There is a difference and it is as follows:
- energy takes up space demanding it protection, single unit, easier to protection
- energy absorption, reduces income, which makes planning energy expansion
- your team provides energy by paying your costs, which allows you to not pay for energy
- energy from winds is random, which will turn off what is consuming energy
- solar colletors is a wall that blocks invisible units
- any actions/units/objects that absorb energy affect other actions/units/objects, disabling them:
1. lack of energy disables ultimatum, widow
2. Repair units with requires high costs, somewhere the funneweb will not be able to buf shields, will lower all the energy to 0, due to which there will be no metal overdrive
All of the above makes the mechanics of energy work serious, the simple calculation that this can be translated into a metal/energy equivalent value sounds strange, because the work of energy dynamically affects a huge cluster of mechanics of game.
From here it comes out that the attacking unit does not require energy, the defensive unit devours it on a huge scale