Reference:
http://119.147.41.16/down?cid=17CBB9E771FE4538537FE0251BF7C33CC534D56D&t=13&fmt=Run SPORESetup.exe to install, in the middle of the prompted to enter the registration code when you open the keygen.exe in the crack to register, after the installation is complete and run the game will be prompted to enter the registration code, will be crack all the things unzipped to the installation directory of the Sporebin folder can be so that you can carry out the game, but into the After the game is in English, you can run the Simplified Chinese version of the game by unzipping the POREapp.exe in the Crack Chinese Patch compressed package into the installation directory and clicking on it
Cell Stage
*Component Unit: A component is a component unit, such as a mouth or a pair of symmetrical mouths.
The idea of this stage is that a meat diet treats you like a sailing battleship; a vegetarian diet strengthens the tail.
Factors affecting later stages: affect basic food types and have an effect on mouth shape in the biological stage.
Increased speed: increasing the number of tentacles, etc. increases speed; speed is the most important basis for escape and hunting.
Self-defense/attack: the initial stinger is on the sides, you can put it where the mouth is, but by doing so he's a ramming ship, and enemies approaching can only use their heads, with fewer control surfaces; other tips:
1. Roll the mouse wheel after selecting components on the body to zoom in and out. Of course, the contact surface is bigger after zooming in.
2. The values of the components in this stage come with a stacking effect. 2 1-speed tentacles are 2 speeds.
3. the self-eyes can be sold for 5 points. if you remove the eyes, the visibility range around them is very short, which is not convenient for foraging and escaping, and very dangerous.
4. The method of acquiring components at this stage is intuitive acquisition type. This means that if you don't have a component, but you destroy a creature that has one, you can open that component. However, at most one component will be turned on for each creature destroyed.
5. There are a lot of small meat-eating creatures that will eat you in the later stages of hard difficulty, so it's recommended that you put on an electric shock.
6. Continuing to eat DNA points after triggering an event that allows you to disembark will not increase.
Creature Stage
The idea of this stage is to isolate the opponent.
Elements that affect the future: determining the shape of the creature (which cannot be modified later) affects how fast individuals in the horde can move, how powerful they are, how they attack, and so on.
This stage should be the most time-consuming and interesting stage of the game. Other creatures on the land are categorized as neutral and hostile, and can only be friendly if you succeed through means of communication.
Component Acquisition (Conquest): in addition to gathering bones, you can actually get a random component for every creature you destroy at the Chieftain level. The leader level is one of the stages in the creature's growth, which are egg -> baby -> normal -> leader -> rogue. If you don't have a leader level in your lair, you can turn around somewhere else and come back.
DNA: Smashing eggs gives you 25 points of DNA (none in easy mode), talking to or wiping out a horde will give you up to 70 points of DNA, and special monsters (250 HP) get 100 points. Prehistoric monsters just don't mess with them, they'll kill in seconds ......
Conquest: 4 skills, to say the trick is not to get swarmed (110 HP later on doesn't hurt), and try to pick creatures that fall alone, away from the lair. Usually the leader level will take the baby out to explore, is a good time to start. Skill level affects damage value.
Socialization: 4 skills, when communicating with other creatures, you need to let the left side of our progress bar connect first before the right side progress bar reaches the middle point; and the prerequisites are what the other creature is doing what you are doing, and your teammates as well as what the skill's level dictates.
Skills like Fly & Jump & Glide & Hide & Sprint: Fly and Jump are useful skills to avoid being chased.
Roar: this needless to say, the first choice of skills to rescue the distressed, but it seems that there are not afraid of the roar of the creatures (not special creatures). Don't take the opportunity to attack again after the roar ......
Other tips:
1. Occupied or allied lairs can heal and evade pursuing creatures, but there are also those that ignore the lair's safe range ......
2. Your own birth lair is absolutely safe (haven't tried prehistoric and monsters);
3. When there is an alpha in the lair, a normal level and a baby, the normal level will protect the baby while the alpha level will fight you;
4. The values of the components do not come with a stacking effect in this stage. It's not like you have 2 pairs of hands to attack and you can X2 times.
5. Don't go into deep water ...... water is dangerous.
6. The creatures patrolling around the lair will have a fixed route and number, if the other side is not yet hostile and weaker than you, you can sprint to attack, otherwise it is easy to be surrounded. The recommended method is of course to lure them out and break them down.
7. Initial life worth of bonus is very important, a little more is to a hope (meat).
8. This stage of the components of the method of obtaining non-intuitive access to the type, not the other side of the wings you can get wings (here is said to be the hunt for the components obtained by the level of the ringleader for reference).
9. their own nest migration recommended also follow the past, otherwise you have DNA have components, can not mate evolution is a big problem (old nest whether the chances of a mate depends on the character).
10. Social skills lie in making each other single, the way is to socialize in the middle of the exit, the other creatures will be afraid and avoid you, you can slowly drive to a place far away from the nest and then socialize.
11. The socialization pattern of each single creature is fixed, for example, the first socialization to a creature is dance, sing, dance, then no matter how many times it will not change (of course, if it is successful, you do not need to try many times).
Tribal Phase
The idea of this phase: conquer the tribe with the superior components first.
Elements affecting the future: the means of conquering tribes affects the direction of the future city (military or religious conquest).
Each tribe has unique building components, and by destroying tribes you can have the unique building components and clothing components of that tribe.
Recommended war building components: spear<-medic<-axe<-torch.
With the fishing building component, you can raise animals as well as catch fish.
After that, the transitions animation is supposed to state whether your city becomes a military or religious city, conditional on what way you are unified at this stage.
Other takeaways:
1. The method of acquiring components in this stage is intuitive acquisition type.
2. Don't forget to add costumes to your clan.
3. The socialization of the tribe is the need to give a gift of 15 meat in case of rage or anger to be able to do a blowbomb, 5 chances to reach the full slot.
Civilization Stage
Philosophy of this stage: self-sufficiency, conquer the world with navy.
Elements affecting the future: cities on the home planet remain intact.
The beginning of this stage will let you design town halls and carriers (land-based military units), which can be modified once you enter the stage.
Initially, you will occupy spices to boost your income, but after that spice production will drop dramatically, so don't blindly expand your city's residential and recreational areas; the economic backbone of the middle and late stages is the military city.
Nuclear Bomb Unification: When the number of adult possession reaches 6, then open the intercontinental missile, need to spend some money can instantly unify the world. (I think this skill is a bit of a bummer, but of course there are no buildings in these bombarded cities in the space phase after you use this skill ......)
Riotous Fervor: When the number of pawns reaches 6 then turn on Religious Penitentiary to unify the globe, with the cities preserved intact.
Other insights:
1. Land carriers, navy and air force all have default styles in the game that prioritize military, and also endurance etc.
2. Navy can make a decisive difference, with an attack range that can exceed city defense turrets, and it's only 1500 blocks.
Space stage
Idea for this stage: Age of Sail Universe Edition ...... Elements affecting the future: none.
I think it would be easier to develop if it became strategic, with a tap on a planet giving you control over the army, production and exploration on that planet. Otherwise, if you rely on yourself to conquer planets one by one or make alliances, how long will it take before you can qualify as an enemy of Grox or conquer the entire galaxy ......
Exploring colonies:
1. The initial quests will ask you to try to place a colony, at this time you can not go to the designated planets to be placed nearby to find A planet with other colors of spice and a green orbit is the best T1 level;
2. The mother planet can place up to 10 colonies, and there is only one mother planet for an empire, if you lose the mother planet, you will re-establish a certain planet as the mother planet; and other colony planets can be placed in a maximum of 3 colonies;
3. Each colony's spice reserve is 5, so the maximum storage capacity of the mother planet is 5,000 tons, so the maximum storage capacity of the mother planet is 5,000 tons. So the maximum storage capacity of the home planet is 50, and 15 for other planets; spice storage devices (consumables, buildings) can double the storage capacity at the planet where they are placed; when the stock exceeds the maximum storage capacity, the excess is lost;
4. Colonies can build buildings only when the planet's T1 is stabilized, not when it reaches T1, and the subsequent T2 and T3 are the same. The colonies in T2 environment can build all buildings except turrets; the turrets mainly guard against pirates;
6. Regarding the happy index of the colonies, as long as there is no unhappy index appearing, it's OK. The ship does not fly away from this planet's solar system will not have a strike;
7. Spice collection efficiency formula: 3600 / the sum of the collection efficiency of all the colonies on the planet = 1 unit of spice takes N seconds;
8. Colonial buildings on foreign planets have a high cost of construction, generally all built down (excluding turrets) to 190,000 or so, and the sale of the buildings can only return half of the You need to pay attention to this in the early stage;
9. You can only build 3 colonies on a planet, with a default storage capacity of 15; colonies in a solar system can be built on planets that can be visited; a solar system can only be managed by one empire;
10. If you want to consolidate a solar system, you can set up a colony on every planet that can be visited in that solar system. Set up a colony, because whether destroying or occupying that solar system, you need to take care of all the colonies inside the solar system first;
#Suggestion: spice gathering is concentrated on a few planets, for example, the mother planet bought from other empires has a storage capacity of 50, which can be doubled by adding a spice storage unit; the other planets have a storage capacity of 15, which is reached by adding a spice storage unit of 30, with an efficiency of is typically 10 seconds/1 unit of spice.
And the other solar systems just need to have a colony occupying them, preferably without ecosystems, or else there's a lot of planets, what with the ecosystems being threatened and the pirates stealing the spice a's going to mess you up.
Landscaping tips
1. From T0 to T3*** you need the following different kinds to maintain the ecosystem: small plants x3 species, medium plants x3 species, large plants x3 species, vegetarian animals x6 species, omnivorous/vegetarian animals x3 species, so you need 18 pods; the storage capacity of a single pod is maxed out at 99;
2. Landscaping tools will be sold on other planets cheaper than in your own empire; this also includes other tradable items;
3. The Planet Environment Adjustment skill will be opened in the later stages, which requires a minimum of Terraforming Master 2 or Empire 2;
4. The order of setting up an ecosystem is to place three types of plants - Small, Medium, and Large - first, and then 2 Vegetables and 1 Meat or Omnivore;
5. The terraforming tool will reduce the friendliness of the planet when it's not in your own empire. Empire's planet will reduce the friendliness;
6. To get the Scepter of Life please visit the Galactic Center, there is only one chance to get it;
Spice Selling & Item Buying Tips
1. Sell spices with color differences, for example, the price of a red spice will be higher when you sell it to an empire that doesn't have a red spice;
2. After you sell a color of a spice to a planet, that planet will have less demand for that spice, so it is recommended to have 99 full bins and then sell to the highest bidder in one go (it takes a while for the price to change);
2. Items sold by this empire are the most expensive (except for spices and repairs);
3. Since bins are capped at a single capacity of 99, you need to increase the diversity of your spices;
4. The trade The price is not the same on different planets of the same empire;
5. Some planets have not yet started to collect spices or have very little spices, so you can't buy them;
6. Friendship with the trader's empire can change the price of repairs and recharging, but not the price of trade;
7. Trade can be done only when the friendship with the trader's empire reaches or exceeds 0;
8. Trade is not possible until the friendship level with the trading empire reaches or exceeds 0;
Friendliness tips (to be improved)
*Friendliness increases or decreases with the passage of time;
*Some of the following metrics change for Grox;
1. A small amount of friendliness is deducted for canceling a mission while explaining its contents and for destroying an alliance ship;
Occupy one of our star systems (-100);
Capture of our star system (-100);
Capture of our star system (-100) (-100);
Used harmful tools (-100);
Destroyed our spacecraft (-100);
Destroyed our buildings (-100);
Hunted our planets (max -100);
War (-50);
Refused to pay tribute (-40);
Fear of strangers/distrust of strangers (-30);
You're mean (-21)? Non-maximum;
Generous (+25)? Non-max;
Refusing diplomacy -20;
Destroying our buildings -45;
Terrorizing our citizens -20;
Using the Friendship Tool (+50 max): mini/medium/super Happy Beam (skill, mega energy drain) increases friendliness free of charge;
Feeding gifts (+50 max): Funds 10,000 add 3.7 points of friendliness, 50,000 is 18.5 of friendliness, 100,000 is 37 times of friendliness (just use a combination of 100,000 + 50,000);
Embassy Setup (max +50): embassies (consumables, buildings) grow automatically over time;
We like new friends (+) 30): as determined by the other person's personality;
Our trade routes (+30)? Non-maximum;
Your trade (+25)? Non-maximum;
Established alliances (+25/+50);
You introduced yourself (+10);
Ability to greet people cordially (+10);
Friendliness metrics
Angry: -70 or less;
Angry: -69 to -30;
Fair: -29 to 29;
Happy: -30 to -69, trade routes can be established;
Happy: -70 or more, alliances can be made;
Planet Buying Tips Tips
1. You can only trade with 3 planets at the same time, and the trade will still be there unless you buy the planet;
2. It is recommended that you buy the home planets of the other creatures first, with a storage capacity of 50 max; (It sometimes happens that if you buy a home planet, if you don't enter the atmosphere of the planet, the storage capacity is still 40 (I encountered a home planet made of colony 8) and grows at a rate of 3600/594=6 seconds/1 unit; if you enter it, it turns into a normal 15-storage planet, with only three colonies)
3. Since you buy other empire's home planets, they will re-establish the home planet and develop it, and although you can build up to 10 colonies, it takes longer;
4. Buy other creatures' home planets for as low as 5,000,000 (on hard difficulty);
5 Normal planet prices: t2 level 3,000,000; t3 level 5,000,. 000 -10,000,000;
6. After the bidding fails, the planet purchase progress restarts;
Force Conquest Tips 1. Late-stage super-strength bombs can instantly destroy the colony's city hall, so those who want to take over the colony should be careful;
2. Taking over the colony is for the whole solar system, if there are 2 planets with colonies, then you need to surrender all of them or take them as a whole. If there are 2 planets in the solar system with colonies on them, then all of them need to be surrendered or destroyed; the circle under the occupation progress bar represents a planet, and a white flag means that all colonies on the planet have surrendered;
3. The allied ships of the military/force empire will be more powerful and more resistant to fighting, so if you want to conquer planets, you should choose the right ships first; however, they are still very weak for the Grox;
Some badge descriptions
Brain Surgeon: choose a bio-planet, then place the boulder and wait; requires the planet's solar system not to be occupied by any empire.
Clearer: ?
Conqueror: involves destroying or occupying all colonies on the planet.
Explorer: just enter the solar system;
Sightseer: go through different black holes;
Split Personality: change occupations, by learning from other creatures with different occupations;
Fairyland Wanderer: visit formulated planets