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They're still out there, but you'll find them eventually.
Initial Occupation 100% ensures that the dark fog exists in every star in the game. Below that value it's basically a roll of the dice whether or not they'll start the game in your starting system.
By the time you encounter them you'll likely have had to change to get all the tech you need to crush the dark fog. They level up almost entirely through combat with you; and so without that it'll take them ages to get to the point where they're sending seeds to start occupying other stars (especially since you also dialed down their growth rate to 50%)
Odds are if you don't go looking for them you'd be able to beat the game before they send anybody to your star system -- and so by the time you go looking you could research and build so much that you'd be able to effortlessly crush them.
But nearly all those settings can only be set at game start -- so you can't really change anything now to make the dark fog more capable opponents.
That sounds about right, thank you very much. For my first play through it will be fine as I just want to understand mechanics.
The game out of the box lets you configure a lot of these settings, no mods required. This includes reducing it's difficulty or starting settings for the dark fog (or increasing them if you want a more difficult experience). Players actually have a LOT of control over the dark fog difficulty when starting a new game. The trade off is the amoutn of metadata earned. Default settings gives you 200% metadata. Reducing the dark fog difficulty will reduce that, while increasing the dark fog difficulty will grant more metadata earned on that save.
So it is quite possible to set the starting dark fog low enough that none of it spawns in your starting system.
Making expensive components on-site saves on shipping. Which also saves on power and you don't need to deal with multiple planets all competing for the same shipped resources.
OTOH if /when you use up the resources on that planet then either you have to start shipping in resources anyway, or else you need to relocated the component production to a world that still has all the necessary resources. On the gripping hand a all shipping system can crash hard if a key resource runs out (say one needed to make warpers) and then fuel stops getting shipped and run out and then all production stops and you end up having to fly around jump starting world after world once you restore warper production.
There's something to be said for collocating production with resources.
There's something to be said for a centralized factory supported by a bunch of mining-only worlds.
It's all in how you decide you want to play the game.