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** In the early game, you can only get Hydrogen as a by-product of oil cracking, with crude oil turning into two refined fuel and one hydrogen for every unit cracked. When you first unlock oil processing, you'll need an obscene amount of hydrogen to produce red science cubes, and oil cracking isn't efficient enough to produce the amount of hydrogen you need to research new technologies. Once you unlock X-Ray Cracking, however, you can take the products of oil cracking and feed them right back into a refinery: one hydrogen and two refined fuel turns into three hydrogen and one energetic graphite, which just happens to be the ''other'' ingredient for red science. This requires a lot of oil refineries, space, and general setup, but will generally serve well until you need gold science (which requires refined fuel products like plastic and organic crystals). Once you have gold science, however, you're ready to unlock...

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** In the early game, you can only get Hydrogen as a by-product of oil cracking, with crude oil turning into two refined fuel oil and one hydrogen for every unit cracked. When you first unlock oil processing, you'll need an obscene amount of hydrogen to produce red science cubes, and oil cracking isn't efficient enough to produce the amount of hydrogen you need to research new technologies. Once you unlock X-Ray Cracking, however, you can take the products of oil cracking and feed them right back into a refinery: one hydrogen and two refined fuel oil turns into three hydrogen and one energetic graphite, which just happens to be the ''other'' ingredient for red science. This requires a lot of oil refineries, space, and general setup, but will generally serve well until you need gold science (which requires refined fuel products like plastic and organic crystals). Once you have gold science, however, you're ready to unlock...



** Mini Fusion Power Plants. They only run on Deuteron Rods, which require 20 Deuterium, 1 Super-Magnetic Ring, and 1 Titanium Alloy to produce. Building Super-Magnetic Rings is already production-intensive[[note]]Super-Magnetic Rings require two intermediary products, which both require a ''lot'' of Electromagnets[[/note]], and Titanium Alloy isn't much better[[note]]Titanium Alloy needs Titanium Ore, which do not naturally occur on your starting planet, as well as Steel, which is relatively easy to produce, and Sulfuric Acid, which is ''not'', requiring Stone Ore, Refined Fuel and Water in large amounts[[/note]], but the worst is Deuterium, which requires either Fractionaters for a 1% chance to turn Hydrogen into Deuterium, a nearby-ish Gas Giant that produces Deuterium via Orbital Collectors, or Miniature Particle Accelerators which are ''extremely'' energy-hungry. But if you can automate the production of Deuteron Fuel Rods, these power plants will ''vastly'' outpace the energy production of anything else you have available, even a Dyson Swarm[[note]]Unless there's a ''lot'' of sails in there, and enough Ray Receivers to channel its power[[/note]]. The Artificial Sun is more complicated to build and fuel, requiring antimatter fuel fods, meaning that once you have enough of a production capacity for Deuteron Fuel Rods, they'll become your go-to method of energy production.

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** Mini Fusion Power Plants. They only run on Deuteron Rods, which require 20 Deuterium, 1 Super-Magnetic Ring, and 1 Titanium Alloy to produce. Building Super-Magnetic Rings is already production-intensive[[note]]Super-Magnetic Rings require two intermediary products, which both require a ''lot'' of Electromagnets[[/note]], and Titanium Alloy isn't much better[[note]]Titanium Alloy needs Titanium Ore, which do not naturally occur on your starting planet, as well as Steel, which is relatively easy to produce, and Sulfuric Acid, which is ''not'', requiring Stone Ore, Refined Fuel Oil and Water in large amounts[[/note]], but the worst is Deuterium, which requires either Fractionaters for a 1% chance to turn Hydrogen into Deuterium, a nearby-ish Gas Giant that produces Deuterium via Orbital Collectors, or Miniature Particle Accelerators which are ''extremely'' energy-hungry. But if you can automate the production of Deuteron Fuel Rods, these power plants will ''vastly'' outpace the energy production of anything else you have available, even a Dyson Swarm[[note]]Unless there's a ''lot'' of sails in there, and enough Ray Receivers to channel its power[[/note]]. The Artificial Sun is more complicated to build and fuel, requiring antimatter fuel fods, meaning that once you have enough of a production capacity for Deuteron Fuel Rods, they'll become your go-to method of energy production.
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** You'll be awarded with "No Diving!" for running out of power and crashing into an ocean.
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** "I Forgot About That" commemorates your smart decision to build a wind turbine on a planet with no atmosphere.

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** "I Forgot About That" commemorates your smart [[SarcasmMode smart]] decision to build a wind turbine on a planet with no atmosphere.
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* RateLimitedPerpetualResource:
** Most resource nodes are finite but their rate of extraction is only limited by how many miner modules you can put around them. Crude Oil nodes never run out but can only accept a single extractor per node. This was then subverted in a patch that put Crude Oil nodes under diminishing returns. The node will technically never run out but after some time it will produce oil so slowly as to be impractical.
** Resources mined from gas giants (oxygen, deuterium and fire ice) are infinite but each gas giant is limited to 40 extractors that have extract each resource at a fixed rate.
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* ProceduralGeneration: A seed-based system is used to procedurally generate clusters of up to 64 stellar objects (stars and black holes) to play in. So far, the number of stars and the amount of available resources can be adjusted, with more options likely to be introduced as development continues. As of time of writing, seeds can range from 00000000 to 99999999, which means that 100 million different clusters can be generated. [[https://dsp-wiki.com/Starting_Seeds This site]] provides a list of noteworthy seeds that players have found, including a list of thirteen seeds that will generate clusters with ten O-Type stars if set to 64 star systems in the cluster.

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* ProceduralGeneration: A seed-based system is used to procedurally generate clusters of up to 64 stellar objects (stars and black holes) to play in. So far, the number of stars and the amount of available resources can be adjusted, with more options likely to be introduced as development continues. As of time of writing, seeds can range from 00000000 to 99999999, which means that 100 million different clusters can be generated. [[note]]And that's just the start; adjusting things like the number of stars, resource multiplier, etc all generate different versions of that base cluster.[[/note]] [[https://dsp-wiki.com/Starting_Seeds This site]] provides a list of noteworthy seeds that players have found, including a list of thirteen seeds that will generate clusters with ten O-Type stars if set to 64 star systems in the cluster.
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** Fractionator loops. The Fractionator takes in hydrogen, processes it, and dumps it out. Every 100 hydrogen units processed, it produces one deuterium. This is incredibly inefficient, obviously, but the hydrogen that comes out ''can be reprocessed''. As a result, setting up a loop where hydrogen passes through several or a dozen fractionators before going back to the start and passing through again, while separating out the inevitable deuterium, guarantees that you'll have a constantly supply of deuterium, at a lesser energy cost than a miniature particle accelerator, and with less research required (though you'll need to add more hydrogen every so often). The only downside is that fractionator loops require a lot of space, and the miniature particle accelerator ''is'' faster to produce deuterium.

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** Fractionator loops. The Fractionator takes in hydrogen, processes it, and dumps it out. Every 100 hydrogen units processed, it produces one deuterium. This is incredibly inefficient, obviously, but the hydrogen that comes out ''can be reprocessed''. As a result, setting up a loop where hydrogen passes through several or a dozen fractionators before going back to the start and passing through again, while separating out the inevitable deuterium, guarantees that you'll have a constantly supply of deuterium, at a lesser energy cost than a miniature particle accelerator, and with less research required (though you'll need to add more hydrogen every so often). The only downside is that fractionator loops require a lot of space, and the miniature particle accelerator ''is'' faster to produce deuterium.deuterium/burn through hydrogen.
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* HardModePerks: Mutiple examples.

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* HardModePerks: Mutiple Multiple examples.
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* TheSiege: The Dark Fog runs on an internal resource economy that depends on the matter that planetary bases extract from the planet's core. The bases in turn can't do anything without the energy that is provided by the hives. If you find yourself unable to overcome a base's or hive's defenses, it's a viable tactic to besiege it with turrets until it runs out of resources, at which point it becomes practically helpless.

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* TheSiege: The Dark Fog runs on an internal resource economy that depends on the matter that planetary bases extract from the planet's core. The bases in turn can't do anything without the energy that is provided by the hives. If you find yourself unable to overcome a base's or hive's defenses, it's a viable tactic to besiege it the former with turrets until it runs out of resources, at which point it becomes practically helpless.helpless (and the same is true of a planet-deprived space hive, though its reserves are much greater).
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* GameplayAndStorySegregation: You "[[NoEnding win]]" the game by researching the final technology in the TechTree, not by finishing construction of the titular Dyson sphere. Getting to this point requires a lot of energy and resources, but there are many alternative power sources available, so whether or not you bother with the Dyson sphere at all is ultimately irrelevant. That being said, establishing a Dyson Swarm/Shell and Ray Receiver setup is necessary to produce the necessary Antimatter from Critical Photons.

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* GameplayAndStorySegregation: You "[[NoEnding win]]" the game by researching the final technology in the TechTree, not by finishing construction of the titular Dyson sphere. Getting to this point requires a lot of energy and resources, but there are many alternative power sources available, so whether or not you bother with the Dyson sphere at all is ultimately irrelevant. That being said, short of repeatedly farming the highest-level Dark Fog for Antimatter, establishing a Dyson Swarm/Shell and Ray Receiver setup is necessary to produce the necessary Antimatter from Critical Photons.Photons (and from them, Antimatter).
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* TheStarsAreGoingOut: The intro sequence shows this happening to entire star clusters thanks to the Dark Fog as a way of highlighting its threat level. In practice though, they're not ''literally'' destroying stars; it's more that any Engineers sent to said clusters inevitably stop broadcasting, having been killed at the hands of the Dark Fog, who then take over the clusters and cut them off from the [=Centrebrain=].

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* TheStarsAreGoingOut: The intro sequence shows this happening to entire star clusters thanks to the Dark Fog as a way of highlighting its threat level. In practice though, they're not ''literally'' destroying stars; it's more that any Engineers sent to said clusters inevitably tend to stop broadcasting, having been killed at the hands of the Dark Fog, who then take over the clusters and cut them off from the [=Centrebrain=].
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* VariableMix: The tracks that play planetside tend to change based off of how much of the planet is covered in machinery, with more relaxed tracks playing on barren worlds, and more upliftin enthusiastic tracks playing when in the thick of multiple assembly lines. The tracks themselves also tend to vary between planet type, from the common ones being similar, to a few unique tracks playing for the rarest types, such as the black hole and neutron star systems. Once you begin assembling the Dyson swarm/shell, the tracks will also change to reflect your progress.
* VictoryByEndurance: This is how you're encouraged to win against the Dark Fog. Normally, their hives are VERY dangerous. Even low level hives can put up quite a fight against a late game player. However they have a weakness in their logistics. They require matter to build their infrastructure which is acquired by planet side bases. Destroying their bases, and preventing the Dark Fog from re-establishing them will cause the hive to "starve" itself of matter. Once a hive has run out of matter, it can no longer rebuild destroyed parts of itself or replace its guard units. This will let you finish off a Dark Fog hive without having to deal with a constant swarm of units or defensive turrets popping into existence.

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* VariableMix: The tracks that play planetside tend to change based off of how much of the planet is covered in machinery, with more relaxed tracks playing on barren worlds, and more upliftin uplifting enthusiastic tracks playing when in the thick of multiple assembly lines. The tracks themselves also tend to vary between planet type, from the common ones being similar, similar to a few unique tracks playing for the rarest types, such as the black hole and neutron star systems. Once you begin assembling the Dyson swarm/shell, the tracks will also change to reflect your progress.
* VictoryByEndurance: This is how you're encouraged to win against the Dark Fog. Normally, their hives are VERY dangerous. Even dangerous, as even low level hives ones can put up quite a fight against a late game player. However they have a weakness in their logistics. They logistics: space hives require matter to build their infrastructure which is acquired by planet side bases. Destroying their bases, and preventing conversely the Dark Fog planet side bases require energy provided from re-establishing them will cause the hive to "starve" itself of matter. Once a hive has run out of matter, it space hives. If you can destroy one before the other in-system, the other essentially becomes "starved" and easy pickings for you, no longer being able to rebuild destroyed parts of itself buildings, build new units, or replace its guard units. This regenerate health once they've used up their reserves. Fully covering all planets in-system with planetary shields will let you finish off also (mostly) future-proof that system, as while a Dark Fog new hive without having can still enter the system, they'll be unable to deal with a constant swarm of units or defensive turrets popping send down relays and thus grow into existence.a real threat.
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* InfinityPlusOneSword: Studying Dark Fog debris can unlock a handful of production buildings that outperform anything you can research in a campaign without the cranky GreyGoo. The DF smelter works half as fast as the best standard version, the assembler is twice as fast, and the matrix lab has a whopping 3x speed modifier. The downside? You need to grind planetary bases until they reach certain level thresholds for the required debris components to drop from destroyed DF units, which on default settings can take upwards of ''20 real-time hours'' of uninterrupted fighting to accomplish, less if you happen upon bases that are of a high level from the outset and/or have cranked the DF exp-gain setting up a bunch pre-game. Crafting these buildings then requires a more or less constant supply of these debris components, so [[ViolationOfCommonSense you need to keep these hostile bases alive and in working order]] if you want to mass-produce the reverse-engineered tech.

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* InfinityPlusOneSword: Studying Dark Fog debris can unlock a handful of production buildings that outperform anything you can research in a campaign without the cranky GreyGoo. The DF smelter works half 1.5x as fast as the best standard version, the assembler is twice as fast, and the matrix lab has a whopping 3x speed modifier. The downside? You need to grind planetary bases until they reach certain level thresholds for the required debris components to drop from destroyed DF units, which on default settings can take upwards of ''20 real-time hours'' of uninterrupted fighting to accomplish, less accomplish (less if you happen upon bases that are of a high level from the outset outset, and/or have cranked the DF exp-gain setting up a bunch pre-game.pre-game). Crafting these buildings then requires a more or less constant supply of these debris components, so [[ViolationOfCommonSense you need to keep these hostile bases alive and in working order]] if you want to mass-produce the reverse-engineered tech.
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* BerserkButton: The Dark Fog gets triggered by the electromagnetic emissions of high-tech industrialization, so the more you build [[note]]Specially, the more ''energy'' you output, the more they'll view you as a threat. If you land on a new planet and build various buildings/production lines, but don't power any of them until you're ready, the threat won't build.[[/note]], the more aggressively the planet's ground bases attack. Their space hives are usually quite passive overall, but they get cranky if you shoot down the orbital stations above their ground bases, and they go absolutely ballistic once you start launching solar sails and constructing the actual Dyson sphere.

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* BerserkButton: The Dark Fog gets triggered by the electromagnetic emissions of high-tech industrialization, so the more you build [[note]]Specially, [[note]]Specifically, the more ''energy'' you output, the more they'll view you as a threat. If you land on a new planet and build various buildings/production lines, but don't power any of them until you're ready, the threat won't build.[[/note]], the more aggressively the planet's ground bases attack. Their space hives are usually quite passive overall, but they get cranky if you shoot down the orbital stations above their ground bases, and they go absolutely ballistic once you start launching solar sails and constructing the actual Dyson sphere.
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* BerserkButton: The Dark Fog gets triggered by the electromagnetic emissions of high-tech industrialization, so the more you build, the more aggressively the planet's ground bases attack. Their space hives are usually quite passive overall, but they get cranky if you shoot down the orbital stations above their ground bases, and they go absolutely ballistic once you start launching solar sails and constructing the actual Dyson sphere.

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* BerserkButton: The Dark Fog gets triggered by the electromagnetic emissions of high-tech industrialization, so the more you build, build [[note]]Specially, the more ''energy'' you output, the more they'll view you as a threat. If you land on a new planet and build various buildings/production lines, but don't power any of them until you're ready, the threat won't build.[[/note]], the more aggressively the planet's ground bases attack. Their space hives are usually quite passive overall, but they get cranky if you shoot down the orbital stations above their ground bases, and they go absolutely ballistic once you start launching solar sails and constructing the actual Dyson sphere.
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* InfinityPlusOneSword: Studying Dark Fog debris can unlock a handful of production buildings that outperform anything you can research in a campaign without the cranky GreyGoo. The DF smelter works half again as fast as the best standard version, the assembler is twice as fast, and the matrix lab has a whopping 3x speed modifier. The downside? You need to grind planetary bases until they reach certain level thresholds for the required debris components to drop from destroyed DF units, which can take upwards of ''20 real-time hours'' of uninterrupted fighting to accomplish (less if you happen upon bases that are of a high level from the outset). Crafting these buildings then requires a more or less constant supply of these debris components, so [[ViolationOfCommonSense you need to keep these hostile bases alive and in working order]] if you want to mass-produce the reverse-engineered tech.

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* InfinityPlusOneSword: Studying Dark Fog debris can unlock a handful of production buildings that outperform anything you can research in a campaign without the cranky GreyGoo. The DF smelter works half again as fast as the best standard version, the assembler is twice as fast, and the matrix lab has a whopping 3x speed modifier. The downside? You need to grind planetary bases until they reach certain level thresholds for the required debris components to drop from destroyed DF units, which on default settings can take upwards of ''20 real-time hours'' of uninterrupted fighting to accomplish (less accomplish, less if you happen upon bases that are of a high level from the outset).outset and/or have cranked the DF exp-gain setting up a bunch pre-game. Crafting these buildings then requires a more or less constant supply of these debris components, so [[ViolationOfCommonSense you need to keep these hostile bases alive and in working order]] if you want to mass-produce the reverse-engineered tech.



* MacrossMissileMassacre: Individual missile turrets already fire quite a few missiles in a short time, but the average player will deploy them in bulk to throw walls of missiles at any invading Dark Fog forces. Combine this with Signal Towers and ''every single missile turret on the planet'' will open fire at anything that so much as looks at you funny.

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* MacrossMissileMassacre: Individual missile turrets already fire quite a few missiles in a short time, but the average player will deploy them in bulk to throw walls of missiles at any invading Dark Fog forces. Combine this with Signal Towers and ''every single Towers, which coordinates ''every'' missile turret on the planet'' will open fire at on-planet, and you'll have a full arsenal unleashed upon anything that so much as looks at you funny.



* MarathonLevel: With the currently-limited space battle options, even low-level space hives can take upwards of 10 minutes of uninterrupted fighting to defeat, but given Icarus' constant need of recharging its batteries, you're easily looking at half an hour or more depending on various factors [[note]]how close the next viable planet is, how stable your drone resupply lines are, how early/late in the game your tech is when you attempt to take on a space hive, etc[[/note]]. And to spice things up even more, if you at any point get too close to the hive so that its heavy laser defenses decide to target Icarus instead of its drones, you'll be dead before you can react and likely lose a significant amount of progress.

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* MarathonLevel: With the currently-limited space battle options, even low-level space hives can take upwards of 10 minutes of uninterrupted fighting to defeat, but given Icarus' constant need of recharging its batteries, you're easily looking at half an hour or more depending on various factors [[note]]how close the next viable planet is, how stable your drone resupply lines are, how early/late in the game your tech is when you attempt attempting to take on a space hive, etc[[/note]]. And to spice things up even more, if you at any point get too close to the hive so that its heavy laser defenses decide to target Icarus instead of its drones, you'll be dead before you can react and likely lose a significant amount of progress.
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* DeflectorShields: There are two types: a small personal shield for Icarus, and planetary shield generators. Planetary shields are able to help protect against Dark Fog attacks, but draw copious amounts of energy to project their barriers and only work against attacks from space. Icarus' personal shield expands into a small bubble as you upgrade it through research, allowing it to protect structures and drones close to the mecha from incoming fire.

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* DeflectorShields: There are two types: a small personal shield for Icarus, and planetary shield generators. Planetary shields are able to help protect against Dark Fog attacks, attacks - and prevent new relays from landing in their area-of-effect, which create new ground bases - but draw copious amounts of energy to project their barriers and only work against won't block attacks from space.ground forces already present. Icarus' personal shield expands into a small bubble as you upgrade it through research, allowing it to protect structures and drones close to the mecha from incoming fire.

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* DesignItYourselfEquipment: The Dyson sphere - as the name suggests - will always be spherical, but the specific design of the framework is yours to choose. You can make it a perfectly arranged network of triangles, [[HighTechHexagons hexagons]] and similar geometric shapes, you can shape it to look like a soccer ball, or you can just say "screw it" and give it a completely haphazard design. The layout tools are simple but amazingly versatile. That said, it's advisable to keep the number of nodes and beams as low as possible because these components are by far the hardest to produce in bulk, so the more intricate your design gets, the longer it takes to complete.

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* DesignItYourselfEquipment: DesignItYourselfEquipment:
**
The Dyson sphere - as the name suggests - will always be spherical, but the specific design of the framework is yours to choose. You can make it a perfectly arranged network of triangles, [[HighTechHexagons hexagons]] and similar geometric shapes, you can shape it to look like a soccer ball, or you can just say "screw it" and give it a completely haphazard design. The layout tools are simple but amazingly versatile. That said, it's advisable to keep the number of nodes and beams as low as possible because these components are by far the hardest to produce in bulk, so the more intricate your design gets, the longer it takes to complete.complete.
** Mecha customization was added in a later update. The system provides near-limitless options to customize every single part of the mecha, but requires fairly advanced knowledge of 3D modeling on the player's part to provide any value whatsoever. If you lack this skill and don't like any of the three available premade options, the editor won't do you much good beyond changing the mecha's color.

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* DeflectorShields: There are two types: a small personal shield for Icarus, and planetary shield generators. Planetary shields are able to help protect against Dark Fog attacks, but draw copious amounts of energy to project their barriers.

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* DeflectorShields: There are two types: a small personal shield for Icarus, and planetary shield generators. Planetary shields are able to help protect against Dark Fog attacks, but draw copious amounts of energy to project their barriers. barriers and only work against attacks from space. Icarus' personal shield expands into a small bubble as you upgrade it through research, allowing it to protect structures and drones close to the mecha from incoming fire.


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* DynamicLoading: The game uses the travel time between planets and stars to discreetly load in the required assets in the background. If you use the fast travel function available in sandbox mode, hopping between planets in the same system is more or less instantaneous, but jumping to a different star system results in a brief delay.
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* InfinityPlusOneSword: Studying Dark Fog debris can unlock a handful of production buildings that outperform anything you can research in a campaign without the cranky GreyGoo. The DF smelter works half again as fast as the best standard version, the assembler is twice as fast, and the matrix lab has a whopping 3x speed modifier. The downside? You need to grind planetary bases until they reach certain level thresholds for the required debris components to drop from destroyed DF units, which can take upwards of ''20 real-time hours'' of uninterrupted fighting to accomplish (less if you happen upon bases that are of a high level from the outset). Crafting these buildings then requires a more or less constant supply of these debris components, so [[ViolationOfCommonSense you need to keep these hostile bases alive and in working order]] if you want to mass-produce the reverse-engineered tech.


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** The Dark Fog's structures and units have glowing TronLines that disappear if the structure runs out of power.


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* TronLines: Dark Fog assets have a very dark grey as their base color and glowing teal lines all over. The latter go dark on any Dark Fog structure that loses power for one reason or another. If you manage to reverse-engineer DF tech, the resulting buildings retain the Fog's coloration.
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* PowerAtAPrice: Higher-tier production buildings are usually 50% faster than the tier below, but consume twice the amount of power, meaning the more basic versions are actually more efficient. Depending on your available building-space-to-power ratio, extending a production line with more low-tier buildings can therefore be a better solution than upgrading the existing ones to a higher tier.

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* TheMostWanted: The player's threat level dictates the response of the Dark Fog. Initially, the Dark Fog will ignore the player and their factories, but as they expand or attack the Dark Fog directly, the Dark Fog will see the player as a threat and increase the player's threat level accordingly. The player can also adjust the Dark Fog's settings to not attack unless you shoot first (or not even then), or just disable their presence and remain focused upon the base automation experience.



* ThePowerOfTheSun: Artificial Stars are the endgame power plant, and rely on antimatter fuel cells to power themselves. While expensive to maintain, they are the most efficient power to space ratio building in the game, beating a gravity lens boosted ray receiver by just under 2.5x.



* TheMostWanted: The player's threat level dictates the response of the Dark Fog. Initially, the Dark Fog will ignore the player and their factories, but as they expand or attack the Dark Fog directly, the Dark Fog will see the player as a threat and increase the player's threat level accordingly. The player can also adjust the Dark Fog's settings to not attack unless you shoot first (or not even then), or just disable their presence and remain focused upon the base automation experience.
* ThePowerOfTheSun: Artificial Stars are the endgame power plant, and rely on antimatter fuel cells to power themselves. While expensive to maintain, they are the most efficient power to space ratio building in the game, beating a gravity lens boosted ray receiver by just under 2.5x.

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* TheMostWanted: TowerDefense: The player's threat level dictates game's combat system basically works like this, with enemy bases regularly sending waves of units at you that you must defend against with well-positioned and well-supplied automated turrets. Counterattacking these bases is usually done with the response help of combat drones, but these are fairly ineffective in the Dark Fog. Initially, early-to-mid game, at which point it's usually better to turret-creep your way across the Dark Fog will ignore planet until nothing shoots back anymore. Progressing through the player TechTree unlocks more and their factories, but as they expand or attack the Dark Fog directly, the Dark Fog will see the player as a threat and increase the player's threat level accordingly. The player can also adjust more powerful turrets to keep up with the Dark Fog's settings to not attack unless you shoot first (or not even then), or just disable their presence and remain focused upon the base automation experience.
* ThePowerOfTheSun: Artificial Stars are the endgame power plant, and rely on antimatter fuel cells to power themselves. While expensive to maintain, they are the most efficient power to space ratio building in the game, beating a gravity lens boosted ray receiver by just under 2.5x.
escalating threat level.

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** The Implosion Cannon is an artillery piece that launches 280mm shells, on par with WWII battleship main guns.

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** Strictly speaking, given the scale of the game's planets and buildings, all available turrets including the guns they carry are ridiculously huge, but two examples in particular still stand out among them:
***
The Implosion Cannon is an artillery piece that launches 280mm shells, on shells (on par with WWII battleship main guns.guns) with a 13m blast radius. You get an achievement for blowing up 40+ Dark Fog units with a single shot from this beast.
*** The Plasma Turret is a ginormous anti-space defense cannon with a footprint bigger than almost anything else in the game. Its standard ammo already hurts plenty, but in the late game it can be loaded with {{Antimatter}} capsules that OneHitKill ''anything'' the Dark Fog's space swarms can throw at your planets, usually before they even get in range to fire a weapon. It also has a decent splash radius and fires quite quickly at one shot per second, meaning a single cannon can neutralize entire DF fleets on its own.


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** Laser turrets are the only turrets that can't be loaded with increasingly powerful ammo, which means their DPS is fixed and quickly outpaced by the other turret types. However, the fact that they don't need a supply line other than power makes them marvelously easy to use and deploy, especially on newly settled planets that need to be defended quickly. They're also fairly cheap to craft, requiring nothing more than iron, copper and stone as raw materials for their components, so if you come up against something your laser turrets can't handle, just spam more of them.
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** Although the Dark Fog runs on an intricate internal resource economy, it doesn't tap the same resources the player needs, so no matter how many bases the GreyGoo sets up across the cluster, there's no serious risk of it depleting your construction materials. They might occasionally pave over resource patches with their foundations, though that's unlikely to ever pose a problem in the larger scheme of things.


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* TheSiege: The Dark Fog runs on an internal resource economy that depends on the matter that planetary bases extract from the planet's core. The bases in turn can't do anything without the energy that is provided by the hives. If you find yourself unable to overcome a base's or hive's defenses, it's a viable tactic to besiege it with turrets until it runs out of resources, at which point it becomes practically helpless.


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* TheVirus: About 25-30 hours into a campaign, powerful Dark Fog hives in the cluster will start dispatching seed ships to unoccupied star systems. These seeds travel slowly (~1.200m/s, meaning they usually take several hours to reach their target), but when they arrive they proceed to establish new hives, and from there new planetary bases all over the system. If you let this go on for too long, the entire cluster can eventually end up infested with the Dark Fog, and every time you clear a system, at least one new seed is immediately dispatched to re-infest it. Thankfully, the seeds themselves show up on the cluster map and are unarmed and unprotected aside from a massive health pool, so intercepting them en route is a safe and viable tactic.
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* MarathonLevel: With the currently-limited space battle options, even low-level space hives can take upwards of 10 minutes of uninterrupted fighting to defeat, but given Icarus' constant need of recharging its batteries, you're easily looking at half an hour or more depending on various factors [[note]]how close the next viable planet is, how stable your drone resupply lines are, how early/late in the game your teach is when you attempt to take on a space hive, etc[[/note]]. And to spice things up even more, if you at any point get too close to the hive so that its heavy laser defenses decide to target Icarus instead of its drones, you'll be dead before you can react and likely lose a significant amount of progress.

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* MarathonLevel: With the currently-limited space battle options, even low-level space hives can take upwards of 10 minutes of uninterrupted fighting to defeat, but given Icarus' constant need of recharging its batteries, you're easily looking at half an hour or more depending on various factors [[note]]how close the next viable planet is, how stable your drone resupply lines are, how early/late in the game your teach tech is when you attempt to take on a space hive, etc[[/note]]. And to spice things up even more, if you at any point get too close to the hive so that its heavy laser defenses decide to target Icarus instead of its drones, you'll be dead before you can react and likely lose a significant amount of progress.
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* VictoryByEndurance: This is how you're encouraged to win against the Dark Fog. Normally, their hives are VERY dangerous. Even low level hives can put up quite a fight against a late game player. However they have a weakness in their logistics. They require matter to build their infrastructure which is acquired by planet side bases. Destroying their bases, and preventing the Dark Fog from re-establishing them will cause the hive to "starve" itself of matter. Once a hive has run out of matter, it can no longer rebuild destroyed parts of itself or replace its guard units. This will let you finish off a Dark Fog hive without having to deal with a constant swarm of units or defensive turrets popping into existence.
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* TheStarsAreGoingOut: The intro sequence shows this happening to entire star clusters thanks to the Dark Fog, as a way of highlighting its threat level. Paradoxically, this would be happening if the GreyGoo was carrying out its original mission of building Dyson spheres, but it's actually opposing anyone trying to do just that (AKA the player). The in-game Dark Fog, unlike the player, never even attempts to mess with stars, making this move beyond GameplayAndStorySegregation into plain nonsensical territory.

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* TheStarsAreGoingOut: The intro sequence shows this happening to entire star clusters thanks to the Dark Fog, Fog as a way of highlighting its threat level. Paradoxically, this would be happening if the GreyGoo was carrying out its original mission of building Dyson spheres, but In practice though, they're not ''literally'' destroying stars; it's actually opposing anyone trying to do just more that (AKA any Engineers sent to said clusters inevitably stop broadcasting, having been killed at the player). The in-game hands of the Dark Fog, unlike who then take over the player, never even attempts to mess with stars, making this move beyond GameplayAndStorySegregation into plain nonsensical territory.clusters and cut them off from the [=Centrebrain=].
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* OneHitKill: The Dark Fog's heavy laser turrets need only one shot to kill pretty much anything, Icarus included. Fully upgrading the mecha's shield can allow it to tank a small number of shots, but once the shield is down, the next hit will be fatal. These things are the main reason you can only fight indirectly via drone spam instead of taking a more active role on the battlefield.

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* OneHitKill: The Dark Fog's heavy laser turrets need only one shot to kill pretty much anything, Icarus included. Fully upgrading the mecha's shield can allow it to tank a small number of shots, but once the shield is down, the next hit will be fatal. These things are the main reason you can (at present) only fight indirectly via drone spam instead of taking a more active role on the battlefield.



* PlanetaryCoreManipulation: Planetside Dark Fog bases generate power and construction materials by drawing both directly from the planetary mantle. Destroying such a base leaves a gaping, glowing hole in the ground that, if you build a geothermal power plant over it, generates over 300% of its base power output.

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* PlanetaryCoreManipulation: Planetside Dark Fog bases generate power and construction materials by drawing both directly from the planetary mantle. Destroying such a base leaves a gaping, glowing lava-glowing hole in the ground that, if you build a geothermal power plant over it, generates over 300% of its base power output.
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* MarathonLevel: Even low-level space hives can take upwards of 10 minutes of uninterrupted fighting to defeat, but given Icarus' constant need of recharging its batteries, you're easily looking at half an hour or more, depending on how close the next viable planet is and how stable your drone resupply lines are. And to spice things up even more, if you at any point get a little bit too close to the hive so that its heavy laser defenses decide to target Icarus instead of its drones, you'll be dead before you can react and most likely lose a significant amount of progress.

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* MarathonLevel: Even With the currently-limited space battle options, even low-level space hives can take upwards of 10 minutes of uninterrupted fighting to defeat, but given Icarus' constant need of recharging its batteries, you're easily looking at half an hour or more, more depending on how various factors [[note]]how close the next viable planet is and is, how stable your drone resupply lines are. are, how early/late in the game your teach is when you attempt to take on a space hive, etc[[/note]]. And to spice things up even more, if you at any point get a little bit too close to the hive so that its heavy laser defenses decide to target Icarus instead of its drones, you'll be dead before you can react and most likely lose a significant amount of progress.
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* DroneDeployer: Both the Dark Fog and Icarus make copious use of expendable drones to fight each other. For Icarus it's in fact the only way to fight at all because the mecha's capacity to inflict and take damage directly is pathetic regardless of upgrade level.

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* DroneDeployer: Both the Dark Fog and Icarus make copious use of expendable drones to fight each other. For Icarus it's in fact the only way to can fight at all because the mecha's capacity to inflict and take damage directly itself, but is pathetic regardless rather fragile and weak (less so with upgrades), and so needs to rely upon drones a lot of upgrade level.the time.
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** The whole point of a Dyson shell is its ability to harvest the entire energy output of the star in its center, but even a completed shell in the game has no effect on the output of your planet-bound solar panels. This basically means that the star's radiation passes through the shell virtually unhindered, which might just give an unintentional explanation for the point above. However, this is likely intentional, to serve as an AntiFrustrationFeature.

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** *** The whole point of a Dyson shell is its ability to harvest the entire energy output of the star in its center, but even a completed shell in the game has no effect on the output of your planet-bound solar panels. This basically means that the star's radiation passes through the shell virtually unhindered, which might just give an unintentional explanation for the point above. However, this is likely intentional, to serve as an AntiFrustrationFeature.



** Unipolar magnets, AKA magnetic monopoles, are a so-far hypothetic type of exotic matter that forms mind-bogglingly dense pseudo-atomic structures. A solid sphere slightly bigger than a golf ball would concentrate so much mass in one spot that it would collapse into a black hole. In-game the stuff is found in standard ore deposits that of course don't act like this. Also, magnetic monopoles as we currently understand them are incredibly rare and thus most likely won't form mineable deposits anywhere in the universe.

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** Unipolar magnets, AKA magnetic monopoles, are a so-far hypothetic type of exotic matter that forms mind-bogglingly dense pseudo-atomic structures. A solid sphere slightly bigger than a golf ball of this stuff would concentrate so much mass in one spot that it would collapse into a black hole. In-game the stuff is found in standard ore deposits that of course don't act like this. Also, magnetic monopoles as we currently understand them are incredibly rare and thus most likely won't form mineable deposits anywhere in the universe.

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