Spore Archetype Abilities Tier List

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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.
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Channel: KinglyValence
Views: 64,504
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Id: Edc16etDXXE
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Length: 27min 45sec (1665 seconds)
Published: Sat Nov 04 2023
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