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* EnemyStealsYourLunch: In which energy is the food your factory needs to operate. Dark Fog space hives will siphon off a percentage of your Dyson Sphere's output based off of how many photon receivers they have. Generally the larger the hive and the more of them there are, the greater the amount of energy stolen.

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* EnemyStealsYourLunch: EnemyEatsYourLunch: In which energy is the food your factory needs to operate. Dark Fog space hives will siphon off a percentage of your Dyson Sphere's output based off of how many photon receivers they have. Generally the larger the hive and the more of them there are, the greater the amount of energy stolen.
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* EnemyStealsYourLunch: In which energy is the food your factory needs to operate. Dark Fog space hives will siphon off a percentage of your Dyson Sphere's output based off of how many photon receivers they have. Generally the larger the hive and the more of them there are, the greater the amount of energy stolen.
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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:

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** Strictly speaking, given the scale of the game's planets and buildings, all available turrets including and the guns they carry are ridiculously huge, but two examples in particular still stand out among them:



** '''War Has Changed''': Complete the game without using any turrets. If you don't intend to cheese it[[note]]Setting their aggressiveness to passive then maxing all other settings, [[LoopholeAbuse which gives you 1.0 difficulty without actual danger (unless you get too close to a base/hive)]][[/note]], you'll need to exclusively rely on battle bases and combat drones.

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** '''War Has Changed''': Complete the game with the Dark Fog set to 1.0x difficulty, without building or using any turrets. If you don't intend to cheese it[[note]]Setting their aggressiveness to passive then maxing all other settings, [[LoopholeAbuse which gives you 1.0 difficulty without actual danger (unless you get too close to a base/hive)]][[/note]], you'll need to exclusively rely on battle bases and combat drones.

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* SuperMode: Turrets can enter a "Supernova" mode, which causes them to ''dramatically'' increase their fire rate for a short bit, but it draws ALOT of energy to do so. Supernova mode should generally only be reserved for key turrets, or on fortress worlds.
** Dark Fog production structures meanwhile can enter a Turbo Charge mode, which causes them to produce units at a greatly hastened rate, but will have its production slow to a crawl afterward. This means surviving the initial onslaught of Dark Fog units key if one is to siege their planetary bases without high tech advantages.

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* SuperMode: SuperMode:
**
Turrets can enter a "Supernova" mode, which causes them to ''dramatically'' increase their fire rate for a short bit, but it draws ALOT of energy to do so. Supernova mode should generally only be reserved for key turrets, or on fortress worlds.
** Dark Fog production structures meanwhile can enter a Turbo Charge mode, which causes them to produce units at a greatly hastened rate, but will have its production slow to a crawl afterward. This means surviving Without high tech advantages, being able to survive the initial onslaught of Dark Fog units is key if one is to siege sieging their planetary bases without high tech advantages.bases.



* ZergRush: Individual Dark Fog units aren't much of a threat, but there's never just one. Late-game battles usually involve hundreds, if not thousands of enemies bearing down on you at once.

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* ZergRush: Individual Dark Fog units aren't much of a threat, but there's typically never just one.one/a few. Late-game battles usually involve hundreds, if not thousands of enemies bearing down on you at once.
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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. On the flipside, the player's Plasma Turrets (both anti-ground ant anti-space) can be loaded with anti-matter capsules. These capsules are strong enough to instantly turn any Dark Fog unit into scrap metal.

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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. On the flipside, the player's Plasma Turrets (both anti-ground ant and anti-space) can be loaded with anti-matter capsules. These capsules capsules, which are strong enough to instantly turn any Dark Fog unit into scrap metal.
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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 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 if you happen upon bases that are of a high level from the outset, use high damaging ammo like Crystal Shells or Antimatter Capsules 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 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 if you happen upon bases that are of a high level from the outset, use high damaging ammo like Crystal Shells or Antimatter Capsules Capsules, 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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* ExperienceMeter: Interestingly, it's not the player that gets one, but the ''enemy''. Whenever the Dark Fog takes damage, its associated base/hive gains experience. You can track individual hives and bases at the top left. Whenever a hive or base levels up, its associated units and buildings get more health, armor and damage. Keep in mind that they will track overkill damage for experience, which can be bad if your goal is to just survive, but good if you want those sweet, sweet Dark Fog components for the InfinityPlusOneSword buildings.

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* ExperienceMeter: Interestingly, it's not the player that gets one, but the ''enemy''. Whenever the Dark Fog takes damage, its associated base/hive gains experience. You can track experience, with each individual hives and bases meter tracked at the top left. Whenever a hive or base levels up, its associated units and buildings get more health, armor and damage. Keep in mind that they will track overkill damage for their experience, which can be bad if your goal is to just survive, but it's also ''very'' good if you want those sweet, sweet Dark Fog components for the InfinityPlusOneSword buildings.
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** '''Didn't Break A Sweat!''' and '''Mission Impossible!''': Complete the game within 25 hours and 10 hours, respectively, on a x1.0 or lower resource difficulty; any higher, and/or using metadata for instant research, invalidates the achievement. Note that a normal run of the game, start to finish with no bonuses, generally takes ''at least'' 50 hours, and usually closer to ''70''. No matter what, it'll be close!

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** '''Didn't Break A Sweat!''' and '''Mission Impossible!''': Complete the game within 25 hours and 10 hours, respectively, on a x1.0 or lower resource difficulty; any higher, and/or using metadata for instant research, invalidates the achievement. Note that a normal run of the game, start to finish with no bonuses, generally takes ''at least'' 50 hours, and usually closer to ''70''.''70'' for the first times. No matter what, it'll be close!



** '''War Has Changed''': Complete the game without using any turrets. You'll need to rely on battle bases and combat drones to beat this one. (Or just set the dark fog to passive, and all other settings to max)

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** '''War Has Changed''': Complete the game without using any turrets. You'll If you don't intend to cheese it[[note]]Setting their aggressiveness to passive then maxing all other settings, [[LoopholeAbuse which gives you 1.0 difficulty without actual danger (unless you get too close to a base/hive)]][[/note]], you'll need to exclusively rely on battle bases and combat drones to beat this one. (Or just set the dark fog to passive, and all other settings to max)drones.
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* ImprovisedWeapon: The combustible unit is a pack of three fuel canisters refined from coal intended to be burned as a more efficient fuel source for thermal generators and Icarus. They can be thrown as grenades.
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** Dark Fog production structures meanwhile can enter a Turbo Charge mode, which causes them to produce units at a greatly hastened rate, but will have its production slow to a crawl afterward. This means surviving the initial onslaught of Dark Fog units key if one is to siege their planetary bases without high tech advantages.
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* EvilEvolves: When the Dark Fog attacks the player, they gain experience during the fight. Once they get enough experience, they increase the health and damage of their units, the scale of their space hives, and the quality of their item drops. Each base tracks/raises experience separately however, so be careful about completely overwhelming ''every'' base you come across - to get high level Dark Fog-only drops, you'll need to let at least one (ground) base stay intact long enough to get what you need. Just bear in mind that any active space hives also learn from what happens planetside in their system, so farming a high-level ground base for too long will eventually result in [[OhCrap at least one level 30 space hive to deal with]].

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* EvilEvolves: When the Dark Fog attacks the player, they gain experience during the fight. Their experience gained is corelated directly to damage recieved from the player and their turrets/war ships. Once they get enough experience, they increase the health and damage of their units, the scale of their space hives, and the quality of their item drops. Each base tracks/raises experience separately however, separately, but a small amount of experience is shared between ALL planetary bases, so be careful about completely overwhelming ''every'' base you come across - to get high level Dark Fog-only drops, you'll need to let at least one (ground) base stay intact long enough to get what you need. Just bear in mind that any active space hives also learn from what happens planetside in their system, so farming a high-level ground base for too long will eventually result in [[OhCrap at least one level 30 space hive to deal with]].



* ExperienceMeter: Interestingly, it's not the player that gets one, but the ''enemy''. Whenever the Dark Fog takes damage, its associated base/hive gains experience. You can track individual hives and bases at the top left. Whenever a hive or base levels up, its associated units and buildings get more health, armor and damage. Keep in mind that they will track overkill damage for experience, which can be bad if your goal is to just survive, but good if you want those sweet, sweet Dark Fog components for the InfinityPlusOneSword buildings.



* 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 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 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 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 if you happen upon bases that are of a high level from the outset, use high damaging ammo like Crystal Shells or Antimatter Capsules 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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* IdiosyncraticDifficultyLevels: The Dark Fog's primary difficulty modifier is how aggressive they are towards the player.
** Dummy: The Dark Fog are completely passive and will never attack, even to defend themselves.
** Passive: The Dark Fog will [[MartialPacifist defend themselves when attacked, but will never initiate an attack on the player or their factoreis.]]
** Torpid: The Dark Fog's aggression will be suppressed. While they will attack, it takes them a very long time to consider the player a threat and send raids. The raids are also smaller in number.
** Normal: The Dark Fog's aggression is normal. They will send raids at a slow but consistent pace if their bases are not destroyed, and send a decent amount of units, but are completely manageable if you're not intentionally trying to get your factory destroyed, or are AFK for hours on end.
** Sharp: The Dark Fog's aggression is turned up. The threat generated by your factory will cause them to quickly assemble large raids to destroy your factory. Investing in sufficient defense is required to beat them back.
** Rampage!: The Dark Fog is almost always in a berserker like state, and will send constant streams of forces your way. If you don't have a wall of turrets up within the first hour, prepare to get steam rolled by constant swarms of raiders and rangers. To quote the game itself, "These clusters' Dark Fog has gotten completely out of control. No explorer has sent back any message so far!"



** Thermal Power Plants are quite useful as an automatic garbage disposal for any fuel byproducts of certain recipes. Most notoriously, hydrogen from oil and fire ice processing.

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** Thermal Power Plants are quite useful as an automatic garbage disposal for any fuel byproducts of certain recipes. Most notoriously, hydrogen from oil and oil, fire ice processing.processing and antimatter.
* NewTechnologyIsEvil: The secret technologies are learned about by harvesting Dark Fog debris. They require Dark Fog matrices to unlock, and must be researched manually, because COSMO Technology Ethics Committee has banned any research regarding the use of Dark Fog tech to prevent a second generation of Dark Fog from spawning. Currently, there are no repercussions for researching and using Dark Fog technology.
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** All structures are happy to process stacked items, so you don't need to worry about unstacking them first.
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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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** Unipolar magnets, AKA magnetic monopoles, are a so-far hypothetic hypothetical 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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* {{Antimatter}}: The final non-Dyson-shell power generator you can unlock is a tiny artificial sun that runs on antimatter fuel rods. The thing is in fact ''higher'' on the TechTree than all the tech you need to start constructing the shell, but is far far more efficient at capturing the power a full sphere can generate. On the weapon side of things, Antimatter Capsules are the final researchable ammo and are usable in Plasma Turrets, which will straight up ''obliterate'' whatever unfortunate dark fog ship that finds itself targeted.

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* {{Antimatter}}: The final non-Dyson-shell power generator you can unlock is a tiny artificial sun that runs on antimatter fuel rods. The thing is in fact ''higher'' on the TechTree than all the tech you need to start constructing the shell, but is far far more efficient at capturing the power a full sphere can generate. On the weapon side of things, Antimatter Capsules are the final researchable ammo and are usable in Plasma Turrets, which will straight up ''obliterate'' whatever unfortunate dark fog ship ground unit that finds itself targeted.targeted. Dark Fog space units can at most withstand three shots.


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** The basic Gauss Turret you start with can scale quickly with its ammo types, and said ammo is extremely cheap to craft.


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** '''A Penny Saved''': Complete the game with the Dark Fog set to 1.0x difficulty, and don't lose a single building. It's best to play it safe and neuter dark fog planetary bases ahead of time, and prepare some polar plasma turrets to destroy any incoming Dark Fog Lancers.
** '''Peace and Love''': Complete the game with the Dark Fog set to 1.0x difficulty, and don't destroy a single Dark Fog Building. Killing their units is fine, so simply surrounding the planetary base with a ring of laser turrets will easily accomplish this mission.
** '''War Has Changed''': Complete the game without using any turrets. You'll need to rely on battle bases and combat drones to beat this one. (Or just set the dark fog to passive, and all other settings to max)
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** Dark Fog will not attack Logistic Vessels even if they sail right through the hive. Setting up reliable logistics would've be almost impossible otherwise.

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** The Dark Fog will not attack Logistic Vessels even if they sail right through the hive. Setting up reliable logistics would've be almost impossible otherwise.
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* 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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* 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. They can also be set to burn their fuel at 10x the rate, generating a staggering ''720 megawatts''. If you can maintain the antimatter fuel rod upkeep, you effectively only need one, at most three to run an entire planet.
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** Dark Fog will not attack Logistic Vessels even if they sail right through the hive. Setting up reliable logistics would've be almost impossible otherwise.
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** 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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** Most resource nodes are finite finite, but their rate of extraction is only limited by how many miner modules you can put around them. Crude Oil nodes initially never run ran out but can and could only accept a single extractor per node. This was node, then was later subverted in a patch that put Crude Oil nodes them under diminishing returns. The node will technically never run out 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 infinite, but each gas giant is limited to 40 extractors that have extract mine each resource at a fixed rate.
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** Missile Turrets do take ammo to use, but they can defend against all threats. Their ability to have their range boosted by signal towers makes them able to target anywhere on the planet if you have signal towers in position.



** You don't actually need to build a DysonSphere to win. Technically, that comes from researching the final Research, appropriately titled "Mission Completed!", though you do at least need to create a Dyson Swarm (or Shell, if going for the No-Solar-Sail ChallengeRun) to get a specific resource needed to progress said tech.

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** You don't actually need to build a DysonSphere to win. Technically, that comes from researching the final Research, appropriately titled "Mission Completed!", though you do at least need to create a Dyson Swarm (or Shell, if going for the No-Solar-Sail ChallengeRun) to get a specific resource needed to progress said tech. If the Dark Fog are in your game, you don't even need a Dyson Swarm, as a high enough level Dark Fog base will drop anti-matter to create universe matrixes.
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* EmergencyWeapon: The mining laser you start with can be used as a weapon if you don't have any ammo. [[MagikarpPower While it starts weak, it has two separate upgrades that upgrades its base damage, and multiplies the base damage]]. This can make it stronger than any of the ammo you can use, save perhaps the anti-matter capsules.
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* CastFromHitPoints: Icarus has the ability to charge up and use an "Energy Shield Burst". The longer it is charged, the more total damage is dealt, but it can only deal a fixed amount of damage per Dark Fog unit hit. It goes without saying, but using this skill drains the shield's hit points.


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* DecapitatedArmy: Averted with the Dark Fog. You might think that destroying all Space Hives in a system would shut down the Dark Fog's operations in said system, but as long as a Relay Node exists and has enough matter, it can reconstruct the Space Hive fairly quickly. This necessitates the destruction of every last Relay Node in the system in order to stop the Dark Fog's operations.
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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.

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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. On the flipside, the player's Plasma Turrets (both anti-ground ant anti-space) can be loaded with anti-matter capsules. These capsules are strong enough to instantly turn any Dark Fog unit into scrap metal.


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* SplashDamage: Implosion Cannon turrets can absolutely decimate groups of Dark Fog ground units. Plasma turrets meanwhile can wipe out Dark Fog space swarms if they dare approach. Dark Fog Lancers can also damage multiple buildings, and even their own units! Baiting them into destroying a Dark Fog planetary base is an achievement.

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