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1While the actual creatures of the ''VideoGame/{{Spore}}'' universe are largely generated by the playerbase (outside the Cell Stage), there are many common archetypes the game uses to categorize them for player interactions.
2
3[[foldercontrol]]
4
5!Cell Stage
6[[folder:Cells in general]]
7Various other cells of creatures on the road to evolution.
8----
9* AttackItsWeakPoint: A necessity when fighting some cells, especially Epics.
10* EarlyInstallmentWeirdness: Cell Stage is the only stage without player-made content present, not even a cameo from your previous cells.
11* ExclusiveEnemyEquipment: The only cell parts unlocked at the start a herbivore and carnivore mouths, flagella and eyes. Everything else must be unlocked, and the only other way to unlock them aside from a dead cell is through a randomly generated meteor shards.
12* InformedSpecies: The fully-developed eyeballs, mandibles, and mating process means that these organisms would probably be better described as plankton than cells.
13* KungFuProofMook: Cells with Poison and Electric are immune to their respective effects.
14* UnusableEnemyEquipment: Some enemy cell parts ere not available in the normal cell editor.
15* VampiricDraining: How omnivore cells like Bloato and Nosey feed on other cells.
16[[/folder]]
17
18[[folder:Level 1 Cells]]
19!!Minno
20* MonsterMunch: They have a speed of 1 and can't even defend themselves because they only have eyes, a Flagella and a Filter Mouth to eat with.
21* TheGoomba: The first cells you encounter, and if you're not playing on hard, then definitely the only ones.
22
23!! Goldy
24* EarlyBirdBoss: In hard mode they spawn in level 1.0 as Epics. They also double as an Advancing Boss of Doom at this point in the game.
25
26!! Pokey
27* MightyGlacier: Only slightly faster than Minnos, but they can actually defend themselves with their spikes.
28* SacrificialLamb: A member of their species is reduced to a Chomper's MonsterMunch in easy and normal difficulties to teach you how cell parts are unlocked.
29* TheSpiny: {{Downplayed}}, as you can still flank them pretty easily.
30
31!! Chomper
32* MookDebutCutscene: In easy and normal difficulties they introduce themselves and the existence of predator-sized cells by eating a Pokey alive.
33* LightningBruiser: They are the second fastest cell in level 1 of the Cell Stage, and they debut as predators to boot. But once you've got to level 2, they're demoted to MasterOfNone.
34[[/folder]]
35
36[[folder:Level 2 Cells]]
37!!Shyster and Spiked Shyster
38* AxCrazy: Spiked Shysters have some anger management problems alright.
39* BigBrotherInstinct: Spiked Shysters almost never attack regular Shysters and will even attack you if you attack their friends.
40* FragileSpeedster: Shysters, who unlike their Spiked relatives don't have spikes and can't defend themselves.
41* LightningBruiser: Spiked Shysters have the greatest speed stat in level 2 and have spikes on the front (including the mouth), making them a dangerous foe.
42* ThickerThanWater: They make up one of the few cell relations in the game.
43
44!!Booster
45* FragileSpeedster: With their jets they outspeed even the Shysters, but they turn around slowly, which you can exploit to kill them once they're cornered.
46* CripplingOverspecialization: They have a single jet and no flagellas.
47
48!!Grubby
49* MonsterMunch: Mostly exist to be eaten by predatory cells.
50
51!!Squirty
52* GiantSquid: Debut as Predators.
53* JackOfAllStats: 3 speed and poison trail behind them makes it pointless to chase them, and they're no slouches in attacking either.
54* LeanAndMean: They are very aggressive, and also the longest cells in the game - they have 8 spine segments, your cells and Boosters have 6, and the rest have 5.
55* PoisonousPerson: Their Poison sack allows them to generate a toxic cloud behind them and NoSell their opponents'.
56* ViolationOfCommonSense: The easiest way to get the Poison part is to put on a Spike part and attack Squirties in the mouth while they're still predator-sized; if you wait until they and you are on equal footing, they'll flee when you try to attack and probably kill you with their poison.
57
58!!Stabber
59* AttackOFThe50FootWhatever: The first Epic Cells in the game.
60* TheSpiny: They are covered in spikes, which ensures they'l be a pain in your neck even when they're peer-sized.
61[[/folder]]
62
63[[folder:Level 3 Cells]]
64
65!! Stabella
66* DistaffCounterpart: To the Stabbers.
67* ThickerThanWater: Much like the Shysters, Stabbers and Stabellas generally don't attack each other.
68* TheSpiny: To a slightly lesser extent than Stabbers, due to being herbivores.
69
70!!Pinky and Punky
71* FragileSpeedster: Punkies have a jaw and a speed of four, good turning ability, but not much else.
72* MonsterMunch: Pinkies, who are not only a source of meat, but also a way to unlock the Cillia.
73* ScrewThisImOutOfHere: Pinkies will flee from everything other than Pinkies and Punkies. Punkies will attack other cells, but [[MinorInjuryOverreaction run away once they're hurt]].
74* ThickerThanWater: Much like the Shysters and Stabbers, Punkies won't attack Pinkies, but will attack you if you do.
75
76!!Nosey
77* FragileSpeedster: They're like Boosters, but [[SerialEscalation with 5 more jets]] and omnivorous. And no, [[CripplingOverspecialization they don't have Flagellas either]].
78* MetalSlime: Of sorts. They're no more durable than other cells, and they only have a proboscis to attack with, but they can be killed to reduce the amount of mouths needed to be an omnivore to 1. Good luck cathing them though. And you should also unlock the jet beforehand.
79* PintSizedPowerhouse: Even when reduced to prey, they're still more than capable of killing your cell.
80* VampiricDraining: The first of the only 2 Maxis omnivore cells.
81
82!!Ducky
83* AttackOFThe50FootWhatever: They first appear as Epic Cells in the game.
84* DirtyCoward: They will flee from everyone who hurt them, even when they're epics.
85* GoForTheEye: ...and the best way to do that is to [[EyeScream jab a spike into their eyeball]].
86
87!!Jawhead
88* AttackOFThe50FootWhatever: [[RuleOfThree Again]] you first meet them as Epic-sized cells.
89* AxCrazy: They will [[AttackAttackAttack always attack and never retreat]].
90* MeaningfulName: Their head is mostly their jaw.
91* MightyGlacier: They have gigantic jaws and spikes on their sides, but only a speed of 2.
92[[/folder]]
93
94[[folder:Level 4 Cells]]
95
96!!Buzzy and Needle Buzzy
97* EliteMooks: Neddle Buzzies in relation to Buzzies, they have more electric parts, have spikes, appear one level later, and are carnivorous.
98* GlassCannon: Needle Buzzies have spikes in their mouth and their faster than regular Buzzies', but they have only 2 speed and a single spike in front, making them vulnerable to flanking.
99* MonsterMunch: While electric shocks do in fact serve as a deterrent, they have to be recharged, and Buzzies have a speed of 1 on top of that.
100* SuperiorSuccessor: Needle Buzzies to Buzzies, since the former appear when the latter becomes prey-sized.
101* ShockAndAwe: The only cells with electric parts.
102* ThickerThanWater: Much like the Shysters/Spiked Shysters, Stabbers/Stabellas, and Pinky/Punkies before them, they form relations with eachother.
103
104!!Squiggly
105* BiggerIsBetter: One of the 2 only herbivore cells larger than peer, and the only one that appears as an Epic in easy difficulty, for unknown reasons.
106* CarnivoreConfusion: A literal example: It was originaly meant to be carnivorous, but it got changed into a herbivore, but still tries to bite you after you attack it.
107* JackOfAllStats: They're for all intents and purposes slightly faster Pokeys
108
109!!Puffish
110* AttackOFThe50FootWhatever: Start off as Epic Cells.
111* MightyGlacier: Perhaphs the ultimate example at this stage: They're first encountered as Epics, they have spikes on their sides AND poison, but they only have a speed of 1.
112* PainfulPointyPufferfish: They're round, they've got the spikes, they're poisonous and even their names are similar!
113* PoisonousPerson: Much like with the Squirties, their Poison ability allows them to generate a toxic cloud behind them and grants them immunity to the player's poison.
114* TheSpiny: Spikes protrude out of both of their flanks.
115
116!!Megamouth
117* AdvancingBossOfDoom: The closest thing to that trope since the Stabber, only a small part of their body is uncovered, which makes fighting them as Epics a pain in the neck.
118* AttackOFThe50FootWhatever
119* MightyGlacier: For all their offensive and defensive capabilities, they've still got 1 speed, meaning that the best way to deal with a predator/epic-sized Megamouth is to run away.
120* TooManyMouths: Five jaws on the front to be exact.
121* TheSpiny: This cell gives the Stabber a run for his money.
122[[/folder]]
123
124[[folder:Level 5 Cells]]
125
126!!Maa, Paa and Juniors
127* BizarreSexualDimorphism: For some reason Maas are herbivorous and Paas (and Juniors) are carnivorous.
128* KaizoTrap: Maas are very slow and can't defend themselves, but they burst into eggs after they die.
129* LightningBruiser: Paas are faster than juniors, but not as numerous
130* MookMaker: The Maa lay eggs that hatch into Juniors.
131* PapaWolf: The Paa are more prone to attacking you if you try to kill a Maa or Junior.
132* ThePowerOfFamily: They have the biggest cell relationship in the game, a one woven into the gameplay too.
133* ZergRush: The Juniors' favorite tactic is to latch from the eggs layed by their mother and bumrush your cell like it's no tommorrow.
134
135!!Jetster
136* FragileSpeedster: The ultimate cell stage example: Boosters had a single jet, Noseys had 5. The Jetsters have seven, and they're also herbivores with no way to defend themselves again.
137
138!!Bloato
139* LightningBruiser: A Predator cell with the speed of 4, great turning ability and the Proboscis. The only weakness they might have is the lack of weapons.
140* UniqueEnemy: Only appears in Level 5.5.
141* VampiricDraining: The second and last of the 2 Maxis omnivore cells.
142
143!!Snorf
144* AchillesHeel: They can be successfully attacked with a Proboscis for some reason.
145* GiantSquid: They even call it a squid in the game files!
146* AttackOFThe50FootWhatever: The last Epic cell in the game. [[SubvertedTrope And surprisingly peaceful for a carnivore]].
147* LightningBruiser: It has not only a jet, but also many Flagellas, which results in a speed of 5. It is also the only Epic/predator-size cell to be sucked with Proboscis, making it the closest this to an epic-sized FragileSpeedster.
148[[/folder]]
149
150!Creature Stage
151
152[[folder:Creatures in general]]
153The many non-sapient animals of the planet.
154----
155* AmazingTechnicolorWildlife You can paint your creatures (and to lesser extent cells) in all the colors of the rainbow, in many different styles.
156* AnimalsLackAttributes: EnforcedTrope for obvious reasons.
157* BizarreAlienBiology: Player input notwithstanding, all creatures lay eggs, but will sometimes appear in cocoons. They can also all eat eggs, including the herbivores.
158* EvilEggEater: "Evil" may be strong of a word depending on how you view your creature's morality, but eating the eggs of other species is a viable way to gain DNA and advance the game without killing or befriending creatures and Creature Stage can be beaten with 100% of DNA accumulated in the run coming from egg heists. The only 2 downsides of this challenge is that depending on your luck, Creature Stage can become slow as you search from nest to nest for them; and eating the eggs of another species has a chance of pissing them off and wanting you dead should you revisit them again.
159* PredationIsNatural
160[[/folder]]
161
162[[folder:Nomadic Creatures]]
163Sometimes you'll encounter a pack of these creatures. They don't have a nest and are not usually friendly.
164----
165* AlwaysChaoticEvil: Most of the time, these creatures are enemies of the player's species and attack.
166* DemonicSpiders: They can interrupt friendship attempts, can ambush you during the night, and can easily kill you if you're alone, get careless, or both.
167* WolfpackBoss: You'll be fighting these creatures all at once, unless your creature know siren song or sneak, in which the battle can be avoided, and/or you can befriend them. If they have the spit ability, you won't be able to use the sneak option.
168[[/folder]]
169
170[[folder:Rogues]]
171Rogues are solitary creatures that are more powerful than normal and give off tons of DNA if you kill or befriend them.
172----
173* TheBigGuy: If you manage to befriend them.
174* MiniBoss: They have more HP than normal and can pack a punch.
175* LoneWolfBoss: A literal example, they are usually found alone.
176[[/folder]]
177
178[[folder:Epics]]
179Epics are giant and hostile creatures that occur in all stages of Spore.
180----
181* AttackOfThe50FootWhatever: Whatever indeed given it can be on of ''many'' creatures in the game.
182* BossBattle: Excluding Tribes, Cities, and Colonies, Epic Creatures are the closest thing to traditional boss fights in Spore.
183* BreathWeapon: They have the ability to spit {{fireballs}} in civilization and space stages. They can also do that in creature stage, but they use it a lot less often.
184* GiantMook: Are reduced to this in Galactic adventures. Though this can be [[SubvertedTrope subverted]] or straight-up [[AvertedTrope averted]] since you can increase their health and attack power to turn them into a proper boss enemy.
185* HomeBase: Believe it or not, some Epics actually nest. Their "nest" is a massive dirt indent in the ground where a lot of [[DemBones skeletons]] litter it. [[FridgeHorror These skeletons that make up these graveyards are likely the remains of the Epic Creature's prey.]]
186* KingMook: It is possible that an epic that spawned belongs to another species of non-epics. Befriending or allying the non-epics will actually get the epics on your side, although they can't be added to your pack.
187* OurGiantsAreBigger: They are massively large creatures.
188** There are also Hyper Sized Epics, who are even larger... or rather were, because the only things that are left of them are bones and footprints.
189* RecurringBoss: They appear in every stage of the game onwards.
190[[/folder]]
191
192[[folder:Sea Monster]]
193A gigantic creature that will devour anything foolish enough to go into the sea. Usually you.
194----
195* BorderPatrol: Exists to make sure you can't get to any other continents on the planet in the Creature stage. You can't beat it so just stay away from the dark parts of the ocean. Don't try to fly over it either, it can jump ''really'' high.
196* ChuckCunninghamSyndrome: No mention of it after finishing the Tribal Stage.
197* FiendishFish: Looks at least partially like a fish with arms.
198* HeelFaceTurn: Human-controlled Tribes with the Omnivore card can [[SummonMagic summon him]] to blow the fish onto the shores. He'll even wave to the chieftain!
199* InstakillMook: Will gulp your creature up in one bite killing them instantly.
200* SeaMonster: A huge powerful beast who could probably take out an epic with ease.
201[[/folder]]
202
203[[folder:The Aliens]]
204Your little planet might get a few visitors from time to time.
205----
206* AlienAbduction: They can appear in the Creature Stage to obtain some animal and plant samples
207* AliensStealCattle: That sometimes happens in the Tribal Stage.
208* EarlyBirdCameo: [[spoiler:Sometimes the alien species that visits you will be none other than the Grox themselves!]]
209* TheFaceless: You never actually see the species proper, only their spaceships.
210* WhatHappenedToTheMouse: Chances are, you probably won't ever see them again after the tribal stage.
211[[/folder]]
212
213!Tribal Stage
214[[folder:Tribes in general]]
215Various once regular animals who have achieved sapience. Alongside your own tribe, there are rival tribes whom you can destroy or befriend. Some are neutral to your presence, while others though may hate you for no reason and will periodically attack.
216----
217* TheBeastmaster: Tribes with the Adaptable card can summon animals to help with fighting or socializing. Bonus points for the ability in question being literally named "Beastmaster"
218* ChuckCunninghamSyndrome: It doesn't matter if you destroy a tribe or befriend it, by the time the Civilization Stage rolls around, they all will either go extinct or fade away into animal obscurity.
219* HeelFaceTurn: It is possible to make even your sworn enemies warm up to you by bringing them gifts, and you can befriend them afterwards.
220* KillItWithFire:
221** Flaming Torches deal low damage to creatures, but [[AntiStructure are very damaging to buildings]], and are available from the start for herbivore tribes.
222** Tribes with the Predator card will get Fire Bombs for their chieftain.
223* LowTechSpears: [[JavelinThrower Throwing spears]] are the ranged weapon option in the Tribal Stage, which as its name suggests, revolves around a hunter-gatherer Stone Age society.
224[[/folder]]
225
226!Civilization Stage
227[[folder:In general]]
228Your race isn't quite united yet, there are numerous nations across the planet seeking to unite the world under one banner. It is up to you to have your nation take all the others either via religious preaching, military might, or buying them out.
229----
230* KnowWhenToFoldEm: If there's just one opposing empire left and they're down to one city, odds are they'll just surrender before you can capture it.
231* MirrorBoss: In the Civilization Stage, the main opponents are other cities of your species, even cities that share the same archetype as you.
232* ThreeApproachSystem: The green and red pathways start to blend here, but there are still three means of taking over the world.
233** Military empires obliterate anything that oppose them, being able to attack Epics and turrets.
234** Economic empires give gifts and trade routes to potential allies, taking over other cities by giving them enough money to simply buy them out.
235** Religious empires force their enemies to follow their doctrine, while also focusing on entertainment buildings.
236[[/folder]]
237
238[[folder:Military Nations]]
239-> ''"Military civilizations thrive on weapons and force. They'll use every resource available to destroy other nations."''
240Nations with a fondness for weapons and power, they are more interested in destroying their enemies than converting them or buying them out.
241----
242* ACommanderIsYou: ''Brute Force'' - Their strategy is the most straightforward, their vehicles are the only ones that can attack [[AttackOfThe50FootWhatever Epics]], and their turrets are also the most powerful.
243* AsskickingLeadsToLeadership: Their end goal.
244* BoringButPractical: Their military units don't do extra special stuff like religious and economic units do, but they destroy their enemies the quickest.
245* DrillSergeantNasty: The voice used for Military Nations sound like this. Also, see TrainingFromHell below.
246* TheEmpire: [[RisingEmpire They're not very big just yet]], but they're heavilly militaristic, and aim for the world conquest like the rest.
247* EveryoneHasStandards: Militaristic nations will get a negative 90-100 relation bonus when [[NukeEm you use weapons such as a Gadget Bomb or ICBM]].
248* FightClubbing: One of the random events in a military city involves a group of civilians congregating somewhere in the city to watch two citizens beat each other up.
249* MightMakesRight: {{Implied}} through their style of world conquest.
250* MurderIsTheBestSolution: Economic empires prefer convincing their allies that they'd be more prosperous under their government, and Religious empires prefer forcefully converting preexisting cities to their beliefs. Military empires just obliterate anything that stands against them.
251* PhysicalFitnessPunishment: One of the random events used in a military city is one of them ([[DrillSergeantNasty likely, a sergeant]]) forcing some of the citizens to do push ups.
252* WarIsGlorious: Sometimes, an official of a military city gives a speech in front of a crowd using a megaphone. They are usually accompanied with two armed guards as they make punching motions, so the speech is likely about war and crushing the enemy. Also, See the quote above.
253[[/folder]]
254
255[[folder:Economic Nations]]
256-> ''"Economic civilizations use cash and trade routes to influence other nations. They'll form alliances, but it's usually a better deal for them."''
257
258Nations who are master traders, with their economic units they can trade with others cities and eventually purcahse them. They easily make money even without spice geysers, but in exchange their vehicles cannot attack.
259----
260* ACommanderIsYou: ''Unconventional: Pacifist/Economist/Diplomat'' - Their vehicles are completely unable to attack, what they do instead is trading with other civilizations to earn more sporebucks and buy out the competition.
261* HegemonicEmpire: Their ambition.
262* MartialPacifist: Their vehicles are completely defenseless, but they still have turrets to defend their cities with, and they're not afraid to use them.
263* NonActionGuy: They're the only Civ archetype to not attack their enemies with either force or words.
264* PacifistRun: Assuming that you only trade with other cities and change their archetype to economic every time, you can easily win without getting your hands/claws/paws/tentacles bloody nor forcefully trying to change any city's respective religion.
265* SuicidalPacifist: A major flaw for the Economic Nations is their vehicles' nonexistent firepower.
266* ScrewTheRulesIHaveMoney: To an extent; giving other nations financial gifts and maintaing trade routes can let you get away with a lot, but if you keep antagonizing them it'll only work for so long.
267[[/folder]]
268
269[[folder:Religious Nations]]
270-> ''"Religious civilizations harness the power of words and ideas to convert other nations to their way of thinking."''
271Zealous nations who desire to convert all other nations to their doctrine. Their vehicles don't attack per say, instead they literally fire their sermons out at a target. This allows them to convert cities, disable entertainment buildings, and even pacify epic creatures.
272----
273* ACommanderIsYou: ''Technical'' - They conquer cities not by force, but by disabling the entertainment buildings and turrets, before converting the populace. Their vehicles deal pitiful damage to vehicles, but can instead charm Epics for a limited time.
274* BlasphemousBoast: Insulting them will make say that the Source looks down on you and your creations.
275* BrainwashedAndCrazy: Their base attack can convert animals to their cause, even [[AttackOfThe50FootWhatever Epics]]. When a city is nearing conversion, some of the citizens that are influenced by the invader's religion will cheer on the invader or mock their city's city hall. This can happen on a temporarily Citywide scale with one of the religious nation abilities known as the Diplo Dervish, and on a worldwide scale with the Fanatical Uprising superweapon.
276* CrystalDragonJesus: Religious nations worship a deity called The Source. It is unknown what is its relation to the other deities.
277* DefiantStoneThrow: Citizens not believing or approving the invading religious nation's religion will damage vehicles by doing this.
278* HealingFactor: Player controlled Religious nations can use the ability, Healing Aura, to repair their vehicles and buildings.
279* HeelFaithTurn: Religious cities can retake their cities this way.
280** FaithHeelTurn: Meanwhile, the opposite is true if one of your cities is taken over by another nation.
281* TheKilljoy: Invading religious nations will often go for the entertainment buildings and turrets first before fully converting the target city. One of their abilities, the Black Cloud does that on a larger scale.
282* TechnicalPacifist: They do in fact attack their enemies, but with Religious propaganda and proselytizing instead of violence.
283[[/folder]]
284
285!Space Stage
286[[folder:Bard Empires]]
287->''"Bards are the social, outgoing entertainers of the cosmos. The galaxy is their personal playground."''
288
289Hedonistic and likely completely insane aliens obsessed with fun and goofing off.
290----
291* TheAntiNihilist: Their motivation, as explained in the Blocks of Chance:
292-->''"Look, we searched for the meaning of life. We tried to find out why we were here, what our purpose was, whether life had value, and what truly mattered."''\
293''"Here are the results of our search for meaning: Where do space travelers leave their ships? At parking meteors!"''\
294''"There is no purpose. There is no value. There is no point. Life is ridiculous."''\
295''"The universe is one big joke, and the joke is on us."''\
296''"The best we can hope for is entertainment. We'll get along as long as you provide amusement -- fighting our wars for us, fixing our worlds, looking for meaning where there is none, and [[FetchQuest groveling in the dirt to fetch us plants]]. So keep it up! Just remember that we're laughing all the time."''
297* ChaoticStupid: Even if you are allied with them, there is a chance they will declare war on you for grins and giggles.
298* TheHedonist: Bards are obsessed with recreation and pleasure, and are constantly looking for new forms of entertainment.
299* HiddenDepths: As the Blocks of Chance reveal, the Bards are actually rather nihilistic, having come to the revelation that there is no meaning to existence. The only thing they can search for in its stead is entertainment.
300* MidBattleTeaBreak: One of the most common uses for Soothing Song is to break up a fight for two minutes so you can either retreat or trade with your enemy. Perversely, you can even make them recharge your health in that time period or sell you the very weapons you'd immediately use to crush them with.
301* NotSoHarmlessVillain: It's easy to forget that, despite their antics, they ''are'' a space empire that can grow to encompass dozens of systems and fleets of starships. While not as aggressive as Warriors or Zealots, once a war starts they're as dangerous as any other empire.
302* PsychopathicManchild: They are very immature in demeanor, and seem unable to comprehend why other empires are so serious all the time. Their shrill voice evokes that of a particularly energetic toddler.
303* SapientEatSapient: They apparently eat aliens from time to time, and often innocently threaten to do it to the player... even if they're herbivores. One of their FirstContact messages simply reads, "Are you food?"
304[[/folder]]
305
306[[folder:Diplomat Empires]]
307->''"Diplomats are negotiators and problem solvers. Peace will come to the galaxy only through open communication between species."''
308
309Incredibly gentle aliens who seek out more allies and emphasize peace and harmony.
310----
311* TheAtoner: They regard themselves as having "made every imaginable mistake" prior to unifying under their democratic government.
312-->''"We've fought unnecessary wars, we've abused the environment, we've squandered resources, and furthermore we've wasted a lot of time discussing what to do about all these problems."''\
313''"We would like to think we have learned from all our mistakes. And what we have learned is this: Every sentient being matters."''
314* TheFederation: They believe in diplomacy and alliance-building over conquest.
315* NiceGuy: They're easily the friendliest of the alien personalities.
316* ObstructiveBureaucrat: Events such as Grox attacks or eco-disasters will usually prompt a "Vote to Take Immediate Action", which will keep them busy while [[ItsUpToYou the player]] solves their problem for them. This is [[LampshadeHanging lampshaded]] in one of the Scrolls of Order with the justification that, while slow, their method is at least more likely to provide a response that benefits the majority of their citizens.
317* ReasonableAuthorityFigure: They avoid war when possible, allow freedom of religion for their citizens, and have no xenophobic tendencies whatsoever. They're very easy to get along with.
318* ReluctantWarrior: They ''will'' go to war with you if you attack them or break the Galactic Code, though they openly regret having to do so.
319* TimeStandsStill: Their Static Cling superpower immobilizes all ships and turrets on a planet, allowing the player to either escape or embark on a TimeFreezeTrollingSpree.
320[[/folder]]
321
322[[folder:Ecologist Empires]]
323->''"Ecologists are the protectors of nature. Species that attempt to exploit and corrupt the galaxy must be exterminated."''
324
325Eccentric aliens who are staunch defenders of nature and masters of terraforming.
326----
327* AnimalLover: Naturally. Their excuse for asking you to halt an eco-disaster on their planets is that they just can't bring themselves to euthanize the infected animals.
328* AnimalWrongsGroup: Their flavor text says they will attack species that don't respect nature. [[InformedAttribute In practice, however]], they have no problem whatsoever with you killing off species or inflicting HostileTerraforming on habitable planets (unless, of course, you do it to one of ''theirs'').
329* ArchEnemy: They ''despise'' the Grox, for [[EnemyToAllLivingThings entirely understandable reasons]].
330-->''"The Grox are the ultimate perversion, machines designed to live outside of nature, for purposes that are deeply unnatural. Whatever their motivations might be, they are not comprehensible to living beings."''
331* CowardlyLion: They are especially skittish and the player can terrify them just by speaking to them unexpectedly, but make them angry and they fight back ''hard''.
332* FlingALightIntoTheFuture: Their interest in {{Terraform}}ing is partially motivated by a desire to ensure that life survives in the universe even if their empire falls apart.
333* FriendToAllLivingThings: They revere nature, and despise those who destroy it needlessly.
334* ShoutOut: Their Safari Vacuum superpower, which abducts two of every species from a planet, is a reference to [[Literature/BookOfGenesis Noah's Ark]].
335* {{Terraform}}: According to the Stones of Life (though [[InformedAttribute not in practice]]), they seed planets across the galaxy with life.
336[[/folder]]
337
338[[folder:Knight Empires]]
339->''"Knights are noble warriors that fight for right, not for personal gain. Peace will come to the galaxy only when evil has been vanquished."''
340
341Gruff but honorable fighters who try to keep the peace in the galaxy.
342----
343* TheCavalry: Their Summon Mini-U ability adds a smaller, weaker duplicate of your ship to your fleet for a period of time.
344* ForGreatJustice: See the quote directly above.
345* GoodCounterpart: To the Warriors. The Knights appear as Warriors when encountered on a different save file, but they aren't as antagonistic. Their description even paints them as this, using their military strength to eliminate the evils of the universe, as opposed to the Warriors fighting off anybody that they perceive as a threat.
346* HufflepuffHouse: One of the ten major archetypes available to the player, but never spawns for the AI for some reason. If the player encounters one of their Knight species from another save, they will appear as Warriors instead. The only way you can tell if they are a Knight instead of a Warrior is by their different background and them not being as initially hostile.
347* KnightInShiningArmor: "Knights are noble warriors that fight for right, not for personal gain."
348[[/folder]]
349
350[[folder:Scientist Empires]]
351->''"Scientists are logical and calculating. The galaxy exists to be studied and understood."''
352
353Cold and often vain aliens who seek to find out all mysteries in existence.
354----
355* AdmiringTheAbomination: Unlike the other archetypes, who regard the Grox with fear and/or malice, Scientists merely consider them "an experiment that has not yet run its course".
356* EveryoneHasStandards: Actually ''use'' their Gravitation Wave on a planet, and they'll declare war on you just like everyone else in the vicinity.
357* OutgrownSuchSillySuperstitions: Downplayed, surprisingly enough. They take no position on the existence of [[CrystalDragonJesus Spode]] or other deities, instead merely seeing their existence as unproven and therefore not worthy of consideration on a government or species level.
358* OvershadowedByAwesome: Their superpower will, at the cost of violating the galactic code, completely take an entire enemy planet out of the picture. However, the [[ChurchMilitant Zealots']] superpower does the exact same thing, only instead of reducing it to a pile of rubble, it instead converts it into one of ''your'' planets while leaving all infrastructure intact.[[note]]The one advantage it has is that it also works on Tribal or Civilization Stage planets, which often are the only way to get T2 or T3 rare spice planets without starting a war with another empire, but once you get the Monolith, it's more productive to uplift them, then take them over.[[/note]]
359* ScienceHero: How they see themselves, unsurprisingly.
360-->''"Was it prophets and mystics who gave us electricity, antibiotics, modern signatation, aerospace science, and digital timepieces? No. It was those who proceeded rationally, building on the work of others to create new wonders."''
361* UpliftedAnimal: Some of their {{Fetch Quest}}s are for the purpose of doing this.
362* WorldWreckingWave: Their Gravitation Wave superpower destroys all structures and intelligent life on a planet's surface. Using this tool breaks the Galactic Code, so do it out of sight.
363[[/folder]]
364
365[[folder:Shaman Empires]]
366->''"Shamans understand that all life shares a common bond. The entire galaxy exists within us all."''
367
368Aloof but benevolent aliens who study magic and seek to bring peace to the galaxy.
369----
370* BoringReturnJourney: The purpose of their Return Ticket superpower, which will FastTravel the player back to their homeworld from anywhere in the galaxy.
371* CrystalDragonJesus: While they are primarily based off of animist religions, they do worship a being known as the God That Will Come. Interestingly, the Zealots also believe in this being but to them he is essentially the AntiChrist.
372* {{Foil}}: To the [[ScaryDogmaticAliens Zealots]]. While Zealots want to unite the galaxy under [[CrystalDragonJesus Spode]] by any means necessary, Shamans are pacifists who just want to understand the universe on a spiritual level.
373* ReluctantWarrior: They'll declare war on you in retaliation for attacking them or breaking the Galactic Code, but very reluctantly.
374* ScienceIsUseless: Downplayed. They know science is useful (as their fleets of FTL starships can attest) but they find it insufficient for understanding the meaning of life.
375-->''"Science is all well and good, but all it does is tell us about the universe. It tells us how this atom bounces off of that atom, and how to measure this effect or that, and how heat moves around."''\
376''"Science doesn't tell you any of the things you really want to know, like what the point of your whole existence might be, or whether some part of you will survive after death, or the meaning of good and evil. Science doesn't provide meaning."''\
377''"Science tells us about the universe, but it doesn't tell us how to transcend the universe."''
378* TheXenophile: They just can't get enough of the universe and its wonders.
379[[/folder]]
380
381[[folder:Trader Empires]]
382->''"Traders are in it for the profit. Their only allegiance is to the almighty Sporebuck."''
383
384Jolly though greedy aliens who focus on trade and treasure hunting.
385----
386* AintTooProudToBeg: Implied. They'll sometimes talk about the Grox positively, but the Tablets of Prosperity reveal that this is not genuine and that they are the ultimate enemy to their beliefs. They don't take it very well when the Grox do attack them, implying that their buttkissing is specifically an attempt to stop them from going after them.
387* ForHappiness: Their rationale for a trade-based civilization.
388-->''"Consider the simple act of trade. If you believe that possession of an item would increase your happiness, and if my happiness would be increased by selling that item to you for a certain sum, then the trade makes us both happy, and the amount of happiness in the universe is increased."''
389* HiddenDepths: They mainly come off as greedy, money loving merchants, but their Tablets of Prosperity state that they're so indulgent in trade because they want to make the universe happier, and trade makes both parties happier.
390* ImmediateSelfContradiction: After completing a mission for them, they may say that they sent you off so they could avoid the political consequences of whatever the mission was. They'll then immediately state it was in the name of the Grox, the villainous empire that everybody else sees as a violent force that must be stopped.
391* JerkWithAHeartOfGold: They are greedy and sneaky, but their politeness is not totally insincere. Plus, their end goal is to make everyone happy.
392* ProfessionalButtKisser: They ''constantly'' flatter the player, hoping they'll spend more money in their boutique. They're also one of the only empires to talk positively about the Grox, and it's heavily implied they're only doing so because they want the Grox to spare them.
393* ProudMerchantRace: They've built their civilization around selling stuff to their neighbors.
394[[/folder]]
395
396[[folder:Wanderer Empires]]
397->''"Wanderers want to sample a little bit of everything. The galaxy is vast and they want to experience it all."''
398
399Relaxed aliens who simply want to explore the wide galaxy around them.
400----
401* BoldExplorer: Wanderers fully embrace exploring the galaxy and love to see new things. This is their only real defining trait other than being friendly.
402* TheGenericGuy: This archetype is for players who start a game in the Space Stage without bothering with the others. It has no superpower or philosophy and does not spawn for the AI.
403* HufflepuffHouse: Like with Knights, they are a major archetype but you won't normally encounter the AI using them. If the player encounters their species that is a Wanderer, they will have the Diplomat philosophy. The only differences will be their background and their voice will be the same as your homeworld. However, this is justified, as the Wanderer empire only appears for a player that skipped all the way to Space Stage.
404* MasterOfNone: They're blank slates that have no superpower and no benefits from previous stages, making them strictly inferior to every other archetype on the list.
405* NiceGuy: They are very laid-back and love to meet new races.
406* OutSideContextProblem: Whether they qualify as a "problem" really depends on how you interact with them, but the subtle implication gathered from across the info on them is that they arrived here from another galaxy, likely as an explanation of sorts for their showing up out of nowhere and literal lack of a past.
407* [[invoked]]SelfImposedChallenge: This is all they really have to offer as an archetype, as they have no superpower and exist solely for players who skipped the earlier stages.
408* UsedFuture: The background in the communications panel is a simple grey spaceship bulkhead.
409[[/folder]]
410
411[[folder:Warrior Empires]]
412->''"Warriors take what they want and never ask for permission. The galaxy is a prize to be claimed by the strongest."''
413
414Arrogant and brutal aliens who have based their whole culture around war and combat.
415----
416* EveryoneHasStandards: In addition to adhering to the Galactic Code, they also make a point out of not waging war for the sake of war, which would be counterproductive to their goal of survival.
417-->''"We do not indulge in casual violence. We do not engage in a War Against All. We fight in defense of our own security, and otherwise choose our targets with care."''\
418''"If you are no threat to us, you have little to fear, unless you are weak -- in that case, we may destroy you in order to prevent our rivals from profiting by your destruction."''
419* GracefulLoser: Conquer one of their systems, and they'll commend you on your victory.
420-->''"You have learned well, warrior!"''
421* {{Hypocrite}}: They'll happily sell you [[EarthShatteringKaboom Planet Busters]] at half-price, but fly into a rage if you actually ''use'' them.
422* ProudWarriorRaceGuy: Played completely straight. Warriors fall somewhere in between [[Franchise/StarTrek Klingons]] and [[UsefulNotes/TheGoldenAgeOfPiracy classical pirates]] in terms of personality.
423* TheSocialDarwinist: They see the universe as unrelentingly hostile, and have shaped their civilization accordingly.
424-->''"The universe seethes with violence. It came into being in a vast explosion. Giant black holes lurk at the center of galaxies. Supernovas, gamma ray bursters, and pulsars destroy all life within reach."''\
425''"Violence is not an unnatural thing. It is the normal state of being."''
426* SummonBiggerFish: Their Raider Rally superpower unleashes a fleet of SpacePirates on the targeted planet, throwing the local garrison into chaos.
427* YouNoTakeCandle: They often speak like this, leaving out filler words and addressing the player as plainly as possible.
428[[/folder]]
429
430[[folder:Zealot Empires]]
431->''"Zealots are certain that their beliefs are the only truth that matters. Those who do not feel the same way are not worthy to exist in this galaxy."''
432
433Infamously violent and self-righteous aliens obsessed with a deity called Spode, seeking out the destruction of those who refuse to convert.
434----
435* AffablyEvil: Get on their good side and they are surprisingly helpful and loyal, even if you never join them in their religion.
436* ArchEnemy: The two greatest enemies of Spode are the Grox and something called "The False God Who Will Come". The nature of the latter is never revealed, but it apparently has a following across the galaxy.
437* BrainwashedAndCrazy: Their Fanatical Frenzy superpower converts everyone on a planet and annexes them into their empire. Understandably, this breaks the Galactic Code.
438* ChurchMilitant: {{Exaggerated|Trope}}. They'll declare war on you faster than even the Warriors, ''even if you are are a Zealot yourself''.
439* CrystalDragonJesus: Spode, the deity worshipped by all Zealots.
440* EasyRoadToHell: Implied; they believe that followers of Spode are the only ones who get a "good" afterlife, hence their desire to convert everyone in the galaxy.
441-->''"If false doctrine causes a follower to doubt, that person's eternal happiness is in jeopardy! In order to free ourselves from doubt, we strive to eliminate all who reject Spode's Word."''
442* EveryoneHasStandards: They value the Galactic Code as highly as any other empire, even though their superpower technically breaks it.
443* {{Foil}}: To the [[ReluctantWarrior Shamans]]. While Shamans are pacifists who just want to understand the universe on a spiritual level, Zealots want to unite the galaxy under [[CrystalDragonJesus Spode]] by any means necessary.
444* ScaryDogmaticAliens: And ''how''. If you're not a servant of Spode, or at least an ally of theirs, they consider you an enemy at worst and a future target at best.
445[[/folder]]
446
447[[folder:The Grox '''(SPOILERS)''']]
448->''Beware the Grox. They don't understand relationships.''
449The Grox are a race of {{Cyborg}}s who dominate the star systems around the Galactic Core. They are relentlessly hostile to organic life forms and will periodically raid your allies' colonies and homeworlds.
450----
451* AbsoluteXenophobe: The Grox hate anyone that's not a {{Cyborg}}. You ''can'' ally with them, but it takes a ''very'' long time.
452* ActionBomb: The Mites, as seen in "Infestation".
453* AlwaysChaoticEvil: Every member of the Grox are united by their universal hatred for all organic life and revel in the chaos, destruction, and misery they cause.
454* BigBad: The Grox are this in the base game.
455* CyberneticsEatYourSoul: The rest of the galaxy is pretty much united in this belief, considering the Grox a blasphemy to the very concept of life. It's downplayed in practice, though, because the Grox are ''not'' a HiveMind and have at least as much personality as the other empires.
456* DangerInTheGalacticCore: The Grox ''dominate'' the region surrounding the core, with thousands of inhabited star systems and countless patrol ships. Straying too deep into their space, even if you're not at war, will get you shot down in short order.
457* TheDreaded: If there's one thing that unites the Spore galaxy, it's fear of the Grox.
458* DroneOfDread: Their "anthem", which can be heard if you hover over one of their colonies.
459* EnemyToAllLivingThings: The Grox don't just hate life, but they're also '''outright''' allergic to it can only survive on uninhabitable planets. {{Terraform}}ing their worlds will actually kill them!
460* {{Expy}}: Of the Borg Collective from ''Franchise/StarTrek'', down to being called the '[[SdrawkcabName Grob]]' in the game code. In practice, though, the Grox are quite different: they are not a HiveMind, they [[AbsoluteXenophobe exterminate]] species rather than [[UnwillingRoboticisation assimilate]] them, and their ships look like conventional {{Standard Alien Spaceship}}s rather than the {{Ominous Cube}}s of the Borg.
461* ForeverWar: A war between the Grox and the player will take a ''long'' time, since the Grox have thousands of planets to clear out and you can't bribe them into calling it off.
462* GreaterScopeVillain: The Grox are this in the official [[ExpansionPack Galactic Adventures]] mission "Infestation", since, while they don't affect the events of that adventure directly, they are the ones who sent the Dronox to attack the planet in question.
463* HateSink: Even the Zealots have at least some redeeming qualities; the Grox on the other hand are completely heartless and megalomaniacal beings who truly are pure evil. They are this in-universe too, even the normally calm Shamans, Traders, and Ecologists utterly despise the Grox. The Diplomats and Scientists are the only philosophies who don't actively hate the Grox (the former believes they could be a powerful ally and the latter almost admires them for their powerful technological advancements), [[EveryoneHasStandards though both still agree the Grox are horrible villains that need to be destroyed and not befriended]].
464* HenchmenRace: The Dronox, Insectrox, and Mites, as seen in "Infestation". It's not clear whether these are full MechaMooks or more {{Cyborg}}s.
465* HostileTerraforming: Not in normal gameplay, but one [[ExpansionPack Galactic Adventures]] mission, "Infestation", has the player fight and destroy an 'Infestation Pod' sent by the Grox to corrupt a planet for colonization.
466** Inverted in the space stage, as terraforming a planet to a habitable state (as in, habitable for anyone else) is a surefire way to boot the Grox off a planet.
467* ImmuneToMindControl: The Grox are immune to the Bards' Soothing Song superpower.
468* InformedAttribute: They're consistently referred to as "machines", but in reality they're {{Cyborg}}s.
469* KillerRabbit: They kind of look like humanoid hamsters, plus some elf ears and [[Series/StarTrekTheNextGeneration Borg implants]].
470* MechanicallyUnusualClass: They have a Unique Archetype unto themselves which is inaccessible to the player. When asked about it, they just insult you and refuse to indulge your curiosity.
471* NightmareFetishist: Breaking the Galactic Code within their earshot will actually improve their attitude toward you. [[CaptainObvious Unless you do it to them, of course]].
472* PragmaticVillainy: They'll sometimes demand cash from you, not because they care about Sporebucks, but because they know ''you'' do.
473* PurpleIsPowerful: The Grox use indigo as their signature color, which is otherwise not available to the AI.
474* TheReasonYouSuckSpeech: They give an ''epic'' one to the player when asked about themselves. Yeah, they don't have much respect for non-machine life.
475-->''"What foolish mortal deigns to seek countenance with the all-powerful and most extraordinary Grox? How dare you disgrace us with your meager and lackluster presence? We care not to breathe the same air that you have poisoned with your noxious aura.\
476[[IShallTauntYou After I spend some time berating you]], the expectation will be that you begin your exodus out of our system post haste. I feel the need to cleanse my very eyeball after having soiled my retina with the ghastly vision that is your form. Be gone oh foul and unsightly trespasser!\
477Don't let the gravitational pull of our planet hit you in the backside on your way out!"''
478* RobotWar: They wage endless war on the organic races of the galaxy, though actual attacks are infrequent and their targets are seemingly chosen at random.
479* SpaceFillingEmpire: The Grox Empire spans the entire galactic core, which is about 2,400 systems and more than 5,000 planets.
480* SpellMyNameWithAThe: Their species' Sporepedia entry calls them "The Grox" rather than simply "Grox".
481* SympathyForTheDevil: Averted. Virtually '''every''' sapient species hates the Grox and even the ones that admire the achievements of the Grox (like some Scientist and Diplomat empires) still agree that the Grox are evil monsters that should not be empathized with. Furthermore, while your empire was curious about them at first during its infancy, they quickly learn that the Grox are a threat, be it from horror stories spread from other empires or them being attacked as well.
482* TechnologicallyAdvancedFoe: Their ships and turrets are far more powerful than anything the rest of the galaxy can hope to match. Even the player will only be able to take on one or two of their ships at a time without shields and antimatter missiles.
483* TimeAbyss: If the appearance of Grox ships in the Creature Stage is any indication, they've been spacefaring for ''billions'' of years.
484* UngratefulBastard: The Traders are the only empire to talk positively about the Grox, but this won't stop them from raiding a Trader empire.
485* VileVillainSaccharineShow: The rest of the entire game is generally cartoonish life simulator fun, even if it naturally gets dark as a result of being a carnivore/warrior/whatever. The Grox, however, have no redeeming qualities and waste no effort trying to appeal to anyone else other than themselves. Not even warrior or zealot empires are as vile as the Grox!
486[[/folder]]
487
488[[folder:Steve '''(SPOILERS)''']]
489A strange little guy who lives in the Galactic Core. Meeting him is the closest thing there is to an official end goal to the Space Phase.
490----
491* NiceGuy: A friendly alien who joyously congratulates you on your accomplishments and gives you a powerful artifact as a reward.
492* RiddleForTheAges: The only thing we know for sure about him is he isn’t a living ufo as a statue bearing his likeness in Galactic Adventures shows. Otherwise Steve is a huge enigma: who is he really? What is he? Why is he waiting for you in the Galactic Core? How did he get there in the first place? How does he have access to the powerful Staff of Life? [[PlayedForLaughs Likely done on purpose as a joke,]] but many fans still make serious theories about him to this day.
493* ShoutOut: The spaceship he drives is a slightly modified version of the ufo on the box art of VideoGame/SimCity2000.
494* SufficientlyAdvancedAlien: Implied. At first you think you are talking to a powerful deity... Then a dinky little ufo comes out and gives you a gadget that can [[WorldHealingWave make the most inhospitable planets into paradises]].
495[[/folder]]
496
497!Galactic Adventures
498
499[[folder:Spoffits]]
500A species of simple sheep-like aliens that appear in all of Maxis' adventures.
501----
502* EasterEgg: You will find a lone Spoffit in a hidden area in in all of the Maxis-made adventures. Get close to it and the music will change to the "Blue Grass" track.
503[[/folder]]
504
505[[folder:Clark and Stanley]]
506Two naively optimistic aliens who are the stars of their own series of adventures where [[BlackComedy they always die horribly]]. Maxis made their initial appearances [[MemeticMutation and then the fan base ran with it,]] there are literally hundreds of adventures made starring this ill-fated pair. Their species, which vaguely resembles a bipedal turtle, has not been given an official name but is commonly called "Dweeble" by fans.
507----
508* ButtMonkey: [[PetTheDog Unless a creator shows them mercy,]] these two are always doomed to destruction no matter how safe the activity they do is.
509* TheyKilledKennyAgain: No matter how violent and horrible their deaths are, next adventure they will be perfectly fine.
510* TooDumbToLive: In “Clark and Stanley go Swimming” they chum the water to attract dolphins, only to get eaten by hungry sharks. This was the only Maxis adventure where their deaths were their own fault, [[{{Flanderization}} though most fans still like to portray them as total idiots]].
511[[/folder]]
512
513!Other
514[[folder:Spode]]
515The deity worshipped by the Zealots.
516----
517* GodIsGood: He still saves the player from the Black Clawed Zealots, even if your kind does not worship him or worships The God That Will Come.
518* HeWhoMustNotBeSeen: Makes sense as he is supposedly an omnipotent deity. The only aspect of him described is that he has tentacles.
519* RealAfterAll: In the base game the Zealots are the only beings who think Spode exists. The Zealot mission in Galactic Adventures reveals that Spode not only exists but can even interact with the physical word after he assists the player with a DeusExMachina.
520[[/folder]]
521
522[[folder:The God That Will Come]]
523TheAntiChrist of the Zealots' religion and a patron god of various other races, most notably Shamans.
524----
525* AmbiguousSituation: Is the God That Will Come [[GodIsGood good]] or [[GodIsEvil evil?]] It is easy to assume the former given the notoriously genocidal Zealots hate him and the extremely wise and gentle Shamans worship him, but the game leaves this up in the air. Galactic Adventures keeps it ambiguous.

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