BlueTemplar
Posts: 887
Joined: 4/29/2010 Status: offline
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Well, yes, "New advances in recycling technology have made extraction of rare earths from these materials more feasible" is exactly what I'm aiming at from the realism perspective. BTW, I assume that in SE, rare earths/metals might also mean stuff like gold/copper/lead, used in IRL electronics ? (Well, lead not so much any more, but SE starts with simpler techs and less regard for human life.) ---- From the point of view of balance, yes, one of the goals is to make the fossil power plant relatively more viable. (And as a secondary bonus, it seems like vehicles are a bit too strong now, so raising oil demand would make them a bit less strong ?) Another goal is to make it a less obvious choice whether to nationalize the starting private scavenging community (which can't extract rare earths/metals) or not. Yeah, it would be nice if, like for radioactives (and of course metal), a rare metals extraction spot (or, indirectly, an oil field) was actually something worth fighting for ! I just checked, and in the first turn of my current game, it cost 478 credits to buy 100 rare earths/metals for a lvl 1 solar panel field producing 100 energy/round. (And also 1 machine = 34 credits, while a Power Plant 1 takes 3 machines = 100 credits for 500 energy/round) Note that there are other potential ways to find rare earths (& machines) early on : - random free folk settlement discoveries - two different zone fate cards (IIRC the first one gives regular & rare metals, and the 2nd one gives rare earths, machines and high-tech parts ?) - in a pinch, scrapping GR units & fate sentinels ? - scavengers on artifacts sometimes give machines (& high-tech) - I don't think that I'm forgetting any ? ---- And for making due without solar OR oil power plant : http://www.matrixgames.com/forums/fb.asp?m=5020882 quote:
ORIGINAL: BlueTemplar [...] And speaking of *actually* non-guaranteed options, but which might make skipping discovering solar/power plant viable : - For energy those would be the random assets Geyser Turbines and other LE Mini-Reactors (including guaranteed ones from Major Capitals) and Gravitonic Collector artifacts. [...] http://www.matrixgames.com/forums/fb.asp?m=5021090 quote:
ORIGINAL: BlueTemplar Those look like balance issues. What's the point then of [...] non-solar ? ---- But you are not forced. I already gave some examples of situations where it might be viable to go without Power Plant or Solar, at least for a while. - getting a Model & Staff council and rushing a nearby Major to get its LE reactor and then taking advantage of asset specialization, with higher levels being more efficient. - getting a Foreign Affairs council and quickly absorbing a nearby minor that has a Geyser Turbine / LE Mini-Reactor in its territory. Another way is to minimize energy requirements, whether by location or choice : - open (xeno)farming rather than domes - scavenging rather than metal & oil mining - wind traps or rain rather than ice mining - private oil rather than public oil - private light industry rather than public industry - bureaucrat offices rather than high command - private QoL rather than public QoL [...] (Though it looks like that Serpentinization is *so* bad, that even this change wouldn't help to make it occasionally viable ?)
< Message edited by BlueTemplar -- 5/19/2021 2:22:05 PM >
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