Originally posted by PlanetKingTable of Contents:-Stage Traits
-Space Archetypes
-Alternative Ways
-Philosophies
-Super Powers
-Unlocking Change Archetype Missions
-Change Archetype Missions
-Consequence Abilities
-Backgrounds
Stage Traits:CellHerbivore-
GreenOmnivore-
BlueCarnivore-
RedCreatureSocial-
GreenAdaptable-
BluePredator-
RedTribeFriendly-
GreenIndustrious-
BlueAggresive-
RedCivilizationReligious-
GreenEconomic-
BlueMilitary-
RedSpace Archetypes:Shaman-
3 Green 1 anything or
4 GreenTrader-
3 Blue 1 anything or
4 BlueWarrior-
3 Red 1 anything or
4 RedZealot-
2 Green 2 RedKnight-
2 Red 1 Blue 1 GreenBard-
2 Blues 1 Green 1 RedWanderer- Start on space stage
Ecologist-
2 Green 1 Blue 1 RedScientist-
2 Blue 2 RedDiplomat-
2 Green 2 BlueIt does not matter what order you get the colors in just the combination of them (
BBGR,
BRGB,
BBRG, etc. will all be Bards using that combination of colors)
Additional Ways:These are for if you don't start on cell how to get each archetype-
From Creature:Shaman-
3 Green Or 1 of each color with Civilization
GreenTrader-
3 Blue Or 1 of each color with Civilization
BlueWarrior-
3 Red Or 1 of each color with Civilization
RedZealot-
2 Green 1 Red Or
1 Green 2 RedScientist-
2 Blue 1 Red Or
1 Blue 2 RedDiplomat-
2 Green 1 Blue Or
1 Green 2 BlueFrom Tribe:Shaman-
2 GreenTrader-
2 BlueWarrior-
2 RedZealot-
1 Green 1 RedScientist-
1 Blue 1 RedDiplomat-
1 Green 1 BlueFrom Civilization:Shaman-
GreenTrader-
BlueWarrior-
Red(You can't get Knight, Bard, or Ecologist if you skip Cell)
Philosophies:Harmony- Shaman
Prosperity- Trader
Force- Warrior
Faith- Zealot
Force- Knight
Chance- Bard
Life- Ecologist
Science- Scientist
Order- Diplomat
(You can not find NPC empires that are wanderers)
(Knights have a different background from Warriors to tell them appart although you cannot do a change archetype mission to become a knight)
Super Powers:Shaman- Return Ticket- Returns you to your home planet instantly
Trader- Cash Infusion- Instantly fills trade meter on trade routes
Warrior- Raider Rally- Summons a fleet of pirates to the planet you use it on
Zealot- Fanatical Frenzy- Converts All cities on an empire planet to your empires beliefs *
Knight- Summon Mini-U- Summons a smaller you to help in battles
Bard- Soothing Song- Calms empires to delay attack until it wears off
Ecologist- Safari Vaccum- Collects samples of plants and animals from a planet
Scientist- Gravitational Wave- Destroies all structures on a planet *
Diplomat- Static Cling- Disables all turrets and ships on an empire planet
(Wanderers have no super powers)
(Powers marked with a * break Galactic Code giving you -50 with nearby empires after each use)
Unlocking Change Archetype Missions:As I've seen people having trouble with this I've decided to add it,
1st: The empire needs to be a different archetype then your own
2nd: It needs to be a level 4 or higher empire, this can be checked when orbiting one of their planets by the number inside the star by their name and is determined by its size;
Level 1: 1-3 systems
Level 2: 4-5 systems
Level 3: 6-8 systems
Level 4: 9-12 systems
Level 5: 12+ systems
It is possible to increase the size and therefore level of an empire by going under the Diplomacy screen and paying them to attack and capture a nearby empires system and can help them win the battle if they aren't on their own, if the only nearby empires are allies you don't want to lose you can also simply uplift an empire by using a monolith on a nearby planet that has creatures tribes or civilizations.
3rd: You MUST be allies with them
4th: Open the communication panel and go to missions and there will be another option below the normal mission for changing to their philosophy
5th: Pay the amount of money they ask for which will be 2.5, 5, or 10 million based on the archetype and then do the mission that follows
Change Archetype Missions:Shaman- Paint or sculpt 150 on different planets, Cost- 2,500,000
Trader- Sell 5000 items, Cost- 2,500,000
Warrior- Conquer 20 systems, Cost- 2,500,000
Zealot- Create 15 new colonies on different planets, Cost- 5,000,000
Bard- Collect 25 rare objects, Cost- 10,000,000
Ecologist- Fill out 50 ecosystems, Cost- 10,000,000
Scientist- Explore 20 non-planetary systems (Blackholes, Protoplanetary Disks), Cost- 5,000,000
Diplomat- Make 5 new alliences, Cost- 5,000,000
(Taking missions from Wanderer save files will give you Diplomat archetype)
(Missions from Knights will give you Warrior archetype)
(Doing a change archetype mission will make you lose your original super power and get the new one)
Consequence Abilities:Cell:Green: Social Suave: Discount on social tools
Blue: Gentle Generalist: Discount on standard tools
Red: Power Monger: Increases spaceship energy
Creature:Green: Pleasing Performance: makes colonies happier
Blue: Speed Demon: Makes spaceship faster
Red: Prime Specimen: Increases spaceship health
Tribe:Green: Gracious Greeting: Increases relation with empires
Blue: Colony Craze: Discount on colony tools
Red: Arms Dealer: discount on weapons
Civilization:Green: Green Keeper: Reduces rate of bio disasters
Blue: Spice Savant: Increases spice production
Red: Pirate-B-Gones: Reduces rate of pirate raids
(Consequence Abilities thanks to Mooiki)
(Only the ones that affect the space stage are listed)
BackgroundsThese are the backgrounds of each philosophy, sorry about the size but it was either small or huge:
Shaman-
...............Trader-
..................Warrior-
................Knight-
...................Zealot-
.....................Bard-
Wanderer-
..............Ecologist-
..............Scientist-
..............Diplomat
Grox-
Hope this helps some people
(Images thanks to Spore Wiki)