
They can deal absolutely ludicrous damage, with even one of them being able to fight off tier 5 units and win. Swarmers or Cyclones with high-tier ammunition like Surge Alloy or Blast Compound.On the other hand, they consume a truly ludicrous amount of resources, are really slow, and can be annihilated if the opposing team is prepared for them. Sure, they have enough firepower to singlehandedly crush most enemy bases and even one of them can shift the tides of battle. The Biomass Processing Plant states that it was the orginal spot where the spores were bred and cultivated, but when the plant was breached, they quickly escaped into the surrounding environment and outcompeted all other life.The spore pod tooltip states that it 'emits gases toxic to organic life' and is extremely invasive.Further supported by the Biomass Processing Plant and Spore Pod descriptions.The lead tooltip even outright states that all the lead that you're dredging up would be toxic to life, if there was any left. Apocalypse How : In the planets past, seemingly of the Class 5 (all multicellular life is extinct) variety.Losing to regular units, while harsh, will still keep some of your important structures, but a guardian loss will outright guarantee that you're going to be missing a lot of important materials. On the other side of the spectrum, if you lose to the regular units or guardian(s) of a sector, expect to see most of your base up in flames. If you died to an uncooled thorium reactor right next to your base or other such method of inadvertent self-destruction, most of your expensive structures will still be standing and you'll probably only have to rebuild a few conveyors, power nodes, and drills. While units are always lost, the amount of building destruction varies depending on how you failed.


The only conveyor that does need power is the phase conveyor, but that one requires late-game materials and it basically functions as a medium-range item teleporter. This is presumably because having to deal with power logistics to just transport items from A to B would be needlessly irritating and boring. Conveyors don't need any power to function.Once again, supplying units would make the already difficult logistics required to maintain supplies and turrets into a positive nightmare. Ammunition limits only apply to turrets units can fire for eternity.This is presumably both to allow a more natural method of progression involving power and prevent the player from getting bogged down with power nodes and generators. Conveyors, Mechanical drills, and lots of other early game equipment don't need power to run.All power lines have no maximum power input or output, so that players won't have to deal with building massive numbers of power nodes to supply power from their source.
