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 :
fb.asp?m=5020882
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.
[...]
fb.asp?m=5021090
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 ?)