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|Platform(s)||PC, WiiU, NX, PS4, Xbox One, Visus Sphere|
|Genre(s)||Sandbox, Evolution, Strategy-Adventure, City Builder|
A major difference between Spore 2 and the original is the division of the Stages into sub-stages. the sub-stage help to make he game's progression more fluid and more realistic to evolution on Earth. The Cell Stage has been renamed, the Ocean Stage and has 5 Sub-stages. The Creature stage remains the same in name and features 5 Sub-stages.
The Tribal Stage has been renamed to, the Enlightening Stage and has 5 Sub-stages which are similar to the first five Eras of games like Civilization. The Civilization stage has been renamed, the Technological stage and has 6 Sub-stages. The last stage, the Space stage remains to be named the same and features 8 Sub-stages. This means that in total the player will transition through 29 Sub-stages with each spanning anywhere between 10-20 minutes to several hours (Player play time).
Multiplayer does make a debut however until the player of a galaxy reaches the proto-cluster sub-stage of the Space stage (Space Stage 6) they cannot be directly effected by more advanced players. Other players can visit a player's Galaxy at ant stage however they will not be able to use any weapons, items or tools as the game States it to be interfering with lesser beings.
In Spore 2 there remains 5 Main Stages however these stages have been divided into 30 Sub-Stages allowing for a much more fluid transition between the evolution and allowing for more complex methods of editing the creature, vehicles & buildings. These five stages are called; Ocean, Creature, Enlightening, Technological & Space.
The Ocean Stage is comparable to the Cell Stage from the original with some aspects of the early part of the creature stage. It contains 5 sub-stages titled; Cellular, Multi-Cellular, Invertabrate, Vertabrate & Amphibious, these stages all take place in water based areas with the last being the bridge between ocean-dwelling and land dwelling.
The Cellular Sub-Stage is the first stage the player starts off at. They will begin as a simple single cell organism and move around in a 2.5D environment searching for plant matter to absorb. As they go through mitosis they will be able to increase their movement speed and some defensive mechanisms, at this stage they are not able to be carnivorous and are instead assessed on their aggression towards other cells. Their goal is to mutate their cell 10 times each time requiring more nutrients.
The Multi-Cellular Sub-Stage occurs after the player has been able to mutate their Cell 10 times. In this stage the player will be able to create a more diverse creature with the first chance to become a Carnivore. In this stage the player is able to detach and attach cells to their creature as well as take over enemy multi-cellular creatures. Their main goal is to build a creature with 1000 cells, while initially this seems like a staggering ambition, the player will quickly realise that as their cell increases in total cell count, rival cells will as well allowing for the player to gain more cells quickly. The player is still assessed on how aggressive they are to other cells as they are able to attack and take over living multi-cellular creatures or simply absorb disposed cells.
The first sub-stage in which the player will be able to effect the body shape of the creature properly, the player starts out with a creature that appears similar to a small trilobite with the features from their cellular and multi-cellular sub-stage creatures becoming more advanced. This stage is the closest to the original Cell stage in concept as the player now has access to similar abilities such as electrocution, poison and becoming an Omnivore. The main goal of the creature is to increase their creature's size, this can be done by adding additional sections to their body, this is done by finding food from either other creatures, plants or floating plant or creature matter. Once the player achieves a 10 section creature (starting from 3) they will reach the Vertabrate Sub-Stage. This is the first stage that has the creatures outcome affected by its diet and is therefore the first Herbivore-Omnivore-Carnivore outcome.
The first truly 3D stage, the player finds themselves manipulating an ocean-dwelling creature as it looks for food, this stage is similar to the demo of the Sea Stage from the original Spore. The player is able to move around on a 3D plane and their aim to have their creature evolve to have lungs, during this process the player's creature will develop a vertabrate brain as well as some other features. This is also the first Sub-Stage that shows the new Creature Editor in its much more complex appearance. Once the player has achieved the requirements for this Sub-Stage they will transition into the Amphibious Sub-Stage, like the previous stage they will be assessed on whether they eat Plants, Meat or a combination of both. This is the last stage in which they will be able to change their diet and will determine which diet they will stick with.
This is the first stage in which the player will be able to move on land, the player will notice that at this stage their creature is significantly smaller than when in the Original Spore the Creature stage started. The player's creature will need to stay near water or other damp areas as their creature can only stay on land for so long, it is during this time that the player must search for food on land as it will help the player's creature to evolve fully-fledged lungs. The player will encounter creatures that are more advanced than they are in this stage and must be cautious around said creatures. The player will be assessed on whether their creature is Adventorous, Cautious or a combination of both. This is determined by the number of Land and Sea creatures the player encounters as well as the amount of time they spend on Land or in Water.
The Creature stage is the second main stage of Spore 2. In this stage the player will go through an evolutionary transition from Amphibian to Greater Intelligence, it is through this stage the player will go through 5 Sub-Stages; Amphibio-Reptilian, Proto-Reptilian, Reptilian, Advanced Reptilian & either Aviary, Mammalian or Mammalian-Reptilian (these last three are dependent on the evolutionary factor during the Advanced Reptilian stage). The player's main goal is to develop a sapient brain allowing their creature to transition into the Enlightenment Stage.
The first stage of the Creature Stage. The player will now be a fully fledged air breathing creature able to move around mostly freely, the player is somewhat limited by where they can traverse as their creature will not survive outside of humid ecosystems like Forests, Swamps, Rainforests, Plains & Beaches. The player doesn't have to return to the water to recover however and instead focuses on developing a thicker hide and a more intelligent brain, able to understand other creatures to a more complex stage now. The player's main goal is to socialize or kill other species, similar to the Creature Stage from the original game. Through this stage the player will be assessed on their Socialization and Aggression which will determine what sort of Proto-Reptilian creature they will become. The player will need to Socialize with 42 Creatures or Kill 50 Creatures or a combination of the two.
Based on the player's actions during the previous Sub-Stage, the player's creature will have become an Armoured Reptile, Agile Reptile or Powerful Reptile. This factor will remain with them for the remainder of the Creature Stage and only determines whether they will be faster, better at defence or better at offense. In this stage the player will be able to freely move around without any reprecussions to the ecosystem they are in. Like the previous stage the player will evolve based on their actions with other creatures as well as where they breed, the player's creature will have expanded to have nests in all ecosystems so the player is not restricted by choice. The player's goal is to develop a more intelligent brain to be able to perform basic communication actions with other creatures outside of their species as well as develop deadlier defence mechanisms. The player's creature will need to now Socialize with 85 Creatures, Kill 85 Creatures, Adopt 85 Creatures or a combination of the three with the one with the most creatures under its category determining what the player's later stages will have.
As the first stage in which the creature is a true reptile they will be able to develop defence mechanisms similar to those of dinosaurs and modern reptiles. Their main goal remains to develop a more intelligent brain and in doing so will be able to command larger groups, it is at this stage the player will be able to have larger groups of creatures with them as they will go from having four associate creatures to about 25. The player will also be required to traverse the continent at some stage due to either global warming or global cooling this is indicated by a message warning the player to move either closer to the equator or further from the equator. Once this event has subsided (generally about 80% through the creature's evolution) the player will be able to return to the afflicted area of the continent and reap the rewards left behind by creatures killed off in the event. The player's options during this event will play a major role in determining their outcome for this Sub-Stage as they can choose Abandonment or Self-Sacrifice as they will encounter many species along their way who will request to join the player in escaping the disaster however this will slow the player down and will force the player to fight off aggressive hunting creatures.
The last stage in which the player will be affected by the weather intensly, the player will now have become an advanced reptile capable of more advanced communication with other species and understanding other species. In this stage the player must aspire to achieve one of three outcomes; Flight, Fur or Intelligence. Each of these determines whether the player will transition to the Aviary Sub-Stage, Mammalian Sub-Stage or Mammalian-Reptilian Sub-Stage. To do this the player will have the option of evolving the Jump Ability, Sprint Ability or Sneak Ability (these abilities are unavailable up until this point). These abilities can only be obtained through parts that other creatures have as the bone remains of extinct creatures will never contain them. The player will be notified if a creature has one of these abilities by the colouration of their nest; Blue for Jump, Red for Sprint & Green for Sneak. The player will be able to develop a combination of the three as well as find nests that contain multiple skills. As these skills will be more advanced than they were in the original Spore the player will need to complete an Evolutionary Tree for one of the three skills to advance. These Evolutionary Trees each require the player to socialize, kill off or a combination of the two, 150 Species making this the longest Sub-Stage aside from the endless final Sub-Stage. The player will be notably able to traverse most locations now, even being able to go into shallow and semi-deep water. The player will not be able to get to some places however as they may have deep water surrounding them. Once the player has completed one of these three Evolutionary Trees they will evolve to the final Sub-Stage of the Creature Stage.
The final Sub-Stage of the Creature Stage is split up into three stage. Each stage has the same goal which is to develop Sapience. This can be achieved by two methods (although like other stages, a combination of the two is possible); Communicating with other species and gaining their knowledge or killing other species and stealing their knowledge. The player will need to make contact with a total of 100 more species to achieve this. As this is the final stage the player will be a non-sapient creature in they will be able to encounter creatures from the Amphibious Sub-Stage to their own Sub-Stage. During this stage the player will encounter one of three natural disasters that will force the player to use their creature's signature ability that they evolved with from the previous stage to escape this Natural Disaster. For Aviarous creatures the natural disaster is a Rising Sea level, forcing the player's creature to frequently move further away from the coast, this disaster will occur 8 times after the player has gained knowledge from 10-90 species (at 10 species intervals). The Mammalian nautral disaster is a global Earthquake. This will force the player to have their creature flee fissures in the ground which will spew out Lava. This will also mean the player will need to avoid fires that could rapidly spread. There are 4 Earthquakes that will occur once the player has gained the knowledge of 25, 50, 75 & 90 Species. Lastly the Mammlian-Reptilian Sub-Stage will be forced to deal with a Drought, this will cause normally fruitful and humid ecosystems to become barren and lacking in many forms of nourishment. At least one Continent will be mostly consumed by the drought with at least two others having some drought effects. This will force the player to migrate to more fertile locations. Once the player has gained the knowledge of 100 Species they will transition to Sapience and the Enlightenment Stage.
The Enlightenment Stage replaces the Tribal Stage and function somewhat similarily although has a distinctly more single character based focused. the player controls a single settlement that evolves over the Sub-Stages from a simple hut to a large village, over this Stage there are 5 Sub-Stages called; the Neolithic, Classical, Medieval, Revolution & Enlightening (Not to be confused with the Stage it is from) Sub-Stages. The player's main goal is develop a powerhouse City in their region of the continent they are on and be able to start creating more cities. The game plays similar to City-Building Strategies which have each citizen of the player's settlement able to be controlled by the player.
The first Sub-Stage in which the player is able to control more than one creature at one time, the Neolithic stage has the player aiming to advance their creature into the Classical Era by discovering Mathematics, this is done through a combination of Agriculture, Trading and Hunting each similar to the Social, Industrial & Aggressive outcomes in the Tribal Stage. The player will have each of their citizens have different specialities in these skills and it their choice whether to utilize their citizens individual skils or solely focus on one objective. The player will start out with 10 Citizens and can have a maximum of 30 by the end of the sub-stage. Citizens will have a stat total of 15 which is spread across the three factors; Gathering, Charisma & Ingenuity. They can also have up to two special skills such as; Trapper, Tracker, Preserver & Bargainer and this will further allow the player advantages in certain areas. The player will also be able to build up to 8 Buildings to assist them such as Throwing Spears, Marketplace, Crop Harvester & Bows, aside from these specialty buildings there are also standard buildings; Farms, Hunting Quarters & Trader's Posts each of which can support up to 20 Citizens.
The Classical Sub-Stage is the next Sub-Stage in the Elightenment Stage. It features the player's advancement in technology and the comprehension of Engineering. The player can achieve this by building one of three monuments; The Bridge, The Catapult or The Bank, each of these will help the player in one way or another in the later Sub-Stages. the player now can control up to 80 Citizens although they can now only posess one Special Ability, the player now also has to build residence to increase their population of which the player can build five residential buildings and also has an increased total on the number of Specialty Buildings allowed to be in a settlement to 15. Citizens also have a new stat total of 18 with citizens transitioning from the previous Sub-stage gaining 1 stat in each category. Once the player has built one of these three monuments they will transition to the next stage.
The Medieval Sub-Stage is the middle-point of the Enlightenment Stage and features much more aggressive enemy AI. The player will have to either make allies with other species or anhiliate them. The player will encounter 25 species to contend with and depending on whether they make allies or declare war will determine whether they are Passive, Assertive or Aggressive. The player will now be able to have a population of up to 200 with up to 15 Residential Buildings at max and 30 Specialty Buildings. Like the Classical Sub-Stage there is a greater capacity for the primary buildings; Farm, Hunting Quarters & Trader's Post. The player will have another species nearby them that will act as their tutorial for how to make allies and will always become the player's ally, on the opposite end of the sub-stage, the last species to arise to this Sub-stage will be unswayable and will be hostile to the player and their allies, these two species are the only two that the player will have no choice over whether they form an alliance or go to war. Once the player has dealt with all other species they will ascend to the Revolution Sub-Stage. The monument the player builds will also help them in this stage as the Bridge Monument is seen as a sign of trust, and will give a +15 in Relationship to other species, the Bank signifies wealth and will increase the income from trading for the player by 15% and lastly the Catapult monument is a signal of power and will increase the damage the player's units deal in combat & hunting by 15%.
The Revolution Sub-Stage is the fourth Sub-Stage in the Enlightenment Stage and has the player discover new forms of energy outside of Heat Energy and establish Electricity. It is during this stage the player will be introduced to corruption in which they will have to deal with issues that arise in their settlement such as plague, controversy and at least one attempt at an uprising. Depending on how the player acts towards these issues will determine what outcome their settlement reaches with the options being; Caring, Controlling & Ruthless. This is one of the few Sub-Stages where other species take a backseat role, while they also appear the player will not suffer any major issues with them excluding potentially erupting into a war with species that dislike the player. For the player to discover new forms of energy they must build a University a Specialty Building which will harbour Scientists allowing for the player to gather field research on the subject among other options which are cheaper but will not lead to the discovery of new forms of energy. The settlement can now contain up to 500 members of the player's species however they will now only state which of the three basic attributes they specialize in, for citizens with equal stats across the board they will specialize in trading. The player can have up to 50 Residential Buildings and the Main Hut has changed to the Head Office and no longer harbours citizens. The player also has even more Specialty Buildings available with the max allowed to be built increased to 45. As with previous stages the primary buildings also increase in capacity.
Not to be confused with the Stage it is a part of, the Enlightening Sub-Stage is the final Sub-Stage of the Enlightenment Stage and has the player work with taking over their region of their continent, this is done by either making alliances with other species that have ascended to this level, buying out other species land or eliminating them through aggression. In this Sub-Stage the player will encounter many different species who have very different views, this is also the first Sub-Stage to introduce Religion, no longer part of Spore in the concept that it was during the Civilization Stage or with the Shaman/Zealot/Knight Archetypes but now as a fully fledged factor in a player's species. Religion is a means of aggressive conquering and buying out a species and thus can be used to obtain footing in either outcome although the player will initially not be able to access their religious buildings and thus will only be able to choose one outcome at a time. Religion can also cause the Alliance of other species if not forced on them as the other species will gain interest in the player's religion if that species doesn't already posess one itself. Once the player has Allied, Bought Out or Defeated (or a combination of the three) they will advance into the Technological Stage. The player's settlement can now house up to 750 members of their species with up to 75 Residential Buildings as well as having up to 50 Speciality Building positions available and the maximum capacity for the primary buildings increasing.
The Technological Stage is the first Stage in which the player does not have direct control over their species' individual creatures. Instead the player will control vehicles and build cities, the player's creatures will still be shown however will be smaller in comparison. This stage consists of 6 Sub-Stages; Industrial, Modernization, Information, Cybernetics, Virtuality & Spatial. This leads the player from starting out as a small nation of one city to a united planet with early stages of Space Travel. This is also where the game has a significant difference from the history of Earth as all Countries that arise during this stage are eventually united under one flag and Space Travel occurs after inventions like Cybernetics, Virtual Reality & the Internet.
Being the first Sub-Stage in the Technological Stage the player's goal in this stage is to establish total dominance over their region which will later become their country. During this stage the player will need to start building Land Vehicles, unlike the original Spore these vehicles are multi-purpose and are able to attack & trade. Religion now plays a slightly more major role allowing the player to adopt special abilities for their religion that will give them advantages. The player's main goal is to develop the first Ship, this can be done by obtaining the needed knowledge of other nations in the player's region, making alliances, trading and conquering enemy cities allows the player to obtain this knowledge. The player will also need to build on Spice Geyser's & Spice Deposits to allow themselves to gain wealth. They can also build Towers which act as defence sentries for enemy nations. If the player defeats an opposing nation through brute force that city will be under chaos and rebellion and will not be able to be used by the player until the next sub-stage. Once the player has obtained all this information they will form a council with their fellow cities (or what is left of them) and begin construction on the first Sea Vehicle. It should be noted that in every circumstance the player is in there will always be at least one Coastal City.
After gaining the ability to build Sea Vehicles the player will discover that their Continent is not as small as they initially believed. The player's new goal is to now gain admiration with the other countries on their continent and form a single continental Country and develop Aircraft Technology. This is done in a similar manner to the previous Sub-Stage in which the player can form alliances, trade with other countries to gain favour or simply dominate the competition into a state of submission. This is also the first Sub-Stage where missions can be carried out to gain friendship with other Countries to reach alliance. The player will also find that they are now able to build specialized Land & Sea Units. Their original units for these type go under a category called Classic Units, the other categories are; Stealth, Powerhouse, Bombers & Medical Units. Each gains special abilities with the player can use in battle (although Classic Units do not have a Special Ability their battle statistics are higher than the other unit types). Once the player has gained trust/favour/fear with the other Countries they will unite under the player's Country and form the First Continental Country and develop the first Sky Unit.
This Sub-Stage is the third Sub-Stage in the Technological Stage. It introduces the last set of Units into the Technological Stage, Sky Units. The player's ability to form a Continental Country has garnered interest with fellow Continental Countries of the player's planet. During this stage the player will be unable to conquer or directly ally with the other countries. The player can trade with them as well as denounce and gain trust with these countries however which will effect the gameplay of later Sub-Stages. The player's main goal is to develop the first intercontinental wireless communication system (the internet) at various points in this Sub-Stage the player will be offered chances to be asissted by other Countries however the player must be cautious as some may be traps and if the player permits the information to be accessed by those countries they will sabotage it. The player can effectively turn the forces of the other countries on sabotaging nations if they detect the sabotage.
A significantly different Sub-Stage to the rest of the Technological Stage, it is the only one that returns to the single controlled creature perspective from earlier. This Sub-stage is comparable to the Galactic Adventures Expansion concept, the player's main goal is to either help the advancement of Cybernetics as a technology, stop the advancement of Cybernetics or alternatively help the advancement of Genetic Manipulation. The last of these three is the hardest to achieve as the main first two options are part of a major story arc in the Sub-Stage and the third can only be accessed in the Main Story by a sequence of Side missions that are somewhat difficult to find. The Sub-Stage takes place within the cities in a Third Person style while traversing the area is controlled by a Land Vehicle (the Stealth Unit if built otherwise the Classic Unit). Once the player has helped advance the acceptance of Cybernetics, stopped Cybernetics or helped the advancement of Genetic Manipulation they will be able to continue to the next Sub-Stage and a monument of the player's creature will be built in the Capital City of their Home Country.
In an effort to help unite the Countries under a common flag, the player's Country has decided to attempt to show its might through Technology and either Agriculture, Engineering or Military might. The player will show through simulations the abilities their country posesses. During this stage research will be conducted in the background to enhance certain factors of the simulation such as the introduction of Pandemics, Natural Disasters, Alien Invasions & Hostile Invasions. The player's actions in these scenarios such as whether they focus on fixing a Pandemic, Building structures to cope with Natural Disasters or halt hostile invasions will determine how the other countries view them in the next Sub-Stage. If the player advanced the Cybernetics Project then Land & Sky Units will be able to move faster and attack more ferociously. If the player was able to advance Genetic Manipulation Land & Sea Units will be able to move faster and have more health. The Simulation will appear identical to the regular gameplay however the player will recieve warnings if an upcoming event is going to occur in the simulation. Once the player has fully tested the virtual reality and explained how they believe that a combination of the recent technologies will help unite the countries under a global name.
The last Sub-Stage of the Technological Stage the player's main goal is to unite all the Countries under their flag and be able to build the first Spaceship. To do this the player can either make Alliances, Buy Out other Countries or like previous Sub-Stages, Conquer the other Cities. The last of these is much more difficult than before as the player will be dealing with whole countries rather than a single city, however the player's army is able to become much larger than before. Once the player has united all Countries under a single flag they will be directed to create a Spaceship and transition into Space Stage.
Like the original Spore, the Space Stage is the final and longest stage of all as it has no definitive end. This stage also has the most number of sub-stages, with 8. These range from the player's empire just taking its baby steps in Space Travel all the way to being trans-galactic travellers spreading the word of their kind, along the way the player will encounter some of the biggest challenges their species will face, but once they reach the final Sub-Stage they will join the online server (if possible) and be able to participate in Daily Challenges as well as settle in other player's galaxies. The 8 Sub-Stages are Proto-Planetary, Planetary, Proto-Celestial, Celestial, Celestial Cluster, Galactic, Galactic Cluster & Universal.
The shortest of the Space Sub-Stages, the player's main goal is to be able to build a vessel that can travel to the player's planet's moon. Every player's planet will have a single moon similar to the Earth, the player can achieve this goal by finding secret technology by completing tasks for the various cities on the planet as well as through ancient artifacts. This stage is somewhat similar to the Creature Stage as the player will not only gain new parts for their Spaceship but also Tech Points, the customization Costs in the Space Stage. Once the player has built a Spaceship with Level 5 Propulsion, Life Support, Fuel Conservation & Computing Technology they will be able to reach the moon and place their species' flag to recognize this feat.
The second Sub-Stage has the player beginning to explore the other planets in their system. The player will first visit one of the nearby rocky planets (of which there are at least 4), upon reaching there they will discover through the scanning tool an alien technology allowing the player to travel to a further away Rocky Planet, going to this planet they will accidentally activate the planet's defences which will begin attacking the player's homeworld forcing them to go destroy the alien ships. Once this is done the player will then be told that they should investigate other planets in the system while their scientists decode algorithms inside one of the recovered alien ships. The player will visit various moons and planets searching for any new technology, due to the upgraded capabilities of Planet Randomization there is now a third layer to zooming in with planets, aside from Orbital and High Altitudal, there is now also Low Altitude, this is needed if the player needs to investigate Caves, Jungles or Forests. Later the player will gain this ability as well as one which allows him to go underwater. As the only planet in the player's system that has water is their home planet, the player will investigate the oceans from which they originated to find a special piece of technology which allows them to traverse into Gas Giants, unharmed. It is at this time that the Scientists will tell the player's ship that they have decoded the Alien Ship finding that one of the orbiting Gas Giants in the player's system houses the secret to Celestial Travel (Travelling between Stars). Once the player obtains this and is requested by the home planet to head out to the nearest star, the player will recieve a message from an Alien Spaceship, welcoming them to the Galaxy.
During the Proto-Celestial Sub-Stage the player will negotiate with six nearby Alien Races, this will introduce them to the different Archetypes as well as War, Alliances, Trading & Colonization. This sub-stage is argueably somewhat similar to the Tribal Stage from Spore, as there are six tribes in the Tribal Stage like there are six Alien Races and the player is able to Fight, Charm or Strategically pick friends and foes in both. During the Celestial Stage the player will be requested to also perform Abduction Missions, Pirate Attacks, Biodisasters, Pandemics, Gopher Mission & one Extermination Mission (more in Normal & Hard Mode), once the player has dealt with the six races they will band together with the player's race to create the first Interstellar Space Drive for the player's Ship allowing them to travel to other stars and meet other species.
As the player is now able to explore more stars they will meet new races, the aim of this sub-stage is for the player to meet 6 more alien races, colonize at least 8 planets by any means and deal with their first encounter with the Grox. The player will be able to upgrade their ship with various parts from here as the Mini-Laser & Missiles will not be as effective as before. The player will encounter Celestial Bodies they will not be able to interact with yet, like Wormholes & Proto-Planetary Disks. The player can choose whether to dominate the competition with shear force, persuade them into selling systems or socially acquiring permission to colonize planets in another species' system.
Celestial Cluster Sub-Stage
The player by now will have become fairly adept in dealing with Alien Races and after an encounter with Grox will be requested by the Home Planet to find information on the Grox. This is achieved through a returning item from Spore, the Scrolls. No longer referred to based on which Archetype they are for, now simply referred to as the scrolls, these artifacts detail the rise and conquest of the Grox. The player must obtain all 20 to uncover the truth behind the Grox's robotic appearance, ruthlessness and natural hatred of other species. The player will at the start of this Sub-Stage recieve the Interstellar Space Drive 2 and later Interstellar Space Drive 3.
Similar to the original Spore, this Sub-Stage has the player being able to explore a very large and diverse Galaxy, similar to the Milky Way. The player's main goal is to discover why they are there. This, like in the original Spore is achieved by meeting Steve, a creature of an incredibly ancient Species, even outdating the Grox. The player will find out that the only way to meet Steve is to force their way through the vast Grox Empire near the center of the Galaxy and head into the Galactic Core. During this stage the player will unlock many Ecological Abilities, Terraforming, Planet Painting, Planet Shaping & the Wormhole Key. A new sub-editor in Spore 2 is the System Editor, a special tool which allows the player to spend Eco Points to create a new Star System from a Proto-Planetary Disk, this includes the Sun type, the planets, moons, asteroid belts, rogue comets and life. Once the player reaches the center of the Galaxy they will be welcomed by Steve who will mention many things about life, the universe and everything but will eventually state that the player's adventure is far from over explaining that Galactic Core's like all Wormholes have entrances and exits, once this speech ends the player will find themself at a lone star system with many wormholes around them, Steve explains that they have reached a Gateway planet, one of many in the Universe that was built specifically to provide Trans-Galactic Travel and suggests the player go and explore more galaxies and see what they can find.
Galactic Cluster Sub-Stage
The second last sub-stage in the game, this stage introduces a concept from the Galactic Adventures expansion pack in the original Spore, on planet adventures. The player is able to accept certain missions from aliens and go on missions outside of their spaceship, the introduction to the Gateway Planet the player starts on is one of these missions and will set up the player's species' Gateway Embassy. The player will be freely permitted to adventure into Tier 1 Wormholes initially, finding themselves in other small galaxies like their own. By completing missions and recieving badges the player will be able to buy new Wormhole Keys allowing them to go into more intense Wormholes which lead to oddly shaped galaxies and larger galaxies. Along the way the player will also be able to recieve Inter-Galactic Space Drive, a special space drive near the end of this sub-stage that allows the player to move from one Gateway Planet to another. The player will finish this Sub-Stage when they have unlocked the Universal Translator & Wormhole Creator, two very late game items only obtainable through the Explorer Badges & Adventurer Badges respectively.
The Final Sub-Stage, the player will now have reached a point of evolution where Steve will consider the player, an equal (in most versions of the word). The player will be introduced to the Universal Communications Hub (UHC for short), a colossal Galaxy sized structure built in space that allows Spaceships to travel from galaxies at will, Galaxies are designated a 10 Symbol Code Name with 26 Possible Symbols (representing the different Archetypes, however a Symbol can appear more than once in a Galaxy's Code Name), totalling in over 140 trillion possible Galaxies. The player will be able to visit Steve's Galaxy, the Maxis Way, home to the Sol System, from the UHC the player can join Alliances, compete in the annual Journey to the Center of the Galaxy and the daily challenges as well as visit other player's galaxies and see other people's work in action. This special tactic introduced in which by the method of creating objects, creatures and vehicles in Spore has a simplified code allows for the visiting of other player's galaxies to take mere minutes as downloading is significantly quicker.
The player is left free to explore, adventure, wage war, join an alliance, trade, buy systems and all other manner of things Spore. During play, the player will have the option of creating the Wildlife Sanctuaries, structures that can recreate any creature's natural environment. During this the player is able to participate in an assymetrical online battle. There are two teams, the hunters and the hunted, in which if the player is one of the twenty hunters they must go out into a special hunting field in wildlife sanctuaries and hunt the wildlife in that location, in the mean time hundreds of other players (or bots) will act as the wild animals that are being hunted, using their combined numbers and natural abilities they must attempt to overwhelm and defeat all hunters, while the hunters try to kill them all. There is a special round that occurs for hunters if they win, in which they get to fight the MVP on the Hunted's side as an Epic, this reverses the game flow as the Hunters are now the weaker force individually.
In Spore 2 the editors have been significantly reworked to include greater customization and incresae the capabilities of the player allowing them to significantly increase the diversity between creatures. There are 12 editors in total an increase from the original Spore's 9, they are; Cell, Ocean, Creature, Outfit, Building, Item, Land Vehicle, Sea Vehicle, Sky Vehicle, City & Space Vehicle Editor. In comparison to their original's counterparts these editors allow for much greater levels of customization and factors are no longer direclty affected by a single feature such as Spit as a Weapon.
The first Editor the player uses and is used for the shortest amount of Sub-Stages, the Cell Editor is used in the first two Sub-Stages and allows the player to customize their cell with factors for cell lining, defensive mechanisms, mitosis, eating, movement & sight. These factors are determined by a variety of parts which can be equipped to the cell to make them more durable in their evolution. Below are a list for parts under each of their categories.
|Black||Frills||Basic Spikes||Small Tentacle||Armour Plate||Open Cavity||Mitosis Conserver|
|Basic Compound||Gills||Curved Spikes||Suction Cup||Triloarmour||Leech Filter||Mitosis Gatherer|
|Complex Compound||Crests||Barbed Spikes||Whip Tentacle||Exodefender||Filter Cylinder||Mitosis Exploder|
|Dual||Ear Holes||Toxic Pouch||Barbed Tentacle||Slippery Covering||Filter Frills||Invasive Cell|
|Tri||Spines||Ink Pouch||Single Cilia||Evasive Coat||Leech Flaps||Aggressive Cell|
|Serpent's Gaze||Bulbs||Blindness Pouch||Webbed Cilia||Untouchable Coat||Flap Moustache||Viral Cell|
|Watchful||Pouches||Electro-bulb||Frilled Cilia||Minor Guards||Flap Lips||Morpher|
|Coloured||False Eyes||Electric Spines||Twisting Cilia||Revolving Guards||Small Probiscis||Smart Morpher|
|Blinker||Shock Spike||Small Jet||Force Field||Filtered Probiscis||Quick Morpher|
|Winker||Sticky Shot||Ink Jet||Ocean Camouflage||Flap Probiscis||Strong Morpher|
|Squinter||Web of Ensnarement||Super Jet||Plant Matter Disguise||Thickened Probiscis|
|Gazer||Alerting Web||Bubble Jet||Rock Camouflage||Elongated Probiscs|
These individual components can be further edited by the player by dragging points on them to change their shape however their function remains the same, for example the Ear hole is able to be changed from a Pit to something resembling a Rabbit's Ear simply by manipulating the outer ear's upper point.
Like its predecessor, Spore, Spore 2 has a multitude of different play styles, these range from 2.5D & 3D Sandboxes to City Building & 3D Strategy. At its core the game is primarily a 3D Sandbox with varying forms of how this is interpreted.
During the Ocean Stage the player will play on a 2.5D plane and later an early 3D plane, this is the only time the player can move vertically without restrictions. The player moves with the standard movement joystick/arrows and attacks with the set buttons. The player is able to customize their creature in many ways, these additions to the player's creature carry over to the later stages although more options become available and these features become more complex. For example a mouth in the 2.5D stages is simply a mouth, there are no sub-parts that truly affect its capabilities, however once the player reaches the Amphibious Sub-Stage they will be able to choose sets of teeth for the creature's mouth as well as some other parts such as detail.
During the Creature Stage the player will have similar movements to the creature stage from the original, the player will be able to access a larger array of abilities however outside of the classic four; Sneak, Sprint, Jump & Glide. The player will be able to communicate with other species and either socialize or attack them, resulting in either species allies or extinction. Unlike in Spore these allies will help the player fight creatures that are hunting them and will aid the player's creature if they are nearby.
Sub-Stages, a new form of the transitions between each part of a stage help give the game a more fluid story arc (although said story is created by the player). These 29 Sub-Stages not only affect the player's feel of the game but also change the Archetype mechanic in the original, as there are five or six sub-stages to the first four stages this will determine the player's archetype which is increased substantially as each Sub-Stage contributes towards what Attribute the player will get, the classic three colours (Green, Red & Blue) return as the Stage's attribute to the character, however in the Technological Stage an additional White colour is possible if the player gets two sub-attributes for each colour in this stage. Also, players will not be able to manually select a Sub-Stage but will instead have to pick one of the Stages.
As previously mentioned, the Editors have had a massive overhaul since their previous incarnation as they are much more detailed and have significantly fewer issues with designing creatures. The player will now find that in the most famous editor in the game, the Creature Editor there are three ribbons that contain tabs within. These three Ribbons are Parts, Limbs & Details. Limbs is the most simple of these and allows the player to add a variety of template limbs that they can freely morph once added and save for future use. The Parts Ribbon refers to parts such as Mouths, Hands & Feet. Unlike before these parts do not effect the creature's socialization or combat attributes however can effect their Special Attributes. These Parts can have Details from the Details ribbon added to them to attach Socialization or Combat attributes to the part. Mouths can have; Teeth, Tongues, Eyes, Ears, Weapons & Details added to them. Hands can have Fingers, Weapons, Details, Protection & Wings added to them and Feet can have Toes, Weapons, Details & Protection added to them. Details such as Eyes & Ears will have a set DNA price allowing the player to get one or two eyes for the same price, other details such as Teeth have the player set the number of Teeth for a mouth and will have to spend the relative DNA price for those teeth, for example a Lv1 style Teeth set can have 50 teeth for 25 DNA points and the player buy teeth in groups of four, other parts like Toes and Fingers do this with only groups of one. This also changes the Socialization & Combat attributes (Bite, Sing, Charge, Dance, Strike, Charm, Spit & Pose) making them have bars instead of numbers, the bar is at its max when there are 100 points put into that part, this is reflective of the previously mentioned four teeth for 2 DNA points, these four teeth (if a carnivore's) would add 8 points to Bite & 4 points to Sing. Various Teeth, Weapons, Details, Toes, Fingers, Details & Protections have different amounts at which they add to these bars.
Once the player reaches the final Sub-Stage, the Universal Sub-Stage they will be able to openly communicate with the online community if they wish, this allows them to travel to other player's Galaxies (if the other player is active) and set up planets to colonize or conquer. Alliances play a key role during this phase of gameplay as the online community allows for people to create Galactic Alliances which are binding pacts that have species send ships from their armed forces to help other members of their alliance when attacked. Each year Maxis creates a special Galaxy permitting the Top 8 Alliances to enter, the Galaxy is much larger than a player's galaxy allowing for hundreds or thousands of people to participate. The goal in these annual events is to either reach the center of the Galaxy or control 51% of all Systems in the Galaxy, every player starts off with one planet and one System although alliances are only allowed to enter up to 1000 members into the competition. These galaxies always have 8 straight arms, as to reduce the intial conflict that can occur. Players must work together to unlock the various interstellar space drives and weapons by unlocking special badges. There is a key force that will oppose the players in their quest to control the galaxy, the Grox. Returning from the original Spore, the Grox play a major role in Single player mode as they are now a Universal infestation and have been traced back to a secret cluster of Galaxies called the Grox Cluster that is full of millions of T0 planets, in this annual competition the Grox protect the Center of the Galaxy like in the original Spore although their area of influence is much greater than before, making it more difficult to achieve either goal.
Like its predecessor, Spore, Spore 2 features Archetypes, a way of describing the player's choices during each stage of the game. Unlike the original spore which ffeatures only 10 Archetypes, Spore 2 increases this substaintially to 26 Archetypes with all but the Trader Archetype returning, Trader was simply renamed to Merchant. In addition to the original ten the following 16 were added; Brute, Protector, Agriculturalist, Salesman, Socialite, Saint, Bio-Warrior, Guard, Crusader, Chemist, Collector, Soldier, Donator, Seer, Paladin & Biologist. Each Archetype varies in the number of possible ways to obtain that Archetype.
Knights, Biologists & Ecologists are the easiest to obtain with 12 out of the total 108 possible outcomes each. The next most common at 6 possible outcomes each are; Protector, Salesman, Bio-Warrior & Paladin, Palading is special because it is the Archetype if the player has one Red Attribute, one Blue Attribute, one Green Attribute and the White Attribute and despite being common is considered one of the most powerful Archetypes. Warrior, Scientist, Agriculturalist, Shaman, Saint & Zealot all have 4 possible methods of obtaining these archetypes. At three possible methods; Guards, Crusaders, Chemists, Bards, Collectors & Diplomats all involve the player obtaining the elusive White Attribute. The last six Archetypes are the rarest and (along with Paladin) some of the most powerful, each only have one method of obtaining which means these are the extremes of the Red, Blue & Green Attributes as well as three of one colour and the White Attribute, they are; Brute, Merchant, Socialite, Soldier, Donator & Seer.
Like in the previous Spore game some Archetypes do not have CPU controlled Empires to play them, there are four Archetypes this time around that do not contain any CPU Empires, they are the most common Archetypes and the Paladin Archetype (Paladins, Knights (returning to this role from Spore), Biologists & Ecologists). A common theory as to why these archetypes are absent is due to same reason the Knight Archetype was absent in Spore, the Grox had caused the extinction of any species of those Archetypes and the player species are the resurrection of those Archetypes, this is commonly accepted as Knights desires are to cleanse the Universe of evil, Paladins wish to spread the way of peace and light, both of which are the opposite of the Grox and Biologists and Ecologists are heavily associated with Positive Terraforming, meaning their technology could quickly make Grox worlds impossible for Grox to inhabit by simply raising the Terrascore.
From the Original Spore some species make their return as creatures, although their appearances may have slightly changed and their stats differ they are essentially the same creature as in the original. The list of creatures below return in Spore 2 as creatures (or in the Grox case a Space faring species). While technically any creature from Spore could return these creatures were chosen for their iconicness within the series mainly due to Rogue Creatures as well as some biazarrely coloured ones.
- Al Packa
- Alien Didi
- Amp Turtle
- Angel Pod
- Ball Crab
- Battered Feesh
- Evil Monkey
- Flesh Eater
- Giant Fly
- Knot The Grawx
- Long-Eyed Freep
- Mini Oink
- Ploogal (Common & Rogue)
- Punk Bird
- Six-Eyed Bob
- Tiger Horse
- Tripod Nuevo
- Wee Greevil
- Wobble D Wobble
In Spore 2, due to the Expansion to a Universal Scale, there are Galaxies in the game that are made by the game's developers with the intention of having a special feature about them, they have thus been regarded as somewhat of a cheat code in concept as like all galaxies, they have a ten digit code. There are 8 special galaxeis, which after the game's release, Maxis intends to publicly release their galactic co-ordinates, they are; Maxis Prime, Milky Way, Grox Galactic, Spoffit Omega, Ragnarok, Delta Marine, Epsilon Terra & Sigma Caelum.
Maxis Prime is the Galactic home of the head developer's creations, they completely control this Galaxy and like the other Special Galaxies, have prevented players from colonizing or capturing planets. This Galaxy consists of Maxis Creations from Spore, reworked into Spore 2 (as seen in the list above).
The Galaxy that humans exist in, in this Galaxy many various species exist including a sect of the Grox. The planet ownership varies from month to month but overall it is stable. There is a Human species that occupies Earth, they have 24 Cities on their planet (the maximum for a home planet) with one in West USA, East USA, Southern Canada, Brazil, South Africa, the Middle East, Eastern Europe, Western Europe, Eastern China, Western Russia, Egypt, Japan, India, Indonesia, Australia, New Zealand, England, North-West Africa, Greenland, Iceland, South Korea, Mexico, Eastern Argentina & Antartica (Despite there being no actual cities in Antartica at the present day). The species will react differently depending on the player's Archetype, making them one of the only species to do this (except Shamans between each other), for example they will act with respect towards Knights, Scientists & Bards yet aggressively to Zealots, Brutes & Guards.
The hub of the Grox, a Galaxy completely dominated by Grox and Grox-engineered Species. The Galaxy is occassionally opened for a few days for players to attack and claim space in the galaxy, so they can gather the rare White Spice, only found in Grox Galactic. Fortunately to prevent players from overusing this system the game will only allow a player who hasn't entered Grox Galactic in 3 Months or more to enter.
This Galaxy is completely filled with the sapient Sheep-like species, Spoffit. These Sheep creatures are passive by nature and are argueably one of the easiest species to ally with but also one of the weakest with regards to offensive capabilities. This is the easiest galaxy to find Ancient Artifacts as Spoffits are notorious for their obliviousness.
An interesting Galaxy as when the player enters every couple of minutes about 10% of the stars in the Galaxy move, making it very difficult to navigate, the species' home planets are all on anchored Star Systems, meaning their system won't change.
Delta Marine has the distinguishing factor of having only Blue Colour orientated Archetype Species within. This means the Galaxy only contains; Protectors, Scientists, Merchants, Agriculturalists, Salesmen, Chemists, Collectors & Donators. The player will generally find that while these species are the most friendly initially, their friendship with the player quickly decays if the player doesn't trade with them. This galaxy is the Blue Coloure Orientated version of Epsilon Terra & Sigma Caelum.
Epsilon Terra is the Green Colour Orientated equivalent of Delta Marine & Sigma Caelum. It only contains the Archetypes for; Salesmen, Shamans, Socialites, Saints, Bio-Warriors, Bards, Diplomats & Seers. They are generally reasonably friendly however if the player does not pay tribute or delibaretly causes a negative relationship with these species it is difficult to recover said relationship.
Sigma Caelum is the last Special Galaxy and the Red Colour Orientated Version or Delta Marine & Epsilon Terra, it therefore only features species with the Archetypes for; Brutes, Warriors, Protectors, Bio-Warriors, Zealots, Guards, Crusaders & Soldiers. They are generally cautious around the player and each other but once the player has allied with them they are trustworthy and reliable.
In the Space Stage, items, artefacts and ammo are able to be traded on the Universal Market. spice now has more functions than before as it is sometimes needed for missions and also for peace treaties and alliance agreements. The prices of the Spices fluxuates hourly for the CPU Prices, however players offering to sell or buy spice directly will have static costs.
Spice comes in 10 colours with varying prices, in order from most common to rarest they are; Red, Blue, Yellow, Green, Orange, Purple, Pink, Aqua-Marine, White & Black. Black spices is necessary for Agreements with the Grox and sometimes is involved in Elite Alliances. Black & White Spice only naturally occur in Gas Giants and both have a lower production rate than the other spices, White is 1 Ton per Hour and Black is 1 Ton per day. Orange, Pink and Aqua-Marine Spice only appear on moons, Purple Spice only appears on Rogue Asteroids. The other spices all only occur on rocky planets.
Every Month after its release the artefacts in the game will circulate, this means that there are hundreds of thousands of Artifacts in the game. Artifacts that players have already found can be traded while they are not in the current cycle for very high prices.
Lastly, ammunition refers to powerful weapons like the anti-matter Missiles. These items are necessary for Red colour Archetype races agreements.
- Spore 2 is much more online than Spore was and features one Super Server that has Sub-Server connection points in every country that Spore was distributed to, in total the Server can have 3 Billion people playing at any time.
- Due to the massive overhaul of the editors, the complexity bar has been changed to a screen wide bar in the editor that has a much higher limit than before. This change also allowed for Spore 2 to perform a classic technique with polygons in which they render only the most important details from far away, these include (on creatures) Mouths, Arms, Legs, Hands, Feet & Wings (as well as the body itself).
- While on the Main Menu, if the player zooms out to Universal scale and align the Galaxy Clusters correctly (it should be noted that the main menu Universe is not the actually universe in the Server) it will form a Llama, a running gag in Maxis games like Spore & The Sims.