Welcome everyone I'm KinglyValence and thanks
for watching this fun Spore video. Today we're going to make a Tier List of all 42 Consequence
Abilities throughout Spore. This includes the 9 Archetype abilities, 21 Activated abilities, and
the 12 Passive spaceship abilities. As someone who focuses more on speedruns and challenge runs,
a lot of these abilities don't get a chance to be featured. So this will be fun to showcase all
of them and give them a ranking. Remember this is just my opinion based on my own experience playing
Spore. What I value most highly may not be the same for everyone, so let me know your opinions in the
comments as we go through these abilities. Let's start with the Archetype abilities and likely
the most well-known and overpowered ability the Fanatical Frenzy. This ability allows us to
instantly take over any rival empire's star system, converting it to our empire for free. This includes
every planet, every city, and every building in a star system are now ours. See another empire with
a Purple spice planet with 10 cities? Yep! I'll be taking that! This ability is also super useful
in the speedrun as well as we can sell these newly acquired buildings. The only drawback to
using the Fanatical Frenzy is that it breaks the Galactic Code, giving a large negative relationship
penalty to all empires within 10 parsecs. However, only penalizing 10 parsecs is super lenient for how
powerful the Fanatical Frenzy is. And breaking the Galactic Code is actually beneficial when trying
to ally the Grox, who only see breaking the Galactic Code as a benefit, even when using it on their
own planets. Be careful when using the Fanatical Frenzy on a Grox planet, dropping it directly on
one of their cities will make them angry, seeing it as using harmful tools. So just use it anywhere
else on the planet. So for Fanatical Frenzy being able to take over another star system for free,
with minimal repercussions, and benefits the Grox, the Fanatical Frenzy is a clear S tier choice for
me. A quick note about Archetype abilities, they all have a cool down time after their use. And some
are really long, over 30 minutes in some cases. However, if we save and quit then reload the game,
the cooldown time will be removed. I will be taking glitches and exploits like this into account for
this tier list to give each ability their chance to show off their fullest potential. So for the
Archetype abilities their different cooldown times won't impact their rankings. Next let's talk
about Raider Rally, one of the worst abilities we'll see on this tier list. Raider Rally summons
a small fleet, and I do mean small fleet, of pirates to help conquer a planet. Rival empires have a
star ranking of 1 to 5, with 5 being the highest to show how developed an empire is. And
this empire for example is only rated 1 star, a fairly new space fairing empire. Let's see how
well our Raider Rally pirates take over a planet with a terrascore of zero, one city and no city
defenses. Our pirates only need to destroy one city hall of 3,600 Health to conquer the planet. And
we see this pirate group get completely destroyed by one defense ship. All three pirate groups we
summoned were completely destroyed and didn't even destroy the one city. I don't see where Raider
Rally can go other than F tier. Moving on to Cash Infusion, I actually really like this ability.
Cash Infusion will instantly fill the trade route progress bar allowing us to purchase the
system. Trade routes take 40 minutes to complete so it's a huge timesaver in early and late game
Space Stage. Starting a trade route only needs plus 30 relationship in Space Stage, which is fairly
easy to get, then using Cash Infusion, the system is already available for purchase. While we still
have to purchase the city, I personally don't find making money in Space Stage that burdensome. And
if we buy home planets, especially high value spice planets, this will make paying for future systems
even easier. And Cash Infusion doesn't break the Galactic Code and we still get to keep all the
cities and buildings. I'm putting Cash Infusion in A tier. Staying with the theme of star system
conquering abilities, Gravitation Wave. This ability destroys all advanced structures on a planet
including all the cities from a space empire, cities from a Civilization Stage planet, or tribes
from a Tribal Stage Planet. I find Gravitation Wave is more useful when trying to clear out Tribal and
Civilization Stage planets instead of needing to zap every tribe if we want a Terrascore 3 planet
for ourselves, another huge timesaver. Though Gravitation Wave is not as useful when taking over space
empires, especially if there were 10 cities present. Destroying 10 cities is very powerful, but once the
planet is cleared we can only put three colonies on the planet, reducing the spice producing
capacity of the planet. Especially when compared to purchasing the system or Fanatical Frenzying the
planet for all its cities. And Gravitation Wave breaks the Galactic Code as well. Gravitation Wave
feels like it helps when we're feeling lazy or really late end game when we don't feel
like optimizing our planets anymore. Almost like a sandbox god mode. I'd see a planet and say "eh, I
don't like this species anymore, back to the Stone Age with you. Boom! Gravitation Wave!" Though clearing
up tribes and Civilization Stage cities is really useful, B Tier. Summon Mini-U, a much less powerful
ability, creates a mini version of our ship to add to our Fleet to fight with us. The summon Mini-U's
health increases as we control more star systems. On Normal the Mini-U starts with 300 health when we
begin Space Stage and increases up to 1,800 health. The Fleet is useful in attacking planets and
defending us when traveling between stars. However, the Mini-U is not really a significant upgrade
compared to just getting Fleet ships from other allies. And the Min-U still takes up a slot from
the fleet, so having this Archetype ability is not really worth having over something else. In casual
playthroughs our peer empires do a pretty good job of staying on pace with us. So it's not like the
Mini-U will always be significantly better than what we could get from others. The Mini-U only lasts
2 minutes and explodes, but can be resummoned right away since the cool down also only lasts last 2
minutes. In case anyone's wondering, removing the cool down doesn't allow us to summon multiple
Mini-Us. The first one will explode when we load back in. The best benefit of the Mini-U is there's
no penalty for the Mini-U getting destroyed. When a fleet ship from another empire is destroyed,
that will give a relationship penalty for "not protecting our spaceships." But the maximum health
of the Mini-U at 1,800 Health isn't even as high as an allied Grox ship at 2,400 health points. Summon
Mini-U gets D Tier. If it didn't take up a Fleet slot and was significantly more powerful than what
we could get from other empires, it could have ranked higher. Next Static Cling immobilizes all
enemy ships and turrets on a planet for 3 minutes. This could be really helpful to take over a planet
without getting shot down or give us a chance to use Friendly Tools when allying the Grox. But for
conquering a planet, we still have to put in all the work. But shooting fish in a barrel is still
more useful than those pirates. Static Cling is a little boring and there are easier and faster
ways to capture a planet, C Tier. At least Static Cling pauses all defenses when we're fighting them,
unlike Soothing Song, the actual worst Archetype ability on this list. This ability temporarily
sets the relationship of all other empires that have a negative relationship with us to zero,
immediately stopping war with all empires. This ability is pretty powerful for reaching everyone
in the galaxy. However, this effect only lasts for 2 minutes and the effect will end immediately
once we fire on an empire. So I guess we can get one free move to conquer a planet before all the
defenses are back online or travel through a large area of waring empires. However, the Soothing Song
does not work on the Grox, they'll still stay at war. Interesting how the relationship bonus gives
enough positive relationship from the Soothing Song to balance out the relationship penalties, but
the Soothing Song bonus isn't actually applied on the Grox. If Soothing Song had worked on the
Grox for an easy trip that the Galactic Core, this could have made this ability worth using. But
now it gets the bottom of F Tier. Finally, the last two are more utility focused. Return Ticket is
surprisingly useful, especially late game when we want to travel across the galaxy to the very
tip of a spiral arm, and uh-oh an eco disaster on my Purple spice planet?! I'll be right there! Return
Ticket really takes the stress out of venturing too far, and makes traveling around the galaxy far
more convenient. Return Ticket I also see as a late game sandbox ability when we're just traveling
around and want to return back home quickly. It's like being able to return home in Minecraft
instantly. And since I'm including glitches in this list, Return Ticket has the ability to make
our ship completely Invincible by combining the Ghost Ship glitch with the Galactic Core cutscene.
And I'll leave the link in the description where I explain this trick in more detail. Return ticket
gets top of A Tier. Last Archetype ability, Safari Vacuum scoops up two of each species on the planet
and places them in our cargo hold. This is very useful for early game to gather plants animals
so we can fill out the planet's food web and place buildings in our colonies. I also appreciate
the Safari Vacuum collects them in a reasonable order and aren't just randomly placed in our cargo.
Safari Vacuum's also useful in the specific mission where you have to gather samples from a planet.
Usually these are time missions too so having Safari Vacuum collect everything quickly is nice
to have. But other than a tiny bit of convenience, it's really only useful in specific circumstances
and only really speeds up a process that isn't too difficult to do manually. I'm giving Safari Vacuum
D Tier. Those are the Archetype abilities but now we can move on to the Activated abilities that take
place from Creature Stage to Civilization Stage. We'll go through all of the Stages abilities
one at a time, starting with the Siren Song. Not to be confused with Soothing Song, Siren Song in
Creature Stage is much more powerful. Siren Song allows us to socialize with angry creatures and
boost our socializing skills when allying other creatures and Rogues. This is especially useful on
Hard Difficulty since aggressive creatures will all be angry, not allowing us to ally them. However,
Siren Song unlocks the ability to ally and recruit strong aggressive creatures to fight with us,
that isn't normally available without having this ability. Siren Song can be used offensively
or defensively to subdue aggressive creatures to fight them one at a time or escape, as the
effect lasts for 30 seconds with a 5-minute cool down. Siren Song is very powerful for casual
and challenge runs where we don't have a lot of offensive capabilities. I give Siren Song S Tier,
under Fanatical Frenzy. These Creature through Civilization Stage abilities all have cool
down times as well, but can't be removed like the Archetype abilities. So the cool down times
may play a role in their ranking. Summon Flock during Creatures Stage is also very powerful,
summoning a group of three to five creatures to assist us in either socializing or fighting.
The creatures it can summon appear to follow the "NPC_Level1_Combat" roll from the Archetypes
page on Spore's website. This means the Summon Creatures can have up to level 3 parts as long
as the creature also has Wings. Knowing this we can summon custom creatures on purpose by following
these requirements. Best case scenario we can have 5 extra creatures all with level 3 stats.
Even without the maximum potential, Summon Flock is still very useful for lasting 2 minutes on
a 6 cool down, allowing us to progress through significant portions of Creature Stage using this
ability. A Tier. Lastly for Creature Stage Raging Roar scares nearby creatures which can save us
from being attacked or allow us to attack them one at a time. This is basically just a subset
of Siren Song's abilities, which could do that as well, but Raging Roar doesn't do much else. It
can really get us out of a jam, but mostly good in the moment it only lasts 25 seconds. Worse of the
Creature Stage abilities, but C Tier. Moving on to Tribal Stage, Refreshing Storm replenishes all
the fruit taken from nearby flora around the Chieftain. I've never really ran into a time where I've run
out of fruit and wish it came back. There's a lot of plants to collect fruit from on the continent
and there are many other more efficient ways to collect food in Tribal Stage if we've been here
for this long. Including fishing, eggs, and even stealing is surprisingly effective. And restoring
fruit only helps Herbivores and Omnivores and we still have to retrieve the fruit, leaving nothing
for Carnivores. Refreshing Storm gets F Tier, running out of available fruit is never been a
concern in my time playing. Flying Fish however is slightly more useful. Flying Fish works for both
Herbivores and Carnivores, splashing up Seaweed if our creature is an Herbivore. The food is gathered
only in one place anywhere along the coast. And if our tribe is right on the coastline, we can have
it delivered right to our food pile. No need to go around collecting fruit from a large area. Flying
Fish provide around 35 Food points which is super useful for very early in Tribal Stage. And the
animation with the Sea Monster doing a cannonball splashing the fish onto the shore is kind of funny,
C Tier. Traps allow our Chieftain to instantly kill a group of unsuspecting creatures for easy meat
collection. Similar limitations to Refreshing Storm except this only works for Carnivores and
Omnivores, this time leaving Herbivores out. Typically three or four creatures can be caught in the
traps, and this has to be wherever the creatures are, which may also take some time collecting. Traps
would have also been given F Tier if it wasn't for the Trap's ability to kill Epics. Taking down an
Epic for free and providing around 150 meat by itself raises it to low C Tier. Fireworks in Tribal
Stage is definitely my most used ability in the Stage. Fireworks bring any relationship with
a rival tribe to Blue Friendly no matter how low the relationship was before. The effect is
not permanent, but Fireworks save not only 10 Food points in giving them Gifts, but it also saves us
needing to do one of the performances, making the tribe ready to ally. In an aggressive run, this
can also delay when another tribe will attack us. Fireworks are a solid A Tier. Super useful when
every tribe is angry and only want to attack us. Beastmaster allows our Chieftain to recruit nearby
animals to either fight or socialize with our tribe members. However the advantage of having
other creatures is fairly minimal. The only time I've ever used Beastmaster was in the Pitiful
Worm runs as the extra creature features were the only way to fill the performance meter
on Hard difficulty without using any tribal equipment. Other than this specific circumstance,
using tribal equipment from the Tribal Outfitter is more powerful than this ability. Beastmaster
gets D Tier because of its use without tribal equipment. If no equipment was possible to beat
Tribal Stage on its own, Beastmaster would have received F Tier. Firebombs, saving the worst for last
in Tribal Stage, lets our Chieftain throw tiny bombs in a small range dealing 15 damage to nearby
rival members and buildings while knocking the tribe members over, giving us a short advantage
while fighting another tribe. 15 damage is pretty weak when rival members have at least 100 health,
and knocking the other members prone doesn't last that long. Firebombs only help when attacking
and doesn't do anything for social playthroughs. Firebombs get F Tier. Looking at this list, most
of the tribal abilities are in the bottom half of this list, probably also contributing to why most
people don't remember Tribal Stage very fondly. Moving on to Civilization Stage we have Healing
Aura, which restores the health of our buildings and vehicles wherever we send it. Note for these
Civilization Stage abilities, I'm using the "UnlockSuperWeapons" cheat for these demonstrations.
These abilities normally do have cooldowns and may have other requirements to use them. But each
Healing Aura restores anywhere from about 150 to 300 health at a time. This can be really useful
for offense when our vehicles are attacking a city and we see a majority of them are getting
weak. Using Healing Aura could also allow us to keep the attack going and keep us from needing to
spend more money in buying new vehicles. This is especially useful when fighting Religious cities
as their vehicles all do area of effect damage. Healing Aura does not heal other nations buildings
or vehicles but for some reason does heal their turrets. Healing Aura and all Civilization Stage
abilities cost money. However these first three abilities including Healing Aura only cost $2,000
Sporebucks to deploy. So if we can save a large group of vehicles from getting destroyed, that can
really be cost effective instead of needing to buy a whole new fleet of vehicles. However, Economic
buildings and vehicles don't benefit too much from Healing Aura, since they shouldn't be taking
damage on the battlefield. But Healing Aura still gets B Tier. Static Bomb, similar to Static Cling,
temporarily neutralizes all enemy vehicles and turrets for 15 seconds within range. Great for
offense or defense, neutralizing enemy defenses, as well as an attacking fleet, allowing us to put
in a considerable amount of damage before they can fight back. Of course the larger fleet hit the
more effective the ability. But this can really get us out of a losing situation or help us attack
with a weaker force. And can help as Economic delaying an attack. B Tier as well for Static Bomb.
Something funny with the Static Bomb is if we hit creatures with it, they will get angry with our
city and actually march into the city limits and stand angrily at our town hall. Invulnerability,
incredibly powerful, especially for early game on Hard difficulty, temporarily makes our vehicles
and buildings Invincible for 20 seconds. This is mostly useful for offensive attacks as Military
and Religious but can help as Economic for defense. Still very powerful and recharges only after only
1 minute so he can use it a lot. Goes in A Tier. The effect lasts longer than Static Bomb and our tanks
being Invincible is more effective than a one-time healing. Using Diplo Dervish on another nation will
set their relationship to Friendly plus 30 towards our nation, no matter what the relationship
was before, for 1 minute and 30 seconds. This can put put a war on pause and give us the time to
recover from a much more powerful nation trying to attack us. This can also be useful when playing
Economic if another nation is at war, they will never accept a trade route. But Diplo Dervish makes
them friendly so they will have to accept a trade route for the minute and a half. And if we can
manage to fill the trading progress bar during that time, we'll be able to buy the city even after
the effect is over. Diplo Dervish is fairly strong but enemy vehicles and turrets do fight back if
we attack them, so we don't get to attack without resistance. Top of C Tier. Next for Civilization Stage
is the Bribe Bomb, a funny ability that will make all enemy vehicles turn on each other and fight
themselves. For 20 seconds their vehicles are doing damage to each other as we can also fight
them dealing even more damage. More likely used for defense but this could also be used for
offense if they happen to be clumped together at one of their cities. The effectiveness of the
Bribe Bomb also depends on how many vehicles are caught in the range. Better than the Static Bomb
as it lasts a little longer and does additional damage instead of just sitting there taking our
damage. Bribe Bomb is top of B Tier. Mighty Bomb deals a massive 600 damage to all buildings, turrets, and
vehicles in range. Buildings have 800 health so a shot targeting right in the center of a city will
bring an entire city's buildings down to 200 health. Mighty Bomb only needs 3 minutes to recharge, which
is faster than the buildings can heal back above 600 health. So two Mighty Bombs can take out an entire
large city's 11 buildings for $8,000 Sporebucks in 3 minutes. The turrets are just out of range in
large cities, but we can't hit everything in small cities. And destroying buildings from the Mighty
Bomb counts towards the capture bar. This could allow a small fleet to move up and finish the city
much easier. Mighty Bomb can also take over Spice Geysers. No need to freeze or bribe other vehicles
attacking us, just remove them from the game. And if we hit a large group of enemy vehicles at a time,
Mighty Bomb is potentially a much better use of $4,000 Sporebucks at a time than attacking
with vehicles. A Tier for Mighty Bomb. Black Cloud neutralizes all buildings and turrets on
a target city. This massively benefits Religious and Military attacks on the city. Black Cloud lasts
for 2 minutes, a fairly long time to get our fleet organized and should be enough for a Religious
capture. However, Economic doesn't see much benefit and we still have to put in a lot of the
work to actually capture the city as Religious or Military. And for $16,000 Sporebucks, that money
is much better spent on vehicles. Black Cloud and the next two abilities need four cities under our
control to unlock and by then we'll have plenty of space for a large fleet. It might even be cheaper
to capture a city without this ability. But may make capturing significantly easier if we were
doing some kind of Pitiful Vehicles run. I give Black Cloud low C. Sending an Ad Blitz, otherwise
known as watching YouTube, on a city will instantly make a trade route progress bar full. Making the
city available for purchase. An Ad Blitz will work on any rival city, including a city without a trade
route already present and will work on a warring nation. This is very powerful and can help Economic
playthroughs buy cities when the remaining nations are at war. And Military and Religious playthroughs
can also buy the city as well if they use this ability. The city does still need to be purchased
in order to capture it, but there's no rush since the trade route progress doesn't get reduced over time.
A city will also always accept a bid of $16,000 Sporebucks, along with the Ad Blitz, any city can
be instantly taken over for $32,000 Sporebucks and we can keep all the buildings and turrets
making up for some of the cost. With the city able to be purchased, we have the option to increase
our relationship with that nation if needed by giving a more Generous Bid for that city as well.
This option wouldn't have been possible through a strictly Military or Religious playthrough. Ad
Blitz gets A Tier above Cash Infusion since Ad Blitz doesn't require a trade route to have already been
present. The Gadget Bomb, a single nuclear bomb when fired on a city will instantly capture it. And will
also one shot Epics. The Gadget Bomb like the last two abilities only cost $16,000 Sporebucks
to deploy, making the Gadget Bomb a cheap method to fully capture a city using an ability. However,
there are huge drawbacks to using it. Other nations will give a negative 90 relationship penalty
for using nuclear weapons, so war is everywhere. And some of the building slots in the city will
be radioactive piles that can't be removed and could make the city difficult to develop in. But
the Gadget Bomb is a very powerful and cheap way to progress through Civilization Stage, and only
requires a 5 minute cool down to deploy another. Gadget Bomb gets A Tier, under Ad Blitz, due to
destroying the buildings and making some of the city unusable for the rest of Civilization
Stage. Ad Blitz may cost more to capture, but keeping the buildings and turrets intact pays
us back for the larger investment. Which leads us into the final three Civilization Stage abilities.
We'll discuss these three: the Fanatical Uprising Global Merger, and ICBM all at the same time. These
three abilities are all similar to each other and incredibly overpowered. They each allow us to
complete Civilization Stage for $48,000 Sporebucks once we control six cities. Capturing the
remaining four cities for an insignificant $12,000 Sporebucks each. Meaning we only need to capture
five cities our self, then Spore basically gives us an instant win button for extremely cheap. The
Fanatical Uprising specifically is the key to speedrunning Civilization Stage on Hard difficulty.
And in fact they're so powerful I've begin to not use them in specific challenge runs because of how
much Civilization Stage it skips. Economic really benefits from the Global Merger as this allows us
to still win Civilization Stage without needing to work or ally with everyone on the planet. There
could be a warring nation controlling all four remaining cities that would never trade with us,
but we can still win anyway. Fanatical Uprising Global Merger, and the ICBM all make it to S Tier.
Global merger and Fanatical Uprising work the exact same, but Global Merger goes higher because
of the better victory song. Then Fanatical Uprising followed by the ICBM, because it destroys all
the buildings and leaves radioactive piles in their place. The radioactive piles do get removed
in Space Stage pretty quickly, but it will also cost Space Stage money to replace the buildings.
These abilities do go under Fanatical Frenzy and Siren Song because those abilities are used
more throughout their Stages. Whereas these three Civilization Stage abilities are locked until
reaching six cities, and are only able to be used once. And finally we have the Passive spaceship
abilities for Space Stage. These abilities seem to either be really good or really bad, without a
lot in the middle. Let's start with another group of abilities because these four all do something
similar, each giving a 20% discount to a specific category. The Social Suave, Gentle Generalist, Colony
Craze, and Arms Dealer each give a 20% discount to Social Tools, Standard Equipment, Colonization
Tools and Combat Tools, respectively. However, they only give discounts when buying from our own
empire and not alien empires, which makes all these abilities complete trash. Other empires
are always more discounted than 20%. However, the gameplay balance is our empire will always
sell everything that we have unlocked. Whereas the other empires only have a small selection
based on their Archetype. But what is available to buy from these other empires can be up to 50%
off! Unless we're doing some challenge run where we can never contact another empire, it's always
better to know what your neighbors are selling and buy it from them instead. Each of these abilities
get F Tier. But for their placements, we'll rank by what discounts are most effective. So F tier, but
first is Colony Craze since Colony Tools are the most expensive and most recurring buys. Social Suave
next also for having a lot of recurring buys but not as expensive. Followed by Arms Dealer which has
more one-time weapon purchases, but a big discount on Planet Busters, then Gentle Generalist. This is
for stuff like Interstellar Drive upgrades which are pretty expensive but all only bought once. I think
Gentle Generalist should have been a discount for Terraforming Tools instead. Power Monger, back
to some good abilities, increases the size of our energy reserves by 50%. The game describes
this ability as "increasing the effectiveness of weapons" which I think they meant Power Monger
makes weapons more efficient, but that still isn't the case. For example the most Basic Energy
Storage without Power Monger can make 20 jumps before running out of fuel. Refueling cost $7,000
Sporebucks from this Empire, or $350 Sporebucks per jump. But with Power Monger active, we can reach
30 jumps before running out of fuel, costing $10,500 Sporebucks to refuel. Which means they're
still charging us $350 Sporebucks per jump, but putting more fuel into our reserves. This is
still very useful especially since this will last for our entire space game. Power Monger goes
in A Tier for this increased capacity. Pleasing Performance reduces the likelihood of Revolt
for our colonies. Just like in Civilization Stage if we make our cities unhappy and full of
factories, our overworked colonists will protests. The colony is treated as if it's under attack and
we can't contact the Colony until it's fixed. In my experience this event appears to be fairly rare,
because of had speedruns where we'd make the colonies full of factories, and never had a Revolt. I even
thought I heard that colony revolts were were cut from the game and they wouldn't strike anymore, but
speeding up the game with Cheat Engine for long enough, eventually an unhappy colony did strike.
For this case Pleasing Performance may be more useful in early Space Stage as we can work our
citizens more without worry of strikes. But the Happiness and Loyalty Booster Colony Tools also
appear to reduce the chance of Revolts as well. So the impact of Pleasing Performance is reduced in
late Space Stage as we can afford all the Colony Tools. Pleasing Performance gets D Tier, Revolts
happen too rarely and the Colony Tools fill the role. It would have been a lot cooler if while the
was striking, a conquer bar would appear and would slowly progress until the cities were fixed. And
if the progress bar was filled, they would become their own empire! Next we have Speed Demon, this
is one of the best spaceship abilities, making our ship travel faster between stars. This is also
one of those nice-to-haves you might not notice after playing for a while with it, but really
notice when it's gone. Spending hours and hours in long casual space saves, this ability is a must
have. This ability makes our travel time take 2/3 the normal travel time, so if it takes 9 seconds to
travel, now it should only take 6 seconds, making us 50% faster. Incredibly strong and goes into S Tier.
In this example, being able to travel straight to the Center of the Galaxy without needing to worry
about Energy, at normal speed takes about a minute and 50 seconds. But with Speed Demon only took a
minute and 20 seconds. Prime Specimen gives us a 50% Health increase to our spaceship. This can be
more or less useful depending on our playstyle, but especially dependent on the difficulty. On Easy
we start with 1500 Health, but only 300 Health on Hard. So any extra Health we can get on Hard will
be really valuable. By the time we get to the maximum health on Easy and Normal, we likely won't
be dying, since we'll have an incredible amount of Health that's hard to lose. But there isn't a
consequence for dying and we keep our inventory and nothing gets lost. These space ship abilities are
all conveniences but this one isn't as powerful, B Tier. Not getting shot down by the Grox while
I'm trying to enter the Galactic Core with only 451 Health has saved me in the past though. However,
the level of convenience is much higher with the Gracious Greeter Super Power. This ability gives
a plus 10 relationship bonus when we contact another empire. Along with introducing ourselves
for another plus 10 relationship, this will keep all normal empires from staying at war and
make everyone else much easier to ally, without needing to do extra missions and other work for
them. And this plus 10 bonus even works on the Grox Empire, very important for allying the Grox
as every relationship point is crucial and this ability works for free. Gracious Greeter works on
every empire encountered and I think is really useful, S Tier, under Speed Demon. Green Keeper is
great for early game but wanes in usefulness into late space games. Green Keeper reduces the rate of
Bio-disasters for our colonies, where we have to eliminate five creatures to avert an ecological
collapse. It sounds like this should get more useful as Space continues, since we'll have more
and more colonies and need to clean more planets. However, just like with Pleasing Performance, the
Bio Stabilizer is another Colony Tool that fills the role of the Green Keeper. I've had saves with
fairly large empires and with the Bio Stabilizer on each planet, I really didn't notice the
Bio-disasters becoming a big issue. I'm not sure what the exact chance the Bio-disasters are reduced
by, or the Green Keeper and the Bio Stabilizer reductions are stacked. It's hard to tell if both
them working together would make a significant difference, I can only only go by past experience
for this one. Perhaps if we plan a colonize and terraform every planet in the galaxy then Green
Keeper could be more useful, D Tier. Spice Savant, the reason everyone tries to finish Civilization
Stage as Economic. This ability gives a 50% spice production increase to all our colonies. Without
the production bonus and not caring about our colony's working conditions, we can have each
colony producing 180 spice per hour. But with Spice Savant each colony can produce 270 spice per
hour. However interestingly, Spice Savant doesn't appear to work in the latest version of Spore. With
Spice Savant in the History, when watching the planet in the star system view, the spice was never generated
any faster than the base rates. To double check, I tried the same test on the oldest version of Spore
and Spice Savant was working properly. I found some other differences between the versions as well,
but those would be best for its own video. But for now, when Spice Savant does work, the increased
production saves a lot of time generating spice especially early game. Spice Savant gets A tier.
Pirate B Gone, just like the Pleasing Performance and the Green Keeper, is mostly replaced by a Colony
Tool. Pirate B Gone reduces the chance of pirate raids. However, the Uber Turret completely removes
the threat of pirates. The Uber Turret is fairly expensive but totally worth it and only needs one
per colonized planet. With an Uber Turret and fully defended colonies, they can even repel Grox
attacks. What are pirates going to do that the Grox can't? When I see any message about pirate
attacks, I completely ignore it because most of the time the conflict is resolved before I even arrive.
At least if there's a Bio-disaster I'm required to intervene in the case of the Green Keeper. Pirate
B Gone I think could be more useful than the discounts in very early game especially on Hard difficulty,
but still in F Tier. And that's my tier list for all 42 consequence abilities throughout Spore. I'm
pretty happy with where everything landed, from my own general experience and to my own criteria. I
had a lot of fun making this tier list, and let me know what you think of this ranking and feel
free to comment what you would change in your own tier list! Thank you so much for watching
I'm KinglyValence, and I'll see you next time.