All buildings which have energy upkeep already do convert energy to other things.![]()
Think of it as the building converting "resource X and energy to resource Y".Lol. Fair enough.
I've never considered upkeep as conversion, considering the building or sector could do absolutely nothing, yet still cost you the same.
Techs requiring a resource, appearing before the Techs that unlock said resource is the greater issue.
Hopefully this obvious deficiency has already been addressed in the beta?
Perhaps you already found those strategic resources naturally occurring in space, and are mining them.
It seems obvious to me that the technology to make use of a resource found naturally (a tier2 building in this case) becomes available earlier than a technology to artificially produce that resource ("Ok, we need more of X than what we found out there, how can we make more of X ourselves? Scientists, give me an answer!").
Perhaps you already found those strategic resources naturally occurring in space, and are mining them.
It seems obvious to me that the technology to make use of a resource found naturally (a tier2 building in this case) becomes available earlier than a technology to artificially produce that resource ("Ok, we need more of X than what we found out there, how can we make more of X ourselves? Scientists, give me an answer!").
You are meant to produce most of your basic Strategic Resources I think. The few you find is just a little help if you are lucky to find some (the same way you can be lucky in other ways too, like finding rich mineral systems, good planets or ruined megastructures).
You are meant to have a good working basic economy before starting to use advanced buildings at a huger scale. This works very well for the game as far as I can see, after playing lots of games now after release. One just have to change ones mindset from earlier versions where upgrading buildings was almost a non-brainer choice.
I admit I had to play a few games before I understood this myself.
Tip: The Merchant "Curators" now sell strategic ressources on a per month basis. Another way to be "Lucky" is to meet one of these rather early.
I don't get how it's counter-intuitive. "I don't have this resource so I'm not going to build anything that uses it" seems about as basic as any 4X game gets. This is nothing like figuring out which fuel your fleet needs in Distant Universe or whatever ^^
We do that today already. We imagine things we could do with, say, room-temperature superconductors, and then try to find a way to make some.Logically - how or why would you invent something that you can't even make?