I think it's less quality of machine parts than quantity. If you could get stirling generators for 4 polymer and some concrete, they would (also) rule pretty hard (comparing open stirling with 20 wind power).
Solar panels cost no advanced ressources at all, of course, but since they eat 4 (!) times the metal per power compared to poly bladed wind (or elevated, or wind with atmo), they are kind of suicidal in the long run. At this point, I honestly believe wind cost should just be at least doubled, at least the machine parts, and then things would be pretty balanced.
And as for fusion, I actually had my own little epiphany when looking at the advanced production plants and farms: I feel like the current game balance generally underestimates how high the effective cost of manpower is, and how low the cost of power is, though the latter is mostly thanks to wind. I believe poly, machine and electronics factory requirements are supposed to be different but roughly equivalent -- yet in practice, electronics is hardest by far thanks to manpower. Same with the farms, if you calculate food/water, it's not as one-sided, but in practice, food/botanist is much more important, since you can always plug down a few more generators/vaporators, but for a single high-manpower building you will need a complete new dome, MOXIE, vaporator, storage, food, service buildings, health care, child care, elderly care, education, power for all of that and and and. The effective cost of sustaining manpower is insanely high.
I've noticed more and more that the resource balance for the first 40-50 sols or so seems to be based on the idea that you don't order factory prefabs at all (at least until you have the tech to build them yourself), and stop ordering Vaporators past the first 2 or 3.
You stick to that, and most of the balance choices start to make more sense. Solar does becomes the early game "cheap" option, because instead of having to compete with wind for surface metal, wind is competing with Stirlings for funding, as well as with everything else that uses machine parts or electronics (and for a brief while, polymer), particularly extractors. Speaking of, water deposits become immediately more valuable because they are now absolutely essential for expansion (rather than just buying and upgrading another 2 or 3 Vaporators,) and things that conserve water -like fungal farms and water reclamation spires- become much more appealing. And since getting factories now relies on having the right technology rather than just exporting enough rare metal to buy the prefab, securing a dedicated research dome becomes that much more important.
As for electronics and manpower, I do think the devs consider electronics to be the most valuable of the advanced resources, but I also think they expect you to be thrilled to use it on things that reduce or remove your dependency on metal and machine parts (though there is still a bit of smart homes being too expensive.) With scrubbers this is absolutely the case. With Fuison... not so much, even though it also effectively reduces the demand for machine parts. It is so apparent, to me at least, that I wonder if there was a pre-release build where you didn't have factories at all, or electronics really were as plentiful as machine parts. And manpower, specifically engineers, I suspect are seen as being the cheapest option in terms of sustainability, because in the end, they just need food, oxygen, and water, three things that can potentially be had with the upkeep of just a little bit of metal, a little bit of polymer, some concrete, and electricity.
TL: DR game's economy seems to be balanced around three ideas that are objectively not true: that players aren't buying factory prefabs until they are close to researching the abilty to make them themselves, that they are not using prefab Vaporators to expand their colony, and that metal/machine parts at mid-game are scarcer compared to electronics and colonists than they actually are.
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