. If it is
from the empire, then if you ignore it, they will likely take it over or do
heavy damage to its infrastructure. You can choose to ignore this warning, or
you can respond to it.

If you respond to the warning, go take care of it and then immediately return
to finishing your assault on the empire. If you ignore the warning however,
you must finish your assault before the invisible mission timer is up. This is
because if you can completely annhilate an empire before that mission
disappears, then the mission's antagonists become pirates instead, which means
you don't need to respond to it anymore. However, if you can't annhilate the
empire and it does turn out to be the empire attacking you, then you will
likely lose the system. This isn't too big of a problem, just go take it back,
but try to keep the damage to a minimum, those were your buildings down there.

Be aggressive in expanding your empire. Once you've made contact with an alien
race, destroy them and take their homeworld. Expanding your empire in this way
is cheap, efficient, and greatly increases your spice production. Make sure to
keep your weapons and terraform tools up to date with the best available to
you. If you find yourself flying through a cluster of stars with no empires in
it, consider laying down some colonies of your own, if anything, just to make a
path for you to follow on your way home. Never use terraforming tools that are
single-use. These are a big waste of money, money that could have been
invested in colonizers or buildings. Instead, unlock the various energy-
dependent tools and terraform only using those tools. (IF you don't have the
tool for a particular terraforming direction, then don't terraform). Look at
the tips section for some interesting behavior of the NPC empires and how to
terraform efficiently.

Lastly, keep your ally that's near you in check. Try to box them in if you can
by surrounding them with your own systems. The NPC empires will never expand
past a certain range, so if you can claim all the stars within their reach,
they will never be able to expand. If he's getting big, you can destroy some
of his systems and then bribe him to end the war and get back onto better
terms. If you can tame that empire, it becomes a good source of single-use
items like colonizers. (Colonizers are probably going to be your most used
item besides weapons)

If you want to expand simply for financial gains, try to make no contact with
the Grox (don't conquer towards the center, conquer towards the outer rim of
your arm of the galaxy). If you end up somehow at war with the Grox, you're in
for some trouble. See next section.
[6.5.3] Heading inwards

When you've expanded your empire to a size you are pleased with, it is time to
turn your attention to the center. The game's "endgame" awaits you in that
direction. There is already a good "center of the galaxy" guide on gamefaqs,
and so I don't need to go into much detail, but I will give a brief set of
instructions for each of the 3 methods. You'll need interstellar drive 4, but
you probably should have 5 by now if you've expanded enough.
[] Peace with the Grox

This is a painstaking method that will give you a clear path to the center
without all the trouble. The -100 relation to all empires in the galaxy is
problematic because they'll now constantly nip away at your empire, and you
won't be able to respond to the attacks in time. Not to mention, this
"awakens" the empires that would have otherwise stayed "dormant". Check out
the tips section to see what implications this has. However, once you've
allied with the grox, you can prance your way to the center with no trouble at
all. However, it is still a maze in there, so just take your time.
[] War with the Grox

This is by far the ultimate test in your empire destroying/expanding
capabilities. The Grox empire is HUGE, and their cities are all built on T0
planets, which means when you capture a planet, all its buildings go away and
renders them useless. You can fortify planets you take from them by laying
down your own colony or terraforming, but that isn't nearly as cheap or fast as
capturing pre-made cities. You've just declared war on the Grox, which means,
like any other empire, they'll periodically attack one of your systems. As
usual, fortify cities, if possible, with several turrets. One other method to
destroying systems owned by the Grox is to terraform the planet. However, this
is usually a slow method, and the act of terraforming actually destroys the
cities, which means you have to lay down colonizers (which is more annoying
than just installing buildings). You can only hold 99 colonizers, and each
colonizer has to be purchased one at a time from one friendly system at a time.
With the size of the Grox empire, it would be unfavorable for you to fly back
and forth buying colonizers all the time.

If you just want to get to the center, then just punch a path through the Grox
as you fly towards the galactic core. IF you want to conquer the Grox, start
from where your arm of the galaxy touches their empire, and then slowly spread
out from there. Conquer completely in one section before moving on, this way
it keeps your empire together and ensures you didn't miss something after you
thought you were done.
[] Mad dash for the center

You'll need a couple colonizers for this and the maximum amount of health.
Having a wormhole key helps here. Start by jumping through wormholes until one
lands you relatively close to the galactic core. There's plenty of wormholes
in that general vincinity. The area controlled by the Grox can be looked at as
2 circular areas filled with stars divided by a thin band of empty space. This
thin band of empty space has a few bridges that span it. Only TWO of these can
be crossed using interstellar drive 4, and there are many dud bridges that can
not be crossed even with interstellar drive 5. Your travel range with ID5 in
this area is 3 parsecs, which means as you travel, constantly be on the lookout
for the next star forward that is within 3 parsecs away.

First the wormholes. There are about 7 or 8 wormholes in the inner circle.
Once you end up somehow in the inner circle, you can make a relatively short
jump to the galactic core. If you can find such a wormhole that leads you
right into this area, then you're golden. If not, you can settle for a
wormhole that lands you on the inside of the outer circle. Proceed towards a
star bridge that you think you can cross. The Grox will send ships to shoot at
you, so when you reach an HP of around 2000, fly to a non-occupied star (one
that doesn't have blue radio waves coming out of it) and quickly land on a
planet and lay down a colony. Then without waiting for the colony to form, fly
UP and out of the planet. Once on the system view, the colony is built
immediately and you can open up communications for repairs. Repair up and
continue your journey. Repeat this process until you reach the center. To get
back out, either take a nearby wormhole and jump wormholes til you end up near
your arm of the galaxy, or walk out the way you came using the colonies you
built as markers of the path.
[6.6] Consequences of the Space Stage?

The space stage is the last stage of the game, however, since you are now
acting on the galaxy level, your actions during your game has profound changes
to your SPORE game as a whole. Here's a list of what consequences arise from
SAVING your space stage game. (Saving permanently sets these changes)

1. Every system you claim is marked as "claimed" to all space stage visitors
in your entire game. If you visit a system owned by another one of your saved
games, it will be seen as claimed by that race.

2. Every Empire you encounter during your exploration will be present when you
visit it with another saved game. It also "awakens" them. See tips section
about awakened empires.

3. Every time you explore a star system, names are permanently generated for
the star and the planet. The game has only so many names, so eventually it'll
start doubling them up using numbers. Your game may see a planet named Aldis,
then a planet elsewhere called Aldis-2, and Aldis-3, and so on. My empire is
so huge that I get deja vu from certain planets because of the name thing.

4. If you capture a planet owned by another saved game, that save game's
empire actually loses the planet. When you load up that saved game, control of
the system will have been lost. You can never do anything to a saved game's
homeworld, however.

5. All this implies that if you destroy the Grox and conquer the center of the
galaxy, then any other space stage game on your computer will have zero
resistance reaching the center of the galaxy. Your saved games always start
neutral with each other.
[6.7] Tips for the Space Stage.

There's lots to do during the space stage, which means there's lots of little
quirks and intricacies you can take advantage of.
[6.7.1] Terraforming & Colonizing

*You can get dirt cheap colonizers and atmosphere generators early in the game
by not completing the first few tutorial missions. Just don't use them on the
planet they were meant for.

*Colonizing takes lots of money. Save money by buying your colonization tools
from an NPC empire, they will almost always sell it for cheaper than your

*To fully colonize a planet with 3 colonies, full turrets, full colonization
extras (uber turret, spice storage, etc), and full buildings will cost
2.3million credits. Such a planet producing red spice at 396 spice/hr (3
colonies optimum production, you can do better than this, but if you are doing
worse than this, rethink your building pattern) will pay for itself in about 45

*When terraforming, get the dot moving past T1 and into T2 before you lay down
your first colony. Since as the colony is setting up, you can't use any tools,
make sure you have 3 terraform arrows going so the dot continues to move while
you sit there idle. This is just time efficiency, not much else to it.

*If you overshoot while terraforming, turn back the arrow by using tools of the
opposite direction.

*Terraforming plants and animals are dupe-able. Find a T0 planet, raise it up
to T1 (no more than that) and stabilize it using your first "set" of plants and
animals. Fly out of the planet then fly back down. The plants and animals
will have proliferated all over the planet, ready for you to pick them up.
They respawn quickly if you fly around the planet, and you can easily get 99 of
each. Repeat on a different T0 planet for your other sets.

*Your maximum cargo size is rigged to fit. Your maximum cargo size is perfect
for holding 3 sets of plants and animals plus the 6 types of spices. This
means you shouldn't have cargo problems if you keep it clean.

*You can't colonize on water. If you find yourself on an ocean planet, raise
the planet's surface using sculpting tools to make a platform.

*Colonies create land. If you want to preserve the land structure (such as on
Earth), make sure the large ring you see when laying down the colony stays on
land and doesn't jut out into the water.

*Colonize the solar system. Its fun and costs a lot. Don't ask me why, or I
will ask you why not.

*Blow up Earth. You get an achievement, but don't save your game. It's Earth
after all.

*Don't use wildlife sanctuaries, that's a planet you could have used to produce
spice. And there's no point having extra animals unless you just want to have
fun with it. There's an achievement for having lots of these though.
[6.7.2] Relations with NPC Empires (and your other saved games)

*The Galactic Code is broken by anything that instantly wipes out a planet's
original owner. This includes Planet Buster, Gravitation Wave, and Fanatical
Frenzy. This effect isn't all that bad because it only effects empires whose
systems lie within 20 parsecs of where you used the ability. If you want to
keep your allies (such as the one right next to you), just don't use these
things near them.

*Relationships with other empires is solely on a sliding integer scale. If
they have over 75 with you, they will ally with you without question. If they
have under -75 with you, they will be at war. No empire will start off
perfectly happy with you or perfectly hating you. This includes the Grox.

*"AWAKENED" Empires. In your entire game, an empire is considered "dormant" if
it has never been visited by one of your saved games. By visited, I mean you
wandered close enough to trigger a "welcome" transmission from the empire.
Some empires do not give out a "welcome" transmission, so watch out. As long
as an empire remains dormant, it does not expand in size. Empires usually
start off with anywhere between 2 to 5 systems, but will slowly expand over
time to neighboring star systems when they are "awakened." Once awakened, as
long as you are playing a game on space stage, a NPC empire will expand in
size. This means if you awaken an empire with one game, then go play for a few
hours on another space stage game, on your return to the first game, that
awakened empire will have grown in size. What does this mean? When you awaken
an empire, if you don't want them to be big later, you HAVE to destroy them
right away. You can avoid this problem by not saving, because these changes
are made permanent only when you save. However, if you have two space stage
games (such as one played by a sibling) you will have to clear your area
before you save, or else you might come back to find an empire protruding into
your own.

*NPC empires never attack your civilization when you aren't playing it. At
least that's a relief.

*Except if your civilization is allied with the current civilization being
played. Darn. Sometimes, empires you are allied with will get an "we're under
attack" message. Lets call your saved civilization, civ A, and the one you are
currently playing civ B. If civ B allies with civ A, civ A allies by the
sliding integer scale rule as if it was an NPC empire. However, since you are
playing civ B, and civ A is an ally, if civ A has any enemies (you saved civ
A's game when it was still at war with an NPC empire), then civ A may sometimes
issue an "we're under attack" message. As civ B, you have the option of
ignoring such a message. If civ A was indeed attacked by the empire they are
at war with (instead of pirates, surely your cities have turrets to deter
pirates), then civ A may lose the system to the attacking empire. If you save
your game in civ B and reload civ A, you will be missing the system in
question. Rule of thumb: Always save your game when you aren't at war, and
don't ally with your other civilizations, just leave them alone.

*If you go to war with your own civilizations, that civilization can issue "NPC
style" attacks on your own systems. This is a problem because the best
solution to a war with an empire is to annhilate it. You can't completely
annhilate a civilization that is a saved game because you can't attack their
homeworld. This means they'll be a constant thorn in your side. Attacks
issued by them can not take over your planet, but if an attack would have taken
it over, you lose all buildings on the planet instead. (Leaves you open for
attack from an NPC empire). You can always bribe your other civilization with
credits. No actual credit transfer takes place however.
[6.7.3] Income

*Maximize spice production by making good building patterns. A stable pattern
should have at least neutral happiness and 132 spice/hr. I've heard people can
do better, if you can do so, by all means go for it.

*Happiness does not increase spice production, only lowers the chance of
capture. Which means neutral is good enough, turrets also lower the chance of
capture, build those instead.

*Your homeworld sucks. Don't rely on it for spice production, however you do
need to protect it. I've never lost my homeworld, but I assume its a really
bad thing to do.

*NPC homeworlds rock. Don't destroy their cities, make them surrender instead.
Since you can only have THREE colonies on a T3 planet, and a homeworld can come
with 10 cities, its in your favor to preserve the cities. Each city acts as a
colony which can produce massive amounts of spice. For example, I have
perfectly captured a homeworld that produces pink spice. The homeworld
generates 1320 spice an hour (that's 100 every 4 minutes or so). If I actively
make spice runs between this planet and a planet that buys pink spice
for the maximum price, I can get over 52,800,000 credits in an hour. However,
close to this system, I actually captured another homeworld that produces blue
spice. Good times. Always protect these worlds with an uber turret and place
a spice storage to maximize production. (Fanatical Frenzy special ability is
VERY useful for capturing homeworlds).

*Planet prices for spice fluctuate. This just means you need to always find
planets with good prices instead of relying on one planet. Its not too big of
a deal, but sometimes can get annoying. When you do look for planets with good
prices however, make sure to buy their colonize packs, you're already in the
screen anyway.

[7] The story of the Quinor

The Quinor is my space stage creature. It is the only creature in space stage
on my game for obvious reasons. This is their story.

The Quinor started off as a multi-flagellated herbivore with 5 flagella and 2
spikes. They struggled and fought hard for the elusive green algae that was
supposed to be abundant in the waters of Platin. Their speed and defensive
ability was only bested by things bigger than them, but they only killed for
defense. Eventually they met a creature with a mouth unlike any other. It was
long and tubular, which pierced and sucked sustenance from plant and animal
alike. Exemplaring over their defeated enemy, they eventually evolved such a
probiscus, with which they quickly found the joys of the kill. However, when
the other creatures began to grow bigger, they found themselves disadvantaged.
Somehow, evolution had stopped for them, and time stood still. The last
evolution the Quinor was ever bestowed was the fusing of their flagella into a
set of cilia. With these most primitive of limbs, they followed the other
creatures who was hosted by the planet and clambored onto land.

[At the end of the cell stage, my creature had stalk eyes, probiscus ]
[mouth, 2 spikes, one flagella, and a set of cilia...and a really big ]
[head, they looked like cute green slugs with big heads. ]
[I completed cell stage as a carnivore (RED) ]

Quickly they found that creatures with legs were faster than them, creatures
with arms were more powerful than them, and other creatures possessed the
ability to hide or fly. None such gifts were given to the Quinor, who crawled
still with belly on land, aided only by the flapping motion of their cilia
which had once made them crafty in the water. But this was not water where
they could float, this was a harsh land with a gravitic force that pushed them
against sand and rock. They sought for friendship with those nearby. Their
primitive brains understood that with their many weaknesses, they must rely on
the help of others to succeed. The smaller primitive creatures were quick to
befriend, but larger animals were unimpressed. Singing was the only trick the
Quinor knew, and even then they weren't particularly good at it. Continuing
down the evolutionary path, the Quinor saw many feats performed by other
animals, but yet they considered their own bodies. Small, frail, unimpressive.
Their only defense was a bite that barely scratched the hard scales of those
bigger than them. When a fight turned bad, they could do nothing but lay down
their lives, there was nothing they could do. Without legs, they were easily
outrun, and their green color was clearly visible against the orange landscape.
They were weak, often requiring entire packs to defeat a single foe, only to
all die shortly after. Yet they knew they must fight on. Their power was in
their number and reproductive speed. Despite their short-comings, they fought
on. Generations of Quinor died so that their future generations could live.
They knew no fear, for it was the Quinor way to die in futile battles. Through
attrition, they gained victory over many species. Eons passed and as they grew
a brain within their massive heads, they began to question why they had never
gained the luxury of other creatures. Why in the billions of years, they had
never changed. A question that exercised their minds, for although they did
not know it, they were given the greatest luxury of all, brilliance and wisdom.

[At the end of creature stage, my creature still had stalk eyes, a ]
[probiscus mouth, 2 spikes, one flagella, and a set of cilia. I did ]
[not evolve at all during the creature stage, and retained my level 1 ]
[bite and level 1 dash without any other abilities. It was a hard ]
[ordeal. To exterminate a nest, it would often require me to kill ]
[stragglers or assault a single creature at a nest and have the entire]
[pack die. I died countless numbers of times. I couldn't run, and my]
[attacks did like 2 damage each. I preyed on the weak when I could ]
[find them, and eggs were like a godsend. Did I mention I had no arms]
[OR legs? I had no arms or legs, I never touched the creature editor ]
[during this stage. I completed creature stage as a predator (RED) ]

They eventually mastered fire and began a socialized life. Their mouths were
long and protected, with which they could wield tools. They shaped wood to
form protective gear for their soft bodies, they decorated themselves with
impressive masks, they sewed hide to make backpacks to carry food. They knew
it was time to leave their savage ways. They saw the way other creatures, once
mightier than them, cower away from their mastery of the elements. They knew
it was time to return to their peaceful ways. Other creatures learned from the
Quinor, and they too became wise. The Quinor put down their weapons and
nurtured the wisdom of others, impressing them with their knowledge of music
and art, and bringing them sustenance in their times of need. Gifts were
lavishly poured upon savage tribes to sate their hunger and hate. The Quinor
knew that each life was precious, and that their lives were fragile. They
could not afford a quarrel with another tribe who has also gained the power of
tools. They befriended even the most savage of creatures. They showed them
the way of peace. As their skill in masonry grew, they began to become masters
of their world, shaping raw materials into meaningful tools. In a dream, their
chieftain was greeted by the mighty SPODE, who spoke to him for what seemed to
be many years, granting him an infinite wisdom overnight. Upon awakening, he
immediately gathered his people and taught them what he had learned. They were
to build a nation, right where they stood, and with it, carry the word of SPODE
across the globe. But the Quinor was not united in this thought, claiming it
was much too radical. Many questioned the sanity of the elderly chieftain and
broke away from the tribe.

[At the end of tribal stage, my creature had befriended all 5 tribes. ]
[This stage was accomplished extremely quickly despite the fact that ]
[my creature did not move very fast (no legs!). My biggest challenge ]
[actually was collecting food. I would sometimes lose tribesmen just ]
[hunting animals for food because they had such low damage (no arms!).]
[I completed Tribal stage on social (GREEN) ]

"The word of SPODE MUST be spread" exclaimed the chieftain as he ascended his
throne as leader of a nation. And so it was to be. Those who stayed with the
chieftain considered themselves the "True Quinor" those who follow the word of
SPODE. They upheld the belief that their shortcomings was a test for the right
of dominance. "We have come a long way, and now we are given the ultimate
battle: we must fight our own kind." And so it was to be. However, the true
Quinor did not wish to damage their planet or their own kind. They spread the
word of SPODE using missionary vehicles modelled after themselves. The
vehicles were lightly armored, but strangely enthralling and extremely speedy.
With each vehicle and lives they lost in their holy war, many more were at the
ready to seve the will of SPODE. They tamed the militant, they converted the
rich. Even those who followed false gods began to put down their unholy texts
and repented under the might of SPODE. At long last, the Quinor was once again
united. Past grievances were forgotten and as peace and prosperity spread
across the land many began to look into the heavens. The elderly chieftain
knew his job was done. On his death bed, he declared a message to all of
Platin. "SPODE is there, his holy heavens is being invaded by strange
creatures as wise as us. We are the only and true believers. We must spread
his will and cleanse the heavens." With such words, the entire economic,
military, and spiritual power of the Quinor was focused into one great project:
to explore the heavens and conquer those who would defy the will of SPODE.
Their resolve was clear, they must once again pick up the weapons they
discarded so long ago and cleanse the stars of defilers. The chieftain's
remains were placed into a sacred sanctuary within the Quinor flagship, the
Sershina. It is there that they may call upon the power of their greatest
leader to convert entire planets to the will of SPODE.

[At the end of civilization stage, I achieved a religious victory by ]
[procuring 6 cities then using the global domination ability. This ]
[stage was different from all the others since it wasn't reliant on my]
[creatures anymore. ]
[I completed civilization stage on religious (GREEN) and recieve the ]
[Zealot power "Fanatical Frenzy". ]

Such is the tale of a race who simply wanted a reasonable place within the way
of things. They conquered many hardships, surpassed many goals, and
continually crushed those who would stand in their way. The crew of their
ships carry the determination that they once had as a single cell. For
everytime a Quinor sees itself, it is reminded of their primordial beginnings.
All this time, they still have not evolved. These limbless space slugs carry a
mission greater than any who attempt insult their form. To their ears, it is a
compliment of their achievements over their shortcomings.

[Currently, I have conquered all the empires on two arms of my galaxy,]
[and have started invading the Grox, one system at a time. I have a ]
[good 300-400 systems under my control, with quick access through ]
[wormholes that I've managed to find which link the majority of my ]
[empire. I have found Earth and have converted the Sol System into a ]
[major spice production system. (Spent like 16 million building every]
[planet up) I still have just one ally, I've shrunk him to a mere 15 ]
[systems in a tight clump. He sells colonizers to me for a dirt cheap]
[price of 75k each, which is very nice for the mass colonization I ]
[make while I invaded the Grox. I control several homeworlds that ]
[produce pink and purple spice, and can make loads of credits on short]
[notice. Biodisasters are my biggest problem because I have to run to]
[the planet, but since I ended on religious, they are few and far in ]
[between. While I havn't claimed every system and eliminated every ]
[empire, I have truly played a perfect game of SPORE. ]

[8] Legal Stuff? (If you have a heart, read me)

To be honest, I wrote this as a voluntary service for the gaming community.
Anyone may use it for any purpose. SPORE is a hot game right now and I believe
it is a game that will be enjoyed by all for a long time. While we humans play
god, we argue among ourselves over this game. Humans are hard to please, every
man wants everything to benefit themselves. Unfortunately, this can not happen
because at least two men exist with conflicting interests. Perhaps this game
can teach us a little about society, about accepting each other, and accepting
everyone's shortcomings. We are all flawed in some way, and so no man is
better than the next man. We live in a society where we can call each other
equals. "I am no better than you, but you are no better than me. We are all
at the same level" A quote from a history professor I had. It is the way
humans should live. We are the same flesh and bones. We need to stop
bickering over a game when there are greater problems out in the world.
Sometimes we all forget that the life we live was hard fought by our ancestors.
There are greater goals for mankind, we need not be hindered by smallfry
problems. Our creatures in SPORE strive for greatness and they succeeded, why
can't we?

This guide was completed on September 23, 2008

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