Spore how much to buy a planet




















After reaching maturity, they can do jobs like gather food, hunt animals, attack opposing tribes, and befriend other tribes. Combat can be made more effective with weapons like stone axes or throwing spears for attacking units and flaming torches for destroying buildings.

For socializing, a player can obtain musical instruments: wooden horns, maracas and didgeridoos for the tribe. Those are more essential than weapons, for other tribes will get annoyed if the creatures don't play music correctly or at all. Also, miscellaneous tools can be used for fishing and gathering food, and for healing tribe members. All tools, however, require a specialized tool shack, which costs food to build. Tribe members can also gather food, an essential concept.

Creature stage mouths affect what kind of food they can gather and eat. For instance, herbivores cannot eat meat or fish although they will fish for seaweed , and carnivores can't eat fruit. Obviously, omnivores have a slight advantage because they can eat anything, although they have to eat more food in order to be full. Animals can be hunted for meat, and fish can be speared for food. Fruit is gathered from trees and bushes, and players can also domesticate animals for eggs.

Eggs can be taken from non-domesticated animals, but this angers them and causes them to instantly turn hostile. Herbivores can use fishing hotspots, but will get seaweed instead of fish. Any foreign animals belonging to the player's pack in creature stage are automatically added to the tribe as farm animals, but non-domesticated ones will sometimes sneak up and attempt to eat some of the player's food. Other tribes also can provide food for the player.

An allied tribe will occasionally bring the player a gift a basket of food tied with a large purple bow to show their gratitude.

Also, players can steal food from other tribes though it angers them , and dead tribes may be pillaged for their food, if they had any. The creatures' behaviors are affected by the way the player utilizes them.

If a player uses them aggressively, their autonomic behavior will reflect that; conversely, if the player uses them peacefully, allying other tribes, their behavior will be more kind.

Even their idle behavior will reflect this; warlike tribal members will practice combat while docile members will practice playing musical instruments and throw parties.

There are five other tribes that appear along with the player's tribe. For every tribe befriended or destroyed, a piece of a totem pole is built, which may increase the population limit of the player's tribe or grant access to new tools and clothes.

When the totem pole has five pieces, symbolizing the five foreign tribes, the player may move forward to the Civilization stage. This stage begins with a cutscene showing a brainstorming between several members of the player's tribe about what they should do. One tribesman suggests the building of a city, another suggests the creation of vehicles, one reminds the gathering of the tribe's ideal, and another shouts "PIE!

Fireworks then come from around the city hall. The events of Tribal Stage have left the player's tribe the dominant species of the planet, but the species itself has now fragmented into many separate nations, similar to the way humanity now lives. The player retains control of a single nation with one city. The goal in the civilization phase is to gain control of the entire planet, and it is left to the player to decide whether to conquer it militarily, economically, or religiously.

When entering the phase, the tribal camp is now a city. Two new editors the building and vehicle editors are used to create city buildings and vehicles. The player can place three types of buildings House, Factory, and Entertainment around the default City Hall building and may build up to 9 types of vehicles religious, economic, and military varieties of sea, land and air.

The main unit of currency is "Sporebucks", which is used to purchase vehicles and buildings. To earn income, players can capture spice geysers, conduct trade, or build factories see below. In constructing vehicles and buildings, as with most real-time strategy games, there is a capacity limit; building houses will increase the cap, and constructing various buildings adjacent to one another will provide a productivity bonus or deficit: for example, building an entertainment centre next to a house will provide happiness, but a factory will decrease happiness and increase production.

Putting an entertainment centre next to a factory defeats the purpose of the entertainment center, as it creates a red line of unhappiness.

Like Civilization III and IV , the player's territory is marked with a colored border that increases as the player gains more power through militarism or influence. For the first couple of minutes upon beginning the civilization stage, the player's nation is the only existing one on the planet, with one city. The general goal at this point is to set up spice derricks at spice geysers to improve the nation's income and expand your territory.

But soon other nations will form and will be looking at the same goal. Their existence means you will not be able to continue expanding your empire without using military force, propaganda or simply buying out cities. Players can choose to gain global domination depending on the types of cities they own. Military states grow solely by attacking other cities. Instead of military conquest, players with a religious trait construct special missionary units that convert other cities via religious propaganda.

They also gain more money by trading. However, if the player's state captures a city of a different type, they can choose to have the city retain its original type if they wish. Diplomacy also becomes more complex in the Civilization Stage. Aside from the aforementioned trading with other cities, players can improve relations with another nation by complimenting them, giving them gifts of money and fighting their enemies.

Players can also form alliances with a rival civilization, and when the entire world has been conquered by both factions, the rival faction will join the player's. Capturing cities is the key to Civilization stage. With more cities, players can support bigger armies or merchant fleets. An economic player can send trade ships and vehicles to the opponent's cities to trade with them, if they have a trade route.

Each one will bring in a small profit, as well as swifter "buyout". After trading with a city for a while, the player can buy it. A military player can use vehicles armed with weapons to destroy buildings to lower morale, so the city eventually surrenders. In addition, a city will surrender faster if they are unhappy i. The third strategy, religious domination, involves converting cities to the player's religion. Religious vehicles spread propaganda to cities via a gigantic hologram of a god in the species' image, but can be harmed and destroyed in the process, as enemies don't like their cities defecting.

All three paths can eventually use a superweapon, which requires a large number of cities and Sporebucks, but will allow the player to conquer the world in one shot.

Epic creatures are also seen in the stage. They are much larger perhaps meaning they too have evolved , with health, and will attack cities. Defense turrets will open fire at the epic creature the second it begins damaging the city.

This will only draw the epic's attention to the turret, which will most likely be destroyed very quickly. The player will probably have to use a large amount of military force in order to defeat the epic creature.

However, the player no longer needs to kill them, as they can be temporarily charmed and manipulated by religious vehicles. When the player has neutralized all the civilizations on the planet and decides to move on to the Space Stage, the spaceship editor appears. The space stage provides new goals and paths as the player begins to spread through the galaxy.

The player may now terraform and colonize neighboring uninhabited planets with special tools. Although these tools start off as limited and very expensive one-use items, the player can later obtain limitless energy-based versions. Terraforming tools include a heat ray which can create more favorable conditions on, for example, an ice planet.

If left unchecked, this can cause oceans to rise, then eventually to evaporate and transform the world into a desert planet, followed by a molten rock in space though since Heat Ray is a manual tool, this will only happen if the tool is left on. Plant and animal life are needed to support and stabilize an atmosphere by balancing the ecosystem. Terraforming can also be used as a weapon, sucking out the atmosphere or altering the temperature of a planet in order to kill the inhabitants without a pitched battle.

This can be useful when dealing with planets that are T3 and have more than three cities on it. When lowering the terrascore cities will begin to be destroyed. For example, terraforming a T3 planet down to T2 will leave 2 cities on the planet. The ultimate terraforming tool is a technology called the Staff of Life, dubbed the 'Genesis device' prior to the game's release, which instantly can transform any planet into an ideal T3 planet, complete with stable temperature and fully filled ecosystems, although it is limited to 42 uses.

When establishing colonies on alien worlds, players have to take care of them as they would any other city and keep morale up. The player may also abduct creatures and transport them to other planets to test a planet's habitability and to create ecosystems to stabilize a planet's atmosphere.

The player may utilize various tools such as crop circles to interact with primitive lifeforms, or place a monolith in the style of A Space Odyssey on a planet, triggering evolution of intelligence.

On some worlds, the player may also find strange "artifacts" with functions varying from planet terraforming tools to treasures which can be sold to other empires for a good price. Artifacts can be present on lifeless worlds and inhabited worlds, although taking them from planets occupied by sapient beings angers the inhabitants. The player controls a single starship, built at the beginning of the Space Stage.

The player can travel by clicking on other planets and moons and stars, though each jump costs a little bit of energy. By making more interstellar trips, the player can get upgraded jump drives that allows him to extend his jump range.

However, near the center of the galaxy there lie denser star clusters, so the jump range is shortened as the player nears the core. Also, later in the game there is a wormhole key which enables the player to travel through black holes, offering instant transportation to a sister black hole. There are around , planets in the game's galaxy orbiting around , stars including Earth and its star, Sol.

Players can make contact with other space-faring civilizations, called "empires", most of which contain species created by other players. This is a very important aspect of the game because almost half of the solar systems have other lifeforms already inhabiting them.

If the player chooses to interact with them he can either befriend them or attack. If the player chose to interact with them he can be nice or rude while introducing himself which can add to them liking him or add negative points to how much they like him.

Diplomacy in the Space Stage is the same as the Civilization Stage, but with the added option of doing missions, and using various devices on a planet's inhabitants. One of the main goals in the Space Stage is for the player to push their way toward a supermassive black hole at the galaxy's center.

Completing this mission rewards the player with the previously mentioned Staff of Life while introducing the game's final antagonists, the Grox, a unique species of cybernetic aliens with a powerful empire of systems surrounding the core. User-generated content is a major feature of Spore ; [ 26 ] there are eighteen different types of editors some unique to a phase , including a music editor which allows players to create but not share songs to be used as a national anthem in the Civilization stages and above.

The editors start simply in the cellular phase and move to higher levels of complexity, acting as tutorials for progressive levels of gameplay.

For example, the cell editor has nine choices and a two-dimensional environment while the creature editor has dozens of options and a 3D environment. The structure ranges from a spine and body model in the creature editor to more free-form editors for the buildings. For example, the creature editor allows the player to take what looks like a lump of clay with a spine and mold it into a creature.

Once one has molded the torso, the player can add parts such as legs, arms, feet, hands, noses, eyes, mouths, decorative elements, and a wide array of sensory organs. Many of these parts affect the creature's abilities speed, strength, diet, etc. Once the creature is formed, it can be painted using a large number of textures, overlays, colors, and patterns, which are procedurally applied depending on the topology of the creature.

The only "required" feature is the mouth otherwise, the creature will die from starvation. All other parts are optional; for example, creatures without legs will slither on the ground like a slug or an inchworm.

Eyes are optional, though an eyeless creature can only "see" a short range around them. Other editors are used for buildings and for vehicles. Eventually, players can even edit entire planets, using various in-game processes. Electronic Arts has promised new editors to be released after the game's release, such as a flora editor.

It is worth noting that the beta flora editor does not affect gameplay, as no creation can be used or uploaded. There are also simple means of creating visual media, such as a screenshot facility that captures the screen without the surrounding user-interface and a x video creator with a built-in YouTube upload service.

Maxis has also partnered with a third party to provide a Spore-branded Comic Book Creator service, which was live at launch. All creations are placed inside the "Sporepedia". These creations can be viewed and downloaded by other players and vice versa. So far, over ,, creations have been shared. There are two new editors seen in the new expansion Spore: Galactic Adventures: these include the captain editor also called the equipment editor and the adventure creator, which enables terraforming and placing objects freely on special adventure planets.

On July 21, , Maxis released a patch for the game that allows players to create asymmetric creations without hacks. This feature applies to all the editors in the game. This excludes any building editors, as they supported asymmetry before the patch.

Spore's user community functionality includes a feature that is part of an agreement with YouTube granting players the ability to upload directly from within the game a YouTube video of their creatures' activity, and EA's creation of " The Spore YouTube Channel ", which will showcase the most popular videos created this way.

Spore has also released an API to allow developers to access data about player activity, the content they produce and their interactions with each other. In April , the results of the Spore API Contest was concluded with winners building interactive visualizations, games, mobile applications and content navigation tools.

The API also includes a Developers forum for people wishing to use all the creations people have made to create applications. The game is referred to as a "massively single-player online game" and "asynchronous sharing. The content that the player can create is uploaded automatically to a central database, cataloged and rated for quality based on how many users have downloaded the object or creature in question , and then re-distributed to populate other players' games.

Via the in-game "MySpore Page", players receive statistics of how their creatures are faring in other players' games, which has been referred to as the "alternate realities of the Spore metaverse.

For example, the game reports how many times other players have allied with the player's species. The personalities of user-created species are dependent on how the user played them. Players can share creations, chat, and roleplay in the Sporum, the game's internet forum hosted by Maxis.

The Sporepedia keeps track of nearly every gameplay experience, including the evolution of a creature by graphically displaying a timeline which shows how the creature incrementally changed over the eons; it also keeps track of the creature's achievements, both noteworthy and dubious, as a species.

Players can upload their creations to Spore. The ever-growing list of creations made by players is past the million mark so far. Spore uses procedural generation extensively in relation to content pre-made by the developers. Side Quest 14 Answers What is the best method for getting to the centre of the galaxy? General 3 Answers How do i ally with other tribes in the tribal phase?

Build 6 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? User Info: imnotamib imnotamib 13 years ago 1 I have the trade route up to the other planet.

They now want me to buy the planet from them but they have no sticker price and the prices you can offer vary wildly, I think it ranges from k to 10M. My question is: How much should I offer to buy the planet for? Follow up question: If they secretly want 1M and I give them k, I assume they will keep the money and tell me to try again. Can I then offer another k and get the planet?

Or will I need to offer 1M making the total cost now 1. Thanks in advance -imnotamib. User Info: Eruditious Eruditious 13 years ago 2 They won't keep your money if they do not accept your offer. User Info: manofStele manofStele 13 years ago 3 I have never been able to buy a system for less than 3 million. User Info: Toanuvafreak Toanuvafreak 13 years ago 4 I was able to buy a T0 for k on Hard, but I was good friends with the empire and they were fairly big.

User Info: Aristoph Aristoph 13 years ago 6 Crimson Phantom t0 systens are 1 mil t1 are 3 t2 are 5 t3 are 10 and by this i mean the BIGGEST terra score in the system determines the price I've had to pay 10 mil for a system in which the best planet was a T1. Since this board is dead, what is everyone else playing these days?

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Economic takeover.



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