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Spore's Main Info Topic

Star Wars Man

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Okay, this topic is all about Spore information. Got something we don't have? Found something amazing? Post it!


Starting us off:





http://www.spore.com/images/cell.gif  Tide Pool Phase

Fight with other creatures and consume them to adjust the form and abilities of your creature. It’s survival of the fittest at the most microscopic level.



http://www.spore.com/images/creature.gif  Creature Phase

Venture onto land and help your creature learn and evolve with forays away from your nest. The only way to grow is by taking chances!



http://www.spore.com/images/tribal.gif  Tribal Phase

Instead of controlling an individual creature, you are now caring for an entire tribe. Give them tools and guide their interactions as you upgrade their state of existence.



http://www.spore.com/images/city.gif  City Phase

Bring your creatures’ race into a new golden era by building up the technology, architecture, and infrastructure of their city.



http://www.spore.com/images/civ.gif  Civilization Phase

Once your city is established, your creatures begin seeking out and interacting with other cultures. Make contact with an olive branch or a war cry. The goal for your creatures is to conquer the planet.



http://www.spore.com/images/space.gif  Space Phase

The time has come to move on to other worlds in your solar system. Make contact, colonize, or terraform, then venture further to find other solar systems. A ‘mission’ structure provides new goals in your quest for galactic dominance.



Also, Aquaman's Spore Guide:



- - - - -Table of Contents- - - - -




1.0 Introduction

- 1.1 Purpose of This Guide

- 1.2 Spore Overview


2.0 Microbial Stage

- 2.1 Overview

- 2.2 Your Creature

- 2.3 Other Creatures

- 2.4 Interface

- 2.5 Microbe Editor


3.0 Creature Stage

- 3.1 Overview

- 3.2 Your Creature

- 3.3 Other Creatures

- 3.4 Food

- 3.5 Interface

- 3.6 Commands

- 3.7 Editor

- 3.8 Saved Game


4.0 Tribal Stage

- 4.1 Overview

- 4.2 Your Tribe

- 4.3 Other Tribes

- 4.4 Interface

- 4.5 Shopping

- 4.6 Hut Editor


5.0 City Stage

- 5.1 Overview

- 5.2 Your City

- 5.3 Building Editor

- 5.4 Interface


6.0 Civilization Stage

- 6.1 Overview

- 6.2 Your Civilization

- 6.3 Other Civilizations

- 6.4 Vehicle Editor

- 6.5 Interface


7.0 UFO Stage

- 7.1 Overview

- 7.2 Your UFO

- 7.3 Planets

- 7.4 Interface

- 7.5 Sporepedia

- 7.6 Genectics

- 7.7 Plant Editor


8.0 Galactic Stage

- 8.1 Overview

- 8.2 Missions




- - - - -1.0 Introduction- - - - -




1.1 Purpose of This Guide

The guide has been written to try and combine everything that we know about Will Wright’s upcoming game Spore.  If you think that some information is incorrect, needs updating, or is missing then please post it below


1.2 Spore Overview

Will Wright’s upcoming game, entitled Spore, allow players to create and evolve their very own creature from a simple cell all the way up to a sentience life form and then explore the galaxy around them in an UFO.  There are 6 stages that you must complete in order to reach the final stage known as the Galactic Stage:

1) Microbial Stage

2) Creature Stage

3) Tribal Stage

4) City Stage

5) Civilization Stage

6) UFO Stage

According to the latest Computer Gaming World article it will take about between 6 hours to 9 hours to complete the first 6 stages and from then on its non-stop gameplay.


Practically everything that you come across in the game can be player created or modified within a certain editor.  These are categorised into:

- Microbe Editor– Unlocked in the Microbial Stage



- The Creature Editor – Unlocked in the Creature Stage



- The Hut Editor – Unlocked in the Tribal Stage


- The Tool Editor – Unlocked in the Tribal Stage


- The Building Editor – Unlocked in the City Stage



- The Vehicle Editor – Unlocked in the Civilization Stage



- The UFO Editor – Unlocked in the UFO Stage


- The Flora Editor – Unlocked in the UFO Stage


- The Terrain Editor – Unlocked in the UFO Stage


Spore is scheduled for release for Spring 2007 but no official date has been announce.  The game is, as Will Wright puts it, a “Massively Single Player”.  This basically means that players are you can play against other player’s creature, but without affect their own game.  How is this possible I hear you ask?  Player created content (e.g. creatures, buildings, planets) is uploaded from their computer to a central database.  At the same time the central database is constantly “pollinating” content onto your own computer filling your galaxy with other players content.  (Players, however will have the option to disable this feature and just play with the limited content already with the game.)  Fortunetly, this content goes through a screening process to ensure that it is both legal and suitable for your game.


With the use of algorithms, the game is able to compress content into its “DNA”.  This compression (About 20,000 to 1) allows vast amount of content within the game (About 2 million planets! ) and easy distribution of content from player to player.  The use of procedural generation initially creates the environment that your creature lives in.  Also, how your creature interacts, behaves and its textures are all created procedurally.




- - - - -2.0 Microbial Stage- - - - - (Average Gameplay Time - 20 Minutes)




2.1 Overview

You begin your journey in a 2D microscopic world situated in a single drop of water. 



It is seen as a cellular representation of the classic game, Pacman.  In fact, there is a game very similar to the Microbial Stage, which you might enjoy


2.2 Your Creature

At this early stage, your creature is just a small cell.  It is able to move freely and is controlled by the mouse cursor.


2.3 Other Creatures

Other cell-like creatures inhabit the microscopic world.  Some are just basic cellular blobs, which your creature can easily eat.  But others have certain defences that prevent you from eating them and can cause damage to your creature. (However, you can modify your creature later to overcome these defences.)  Others, you should avoid altogether because to them – you’re food! 


2.4 Interface




The status bar in this stage consists of Health and Food.  You creature’s health decreases whenever it comes into contact with another cell that has the ability to attack you and possibly increases as you eat and “repair”. The food bar increases when your creature eats other cells and presumably decreases gradually if left to starve.  Once your creature has eaten enough it lays an egg.


We assume that there is a DNA meter at this stage, which gradually goes up (probably by eating).  The DNA that you collect is used to buy parts for evolving your creature in the editor.


2.5 Microbe Editor

Clicking on the egg opens up the Microbe Editor.



Here it shows a see-through picture of your creature, which you can modify or “evolve” by adding/removing parts:

- Eating – Mouth Piece or a Proboscis

- Movement – Flagella or Cilia

- Weapons – Spike


These parts can be added onto your creature wherever you wish (unless of course there is something else in the way.)  However, as said before, these parts cost you DNA points, which you collect during the game, and that restricts the players ability to evolve your creature too much in one phase.  After you are happy with your creature’s improved feature you can go back into the game.  The new parts give your creature a slight advantage, such as the ability to move faster (to escape predators), or become stronger, or the ability to pierce defences (with weapons) of other cells in order to use them as a food source.



However, the game is designed so that during the first few stages, your creature is never at the top of the food chain.  The system is constantly balancing out the ecosystem by uploading “better” creatures than yours.  After several phases of evolution and as your creature gets bigger and more complex the game gradually zooms out and you enter the next stage.



- - - - -3.0 Creature Stage- - - - - (Average Gameplay Time - 2 to 3 Hours)




3.1 Overview

The key difference between the Microbial stage and the Creature Stage is that you are now playing in a 3D world.




This is initially underwater. However, you have the ability to add legs to your creature in the editor.




This causes your creature to leave the ocean and live as a land creature. 




Or, if you wish, you can stay as a water creature, and live underwater.


3.2 Your Creature

You now have a 3D creature that has the ability to move either by its legs (on land) or its fins (in water) or its wings (in air). 




Its movement is determined entirely procedurally, which means that the computer works out, based on shape, size and what features it has, how your creature should move if it were in a real world.  So if you have a creature has a high centre of mass then it will walk slightly off balance when turning corners.


3.3 Other Creatures

Just like the Microbial stage, other creatures (mostly player created) inhabit the world around you.  Some are small, weak and pathetic little things that your creature can easily attack.  Attacking is also done procedurally based on where your main weapon or mouthpiece is.  It is now believed that you can select what part of the creature you want it to attack with.  However, some creatures are larger than yours and are potentially dangerous.




There are other creatures or your race on the planet too.  You can choose to befriend these creatures by interacting and socialising.




If you do befriend other creatures of your kind (and perhaps other creatures) they join your “herd” and will help you attack or defend.  If you become very good friends with another creature of your kind and of opposing gender (although different genders is currently unconfirmed) you can mate with it. 




Your creature creates a little nest and then your mate will then lay around about 4 eggs (This maybe more or less or always 4). 




It’s now your job to defend the eggs from any pesky critters, by attacking them and/or scaring them away.  After a period of about 30 seconds to 2 minutes the eggs are ready to hatch.  Clicking on them will enter the Creature Editor (see below).


After you have edited/evolved your creature, the eggs hatch, and you play the role of your creature, but as a smaller, scaled-down version child.  Algorithms, exaggerate things such as the size of your creature’s head compared to the rest of your body (or the little roar it makes) to make it more “cute”.  Based on how many eggs your previous creature laid, you also have a certain number of siblings.  You can interact and bond with your siblings (also increasing your socialization of your creature).  After a while, your siblings start to bond with you and follow you around, which allow you to take out larger creatures together, as a herd.  Some siblings, however, may be slightly less intelligent and take a while in terms of their learning process.  We assume that eventually your parents eventually die of old age or that they mysteriously leave the herd.


3.4 Food

There are several ways of getting food depending if your creature is mainly an herbivore or a carnivore.  Carnivorous creatures have the option of eating other creatures or other creature’s eggs. 


You can attack and try to kill any creature (assuming you have a weapon) but it is often best to attack creatures smaller than you.




However, smaller creatures may be part of a very large herd, which potentially, could cause you harm or death.  With this in mind it is often best to try and find a single creature or to try and drive one from the rest of its pack.  Attacking a creature will cause it harm and its health bar  (situated above its head) will decrease.  Once a creature’s health bar decreases to zero it dies and you creature can proceed to eat it.




The other option for carnivorous creatures is to attack other creature’s eggs and then proceed to eat it.  This obviously angers the parent creature and, just like you would do, try and attack you or scare you away.


Herbivores, on the other hand, are able to eat plants.  Not much is really known about herbivores other than they can eat plants, but it is likely that herbivores are often more peaceful creatures.


3.5 Interface




The interface consists of a status bar in the bottom left hand corner of the screen.  From left to right we have:

- Current Brain Size – a small picture representing the size of brain your creature has along with a slider (brain points?)

- DNA Points – In the E3 Spore Demo this number increased from 0 to 100 after Will Wright’s creature started eating an egg.

- Possibly Mating Points – Judging by the two little heart symbols, we can imagine that this is some sort of Mating Points Meter.  When this is full, your creature is able to mate.  Appears to go up after eating.

- Hunger Level – This goes up after eating of course.

- Health Point – Goes down when attacked.  Presumably gradually recovers over time.

- Energy – Probably goes up after eating and gradually decreases over time.  It may be used to determine the limitation of your creature’s movement. (e.g. you can’t run whilst your energy is low).


3.6 Commands

These are often referred to as “verbs” that you can give your creature, such as eat or walk.  They are procedurally generated, based on what your creature looks like.  Verbs can also be combined to create new verbs, such as eating and walking creates “dragging”.




3.7 Editor

The creature editor allows you to modify the shape and size of your creature and add different colours.  In the top left corner of the editor are 3 buttons (laid out in a triangle).  These are editing (button to the right), texturing (button to the left) and animation (button to the top). 


You start out in the editing screen, which shows your creature is shown on a platform, which you can rotate to see around your creature.  You can also name your creature here in the top right hand corner.  All creatures have a spine, which can be reduced to just one segment if you want to create, lets say, an octopus.  Or can be increased to make a longer/taller creature.  The spine can be manipulated, which changes the main shape of your creature, or increases the size of the body. 


You can then add Parts to your creature. 




Each part affects a certain value of the creature.  The values are divided into 7 parts:

1) Power – How much damage your creature can inflict.

2) Speed – How fast your creature can move. (e.g. running away from predators).

3) Stealth – A measurement of how likely you are to be noticed when sneaking up to a creature (The smaller you are the more stealth you have.  Also adding ears increases your stealth)

4) Herbivore – Determines if your creature is predominantly an herbivore.

5) Carnivore – Determines if your creature is predominantly a carnivore

6) Sense – A measurement of your ability to see, touch, smell, taste, hear. (Not sure how this affects gameplay.)

7) Social – How well your creature can get along with other creatures.


These parts are categorised into groups in the editor screen:


- Mouth Pieces – A large selection of mouthpieces that determine what your creature sounds like and whether it is an herbivore or a carnivore.


- Senses – A collection of eyes, ears, noses, sensors/feelers that increase your creature’s sense meter.



- Limbs – A small variety of arms and legs that you can add to your creature.


- Feet – A large choice of feet to add to your creature’s legs to make them faster in speed.



- Weapons – A collection of weapons that increase your creature’s power.


- Hands – Added to the arms to increase the social meter.


- Accessories – Such as a tail that you can add to your creature that doesn’t seem to affect your creature apart from its appearance.


(NOTE - So far we have received no word on wings.  It is likely that they will be part of the game after they were shown in the GDC 2005 Presentation.)


These parts are added to your creature by dragging them across the screen to where you want them on your creature.  The editor automatically makes your creature asymmetric, which means that if you place a part, such as an arm on one side, another arm would appear on the opposing side mirroring each other.  You can however, place a part in the very centre of the creature, only creating one.  If you altered one part (length, thickness, position) then the opposing part would copy this alteration.


Each part cost you DNA points, which means that you can’t evolve your creature too much each phase.  Also, parts such as senses use up brain power, which is based on the size on your brain.  With this in mind you need to balance out your sense carefully.  Have too many eyes and you may use up all your brain power (and spend a lot of DNA too), which means that you will suffer in other sense that you lack (e.g. Smell, hearing etc)  You can invest DNA to increase the size of the brain to allow more senses for your creature.  Increasing the brain size also increases the number of parts available for your creature.  These parts will probably cost more but will be much better in terms of increasing values of your creatures.


After you are happy with your creature you have to add textures (colours), by clicking on the button to the left (in the top left hand corner).  The texturing screen is fairly similar to the editing screen.  It has your creature (that you’ve just changed) standing on a platform and its nametag in the top right hand corner.  However the “toolbar” to the left no longer shows categorised parts (see above).  Instead it has a selection of colours near the top and four texturing categories.  The first category gives your creature its base colour/texture (Like its skin.)  In the first category you can pick a colour for your creature and then select a texture (e.g. plain, stripy, scaly, furry).  The next category contains overlays (patterns) for your creature (mainly stripes in this one).  Again, you select a colour and then a pattern and it places it on your question.  The next two categories we are unsure about but these may be overlays too.


When you have completed your creature and it is textured to your satisfaction, you can then test out the creature’s animation in the “play mode”.  This is accessed via the top button in the top left hand corner.  Here, your creature is placed into a virtual piece of land, which you can use to test its walking ability and how it will Roar, Attack, Play and React.  (The computer based on the shape and size of your creature works all these out procedurally.)  You can also


3.8 Saved Game

The game saves automatically when you enter the creature editor to evolve your creature.  If your newly evolved creature died then it would load up the last time you begin modifying it.  This ensures that you can’t save a game with a creature that cannot survive.



- - - - -4.0 Tribal Stage- - - - - (Average Gameplay Time - 1 Hour)




4.1 Overview

As you progress through the creature stage, you slowly begin to invest in your creature’s brain.  Once you reach the highest level of the brain, your creatures become sentient (Highest life form on your planet.) and the evolution phase stops.  At this point you enter the tribal stage.




As Will Wright put it:

- “At this level the game actually mutates from a first person eater into an RTS”


4.2 Your Tribe

You now control a herd of your creatures and also a tribal hut for them to live in.  Your goal is to gather members for your tribe and become the dominant tribe.  These members, which are all your final creature, can be found from the wild or from other tribes


4.3 Other Tribes

The world that you live in has various other tribes of your final creature.  You compete against these tribes for things, such as food.  You can trade, defend, attack, or steal members from these other tribes, so that eventually you become the dominate tribe.


4.4 Interface

The bottom left hand corner now shows a status bar with:

- A picture representing what stage your in.

- A map of your world.

- A meter, which looks like it has a picture of a smiley face, which would represent the overall happiness of your creatures.

- Two numbers – the top may represent the numbers in your tribe and the bottom represents how much food you currently have in your tribe.


4.5 Shopping

The money your tribe owns can be used to buy upgrades from the shopping panel, such as weapons, entertainment (e.g. drums), and other items, such as a fire pit. 




These are also user created content and can be edited if the players wants to.  The number of upgrades is determined on the size of your hut.




You can buy a larger hut, which in turn, increases the number of upgrades that you can purchase and also the maximum number of tribe members. 




Depending on what you give to your creature, they develop certain characteristics (e.g. Diplomatic, scientific, aggressive).  All the items and huts in the shopping panel are all user created, which, and you’ve guessed it, have been especially picked to match your style and needs and uploaded from the central database.


4.6 Hut Editor

The hut editor is used to modify newly bought huts or existing huts.  The layout is similar to the creature editor.  There is a nametag, which allows you to name your hut.  There are also three main categories represented by three pictures:

1) A Hut – Presumably the main structure/body of the hut.

2) A Pot – Possibly extra features that you can add on to or around your hut.

3) A Worship Post (Unsure) – Looks like a shrine of some kind.  Possibly represents how cultural/large your hut is.



- - - - -5.0 City Stage- - - - - (Average Gameplay Time - 1 to 2 Hours)




5.1 Overview

Once your hut has been upgraded enough, you enter the City stage.  This is a basically a very simple version of Sim City.




5.2 Your City

At this stage you have a small metropolis consisting of a few buildings (including your hut).  You can build roads and buildings and the aim is to keep your creatures happy by providing for their needs.




5.3 Building Editor

Similar to the tribal mode, you have a shopping panel.  You can use this to buy new buildings for your city.  Again, this is populated by user created content, which is picked to match the style that most fits your city.  During this stage you have the option of entering the building editor.




You can use this to make a building from scratch or edit an existing building that you’ve bought previously.  Like the creature editor you can select and mould certain parts of a building or make them longer, shorter, fatter, thinner.  You can also name your buildings but we aren’t too sure what functions all the buildings have.  We do know that they make your creatures happy and that there is a town hall, which you can use in the civilization stage to buy yourself a UFO.  Also, you can buy defence systems to protect your self against enemy vehicles and UFOs.


5.4 Interface

Similar to the Tribal Stage, The bottom left hand corner now shows a status bar with:

- A picture representing what stage your in.

- A map of your world.

- A meter, which looks like it has a picture of a smiley face, which would represent the overall happiness of your creatures.

- Two numbers – the top may represent the numbers in your tribe and the bottom represents how much food you currently have in your tribe.

- One extra number – unsure about this one but likely to be how much money you have.




- - - - -6.0 Civilization Stage- - - - - (Average Gameplay Time - 2 to 3 Hours)




6.1 Overview

You enter this stage as soon as you start to communicate with other civilizations on your planet with the use of vehicles.




In either a peaceful or an aggressive way. 




This, in some ways, is similar to Sid Meier’s Civilization series.


6.2 Your Civilization

Your civilization consists of more than one city.  Each city contributes to your overall funds and possibly provides resources, which can be used to produce vehicles.


6.3 Other Civilizations

With the use of vehicles you can communicate with other civilizations.  You can take over other cities either by military, economic or a cultural way.  Or you can choose to have a good relationship with neighbouring civilizations, which allows trading and alliances.


6.4 Vehicle Editor

Similar to the building editor, you have the ability to shop for certain vehicles that you can buy.




Also, you can then edit them if you wish.  You can choose, ground, air, water, or underwater vehicles by adding parts, which again, are categorised into groups (Such as wheel, wings, propellers etc). 




These parts seem to cost DNA points too (based on the fact that the symbol is the same in the creature editor and it looks like DNA).  You can, like most editors, name your vehicle using the nametag in the top right hand corner.  Some vehicles have the ability to attack, whereas other may just be used for scouting purposes.  Eventually, if you’ve saved up enough DNA, you can buy your very own UFO.


6.5 Interface

Again the bottom left hand corner now shows a status bar with:

- A picture representing what stage your in.

- A map of your world.


But it no longer shows a rating bar (which we assumed was happiness).  Instead it now shows 4 sets of numbers (Likely to be vehicle count, city count, building count, and the amount of money you have).  But it’s too early to tell at this stage.





- - - - -7.0 UFO Stage- - - - - (Average Gameplay Time - 67 Years Non-Stop  )




7.1 Overview

Once you’ve bought the UFO and edited it in the UFO editor (little is known about this), you enter the next stage, known as the UFO stage or the Spacefaring stage. 




7.2 Your UFO

You can use your UFO to fly around your planet:

- Abducting other creatures (content).




- Exploring.




- Attacking rival cities.




The UFO can be used to zoom out of your planet until you reach a point where you can explore your solar system.  You can buy upgrades for your UFO, such as weapons, or terreforming abilities.


7.3 Planets

The solar system consists of planets, which are all procedurally/player created and which your UFO can enter.  All planets look different, such as colour, shape, size, type of weather etc.  When looking at a planet from the solar system you can actually tell if it has life (and if it is intelligent or not) by looking at certain sliders (which probably represent things such as water, atmosphere and how many creatures life on it). 


Many of these planets are uninhabitable until you terreform it using your UFO. 




This basically adds an atmosphere to the planet. 




Until there is enough oxygen on a planet, any city that you created (which, incidentally, looks similar to you original cities) using a colony ray on the UFO will have a bubble over it. 




Likewise if you have an underwater city with land animals (filled with air) living in it, or a land city with underwater animals living in it (filled with water.)  If you were to drop a creature on a planet without any atmosphere it would die instantly.

The goal here is to build enough cities to contribute to your overall amount of money.  This can be used to upgrade the UFO, such as an interstellar drive system.


7.4 Interface

The status bar in the bottom corner now shows several things:

- Stage Icon – What stage you are in.

- Money – How much money you currently have

- Health/Repair – What condition your UFO is currently at.

- Unknown – Looks like a space ship (may represent what drive/engine you have on your UFO)

- Weapons/Fireworks – A crosshair, which opens up and shows a selection of weapons and fireworks

- Planet Editor – Represented by a planet grid.  Opens up a selection of tools (such as comet) to help terreform the planet and add atmosphere. (In the case of the comet, it is pulled down to a planet to add water).

- Abduction Tool/Cargo Bay – Opens up and shows a selection of abduction rays and all the content you have collected.  Shown by a box with a little stickman on. 

- Scanning Tool – Clicking on a creature with this tool with scan it and it will be saved in the Sporepedia (see below).

- Upgrades/Tools – Shows all the upgrades and tools that your UFO has.

- Sporepedia – Looks like a black galaxy on a white card.  Opens up the Sporepedia (see below).

- Communications – A satellite picture that flashes when you have an incoming message.


7.5 Sporepedia

The Sporepedia is a database of everything that you’ve encountered in the galaxy.  Each thing that is entered into the Sporepedia is represented a little card.  The Sporepedia contain many things:

Stars – All the star system that you have entered.  For each star system it shows its name and all the planets that are within it.  Clicking on it will show that all the cards of planets that are in that star system.

Planets – Shows a picture of the planet along with information of that planet, like its name and how many creatures, cities, and vehicles are currently on there.  Clicking on it will show all the cards of creatures on that planet.

Creatures – Shows a picture (hopefully animated) of that creature along with its name and its power, speed, stealth, senses and social ratings.  A small symbol is besides these to represent if it’s an herbivore of a carnivore and a brain symbol above that represents its current brain size.  It also shows the original creator of the creature, which if you like their creatures, can “bookmark” to improve your chances of having their creature’s uploaded into your game.

Races – Unsure about this one.

Flora – All the plants that your have encountered in the game.

Vehicles – All the vehicles that you have encountered in the game

Buildings – All the buildings that you have encountered in the game

Missions – All the missions that you have received and perhaps it may show the completed and non-completed ones but unsure on this one.

Badges – Possibly rewards for completing a mission but unsure.


7.6 Genectics

With the UFO you can unlock the creature editor again to modify your creature, adding or removing parts and changing its shape.  You can also improve your creature by adding robotic parts to your creature.


7.7 Plant Editor

The UFO (as far as we know) also unlocks the flora editor, which allows you to create or modify your own plants.  You can name your plant and again, there are several categories, such as branches, leaves and the main shape of the plant, but to be honest we know little about this at the moment.





- - - - -8.0 Galactic Stage- - - - -




8.1 Overview

Once you’ve upgraded your UFO with an interstellar drive system you are able to zoom out further and explore other star systems and meet other civilizations.




8.2 Missions

With the UFO you can do many things, which are sometimes given to you as missions.  You can choose to explore many different planets.  Terreforming as you go and adding cities, which contribute to your overall money.  Sometimes, even on barren planets you can find alien artefacts (new technologies), which can be upgrades for your UFO (such as a better terreforming tool or a stronger weapon).  Sometimes you get exploratory missions or treasure hunts, which may (we are unsure) ask you to explore a certain planet or find a certain item.


You may choose to visit other planets and befriend alien races, building up alliances with other creatures.  There are advantages of having alliances with creatures.  You can trade with them (Such as creatures and possibly technology).  Also, you can join forces to fight against other alien races.


If you find primitive creatures, you can drop a monolith on their planet and return in a few hours in hope that they are now intelligent and worship you.  Sometimes you can impress intelligent creatures with your superior technology (like fireworks for example) and then they begin to worship you.  We are unsure of the benefits of having worshipping creatures other than them being on your side.  But it may be possible that you receive some kind of income from other creatures.


Some creatures however, may see you as a threat and start to attack you.  This is based on what you do (such as try and abduct one of them) but also on the creature itself.  All creatures have differently personalities, which are based on how the original owner evolved them.  Once placed in your game the computer takes control and the creature acts depending on how the original owner controlled them (such as being aggressive, social, intelligent etc).  If they do start attacking you then you can either fight back, using your UFO’s selection of weaponry, or you can retreat away from their planet.  If you do attack another creature’s city or planet then you have to face the consequences.  You will often get a message from the enemy creature saying that you have angered them and they will retaliate.  You can respond in many ways, such as apologising or further insulting them.  They may be in fact be a giant intergalactic race and start attacking your home world, which you have to go back and defend.

Edited by Star Wars Man
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How many editors are listed above besides the creature editor? I wonder if all of them are public yet.

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