| 
				  BlueTemplar ->  RE: Making Rare Earths / Metals *actually* rare  (5/19/2021 2:17:07 PM)
			   | 
			 
	        
			   
		          
				   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 ?) 
				  
	           | 
	         
	         
	           
			  	   | 
	         
		   
		 | 
	   
	 	  
	 |