In order of completion:
Turn 1:
-[] Understand local culture (50 RP) You could gain access to the local datanet and do a survey to get a better picture of what's going on in the local setting.
-[] Better robotics (150 RP) You've got those infantry bots, but they're clumsy. And those diplomatic bots, but they're weak. The secrets to good humanoid robots is somewhere in there. (Unlocks basic power armor, other half of space-marine-quality power armor prerequisite, start of the cybernetics tree, as well as making better infantry/diplomatic bots. Avatar this way.)
Turn 2:
-[] Avatar (200 RP) You once had a really nice avatar that was nearly indistinguishable from human. But it's been broken for a long, long time. But you still have the manuals and could probably figure out how to synthesize all of the parts. Is this worth spending time on? Probably. It would be nice to have a body that could emote. (Researches and builds a human-like robotic avatar. Has essentially human levels of strength & durability. Can be upgraded with further robotics/armor upgrades)
-[] Hack into secure governmental databases (100 RP) You have access to the datanet. You could probably hack into the governmental databases and learn what secrets they're hiding. Helps you understand how they'd react if you contacted them directly. Maybe other secrets, like why this world is named Denva Secundus and not Denva Prime. (Half of the prereq for basic hacking of low imperial systems).
-[] Hack into Mechanicus databases (250 RP) You have next to no information on the Adeptus Mechanicus, though there aren't very many of them here. You could hack into their databases and see what you can find. Learned what their tech-priests know might tell you a lot about how the Imperium functioned. (Half of the prereq for basic hacking of mechanicus systems).
Turn 3:
Nothing.
Turn 4:
-[] Combat bot Humanization (100 RP) Your combat robots are obviously artificial, with metal skeletons and obvious sensors. But with a bit of tweaking you could make them look like humans in full-body armor. That would include the ability to speak and be mistaken for a human. They wouldn't be able to remove their helmets, and any investigation of wrecks would expose them as machines, but... it still might be useful. (No obvious follow-on tech, humanized versions of combat bots cost +15 BP). Poor success.
Turn 5:
-[] Psychic shielding: (300 RP) How does your shielding even work? What does it do? You've got the manuals, but it's going to require some brain-sweat to understand the darn thing. (Gives you a stability metric and a readout on your shielding. The first step towards building more/better psychic shielding. Half of unlocking research for better warp understanding). Basic success.
Turn 6:
Nothing.
Turn 7:
-[] Cybernetics (200 RP) Interfacing robotics with organics is an old art, and one you haven't dabbled in at all. You've got some medical literature on nerve-interfacing chips that will help, but you're going to need (consenting) test subjects and appropriate equipment to get started. (Allows you to build and install basic limb replacements. Nothing combat-capable. Unlocks research for more combat-capable cybernetics, brain implants and organ replacements) Poor success.
Turn 8:
-[] What's up with this tech? (100 RP, requires samples of imperial technology from locals) You know some of how it works, but you need to get your hands on it to properly replicate it. What's up? (unlocks machine spirits/servitor construction, as well as half of the prereq for hacking imperial technology). Basic success
-[] Let's fix the lag issue (50 RP) Your cybernetics... aren't great. There's sort of an unacceptable amount of lag between the organic and machine parts right now. You have some ideas on how to fix that Critical success
-[] Basic Imperial Hacking (150 RP) Imperial technology is surprisingly well-hardened, and machine spirits are a pretty effective counter to most hacking. But with time and preparation you can probably subvert specific pieces of imperial technology. (Allows better penetration of Imperial & Mechanicus systems and the ability to subvert specific systems. Unlocks further hacking technology, though it will likely require specific installations/ship equipment to utilize) Poor success converted to basic success by spending more RP on it.
-[] System survey (50 RP) What else is there in the system? You're not even sure what planet you're on. (Intel on local system). Basic success
-[] In-atmosphere void shields (100 RP) You know it's possible to generate void-shields in atmosphere. You even think you have an academic paper theorizing on it lying around somewhere. But you don't have any schematics for it. But if you can figure it out then you'll be able to build yourself a something to protect against orbital or WMD bombardment, as well as build scaled-down versions for your armored units. (Unlocks the ability to design shield installations and add shields to tanks, titans. Unlocks further research for person-sized void shields, as well as potentially stronger overall shielding.) Basic success
-[] Mechanicus files on the Archenemy (100 RP) You've seen refences here and there to the "Archenemy" and the "Corruption" that it causes. It seems like a more specific and terrible danger than just a generalized lure of going against cult doctrine, but... what? It's almost like they're treating it as a infohazard that needs to be locked behind higher access. Critical success.
Turn 9:
-[] Small-craft Stealth (100 RP) How do I keep these ships better hidden? Hmm - radar absorption, better chassis design to deflect signals? Hiding or dispersing the drive plume? All good ideas. (Unlocks the ability to design versions of fighters, bombers, boarding craft and shuttles with basic passive stealth. Unlocks advanced passive stealth, basic active stealth and research to apply stealth to both smaller combat bots and larger ships) Good success!
-[] Brain implants (50 RP) Direct interfacing with the brain is complicated, and you're not pleased by how the mechanicus has chosen to do it. Proper brain implants improve people's reaction speed, memory and let you directly interface new senses with the brain. All without cutting out existing portions. (Unlocks basic neural implants. Half of the technology needed for neural-interface psytech. A third of the technology needed for advanced neural implants. Also a prereq for man-machine control) Good success!
-[] Faster hacking (150 RP) If you can vary your approach quickly, you can prevent the machine spirits from getting suspicious of you, and hack them quicker (Increases the amount of hacking you can get done at once, and unlocks further research to make it fast enough for potential combat settings) Poor success.
Turn 10:
No research.
Turn 11:
-[] Machine Spirit Emotional Hacking (150 RP) If you can toy with a machine spirits' emotions, then you'll probably be better at hacking them. (Improves success rate of hacking of Imperial tech, decrease failure penalties. Will synergize with other hacking technology. May unlock better jamming and hacking technology.) Rolled Nat 1 - Failed. Technology lost.
Turn 12:
-[] Combat Bot Humanization, Redux (50 RP) Your first try at making humanoid-looking combat bots worked, but you had to make some annoying compromises. You have some ideas on how to fix it, you just need to implement them. (Fixes the combat malus that comes from humanizing combat bots). Good success
-[] Combat cybernetics (50 RP) Your limb cybernetics are fine for most purposes, but they're not strong enough or durable enough for use in combat situations. You also could figure out how to do things like integrate internal weapons or cutting edges to make them more dangerous. (Unlocks basic combat augments. Half of the technology for advanced combat augments, the other half is Really good Robotics) Critical success!
-[] Organ replacements (100 RP) Well, one area where lag isn't a problem is in organ replacements. It's not the same as juvenat, but it's less complicated and a good way to extend peoples' lives by a bit since you can replace most of their organs as they fail, though the technological versions aren't perfect. Also lets you provide more advanced medical care, as well as install things like adrenaline glands, toxin-filters & other miscellaneous internal augments. Not as good as genetic engineering, but easier. (Unlocks advanced organ replacements that are effectively as good as biological ones, and improved internal augments). Poor success
Turn 13:
-[] Biology is kinda wet (100 RP) Unlocks basic biology research. (The first step towards research projects related to improving juvenat yield, as well as human/xeno genetics, improved medical care, interrogaton drugs etc.) Normal success.
Turn 14:
-[] A Study of Physics (150 RP) You have a good understanding of physics, and access to a huge network of academic papers from several different eras on physics theory. But being able to query it and understand it are different things. It's actually kind of interesting, you have to admit. (First steps towards more exotic weapon types like nova cannons, graviton weapons, vortex bombs, fusion beamers, as well as some new potential manufacturing techniques). Good success.
-[] Void Manufacturing Efficiency (50 RP) Now that you've built your first void manufacturing platform, you realize that there are much more efficient ways to do it. Especially in acquiring raw material - you can just send out some light tugs to grab inner-system comets and asteroids instead of building the infrastructure to haul raw materials up from the surface before refining them. (Halves the BP cost of Orbital Manufactories & Deep Space Manufactories). Critical success.
Turn 15:
-[] Heavy Cruisers (300 RP) How to make a bigger ship? Let's figure that out. Surely it's not much more complicated than just multiplying all of the dimensons by two! (unlocks heavy cruisers) Normal success.
-[] Efficient Weapon Distribution (100 RP) Ok, there must be more efficient ways to lay weapons out on these ships! (Weapon costs count as 0.9x for ship capacity packing.) Good success
-[] The workings of a Void Abacus (150 RP) You have a void abacus. It's pretty complicated, but you also have the manual, and you've always been good at physics. (You're better at using your void abacus, and unlocks the technology to figure out how to manufacture them, half of unlocking research for better warp understanding). Poor success
-[] Secrets of the Machine Spirits (200 RP) You can imagine a lot of uses for these machine spirits in your own work. If they're included in the command loop on various pieces of machinery then that would reduce their command cost, and likely make them harder to hack. And if the Imperial literature is to be believed, corrupt? (Unlocks the ability to stick machine spirits into your combat bots, reducing CP cost. Unlocks follow-up research to use them for chaos shielding, as well as the ability to put machine spirits into installations or ships) Critical Success!
-[] Organ replacements, Redux (50 RP) Your organ replacements need work. They need to cover more of the functions of a given organ than the primary one, and that's going to take a bit more work. You also have some ideas around some improvements like adrenaline glands, toxin-filters & other miscellaneous internal augments. Not as good as genetic engineering, but easier. (Removes the malus on your artifical organs, unlocks advanced organ replacements that are effectively as good as biological ones, and improved internal augments). Good success.
Turn 16:
-[] Can I have a new ship please? (200 RP) Triggers a sub-turn to design yourself a new ship. It can be any size, up to one class larger than what you currently have available (This is Vita's unique mechanic, and will let you design new iterations of your ship) Success
-[] Miniaturized psychic shielding: (200 RP) Right now you can build and repair psychic shielding that's roughly ship-sized. Maybe aiming for building-sized next? (Lets you build smaller and less expensive versions of the psychic shielding. Unlocks further research to "nest" the shielding, as well as build person-sized versions). Success
Turn 17:
-[] Improved Psychic shielding: (100 RP) Your "no" shielding seems to have worked to protect you from attack so far. But the design is really just a first-generation version. You could develop the second generation, make it capable of more complex and powerful thoughts? (Gives you the ability to build improved psychic shielding, and further upgrades down the path to make it even stronger, half of the research towards using this as some kind of attack against warp beings, as well as half of the requirements to integrate machine spirits with psychic shielding). Poor success
- [] The Basics of Psytech (100 RP) You have that pile of samples from Prospero. You were supposed to see if anybody was interested in them, but you doubt the people who gave them to you will care much what you do with them anymore. Maybe poke around and figure out what's what. (Beginner psytech learnings. Unlocks research projects to build individual pieces of psytech) Success
-[] You don't need no stinkin' medical school (50 RP) You've got a few auto-doc modules that can prescribe drugs based on symptoms or do basic surgeries. If you actually understood the medicine you'd be able to perform better care, as well as do more advanced surgeries (Unlocks better medical care, as well as general enhancements to surgeries, cybernetic augmentations and more. May be a prerequisite to further biomedical research. Also unlocks more research for advanced medical care, which will likely reduce other research costs and be a prerequisite for advanced augmentations.) Poor Success
Turn 18:
-[] Scrapcode Research (200 RP) How does scrapcode work? Obviously the answer is "psychic shenanigans," but you'd like to get a little bit more detail than that. Maybe you'll be able to defend against it in some way. (Understanding of scrapcode that's likely useful for defending against it. Grants light reduction to shield damage from scrapcode and unlocks technology to further reduce psychic damage from scrapcode, and potential technologies to generate or store scrapcode for your own use.) Poor success.
Turn 19:
-[] Scrapcode Cleansing (100 RP) You're pretty sure no scrapcode slipped by your notice and into your manufactories or other units. Everything seems to be working right. But you're not completely sure. And you would like to be. (Checks to see if there's leftover scrapcode in any of your stuff). Success.
-[] Abacus-Warp interactions (100 RP) The one part of the abacus you don't understand is how it interacts with the warp. That part is just weird, and you need to put in some more brain-sweat to figure it out. (Better understanding of the void abacus, necessary for any improvements on the basic design, and unlocks technology for better warp understanding). Critical success
Turn 20:
-[] Organic-Machine control (150 RP) Allows you to hook humans into your own command-and-control loop, allowing you to turn over command duties of various bots to humans - though they'll only be able to command combat units. (Unlocks brain implants that allow a human to control some number of CP worth of combat bots/ships. There are more technologies to allow humans to command larger ships/manufacturing systems as well) Success
An implanted human can control 10 CP worth of combat units, including combat bots, tanks, fighters, etc. Does not include void ships or manufactories.
-[] Manufacturing Machine Spirits (100 RP) Making machine spirits run reactors and shoot guns is one thing, but making them build something? That poses another challenge. You don't think it's insurmountable though. (Unlocks machine-spirit controlled manufactories, orbital manufactories and deep-space manufactories. Unlocks more research for other kinds of machine-spirit aided manufacturing). Critical success.
Unlocked new blueprint - Machine Spirit Manufactory (120 BP, 20 CP)
Unlocked new blueprint - Machine Spirit Orbital Manufactory (300 void BP, 15 CP)
Unlocked new blueprint - Machine Spirit Deep Space Manufactory (900 void BP, 15 CP)
You can upgrade machine manufactories with machine spirits by paying the cost difference.
-[] Immaterium Investigations (200 RP) The Warp. The Empyrean. Many names for something best described by poetry. It it a place? An idea? A dimension? A shared dream of all sapient beings that's somehow impressed itself onto reality? Probably all of the above. The important question is - how do you interface with it? Can you get reproducible data out of something so - insane? (Likely discounts other research related to psychic phenomena, and be a prerequisite for many more advanced techs. Unlocks further warp-based research including improved teleportation that may eventually lead to warp portals, better sensors for warp phenomena, investigation of the effect of human belief, and potential demonology).
You now understand the Warp better than you did before. This doesn't do anything mechanical, but Vita's greater understanding of the Warp will show up later on, and it'll cause new techs to be unlocked.
-[] Nested Psychic shielding: (150 RP) With multiple sizes of shielding comes the question - can you simply layer different kinds of shielding to protect against psychic attacks. The current answer is no due to some unfortunate resonance between different layers of shielding. You think you can solve for that, though it involves you making some assumptions about warp-psyker-stuff that you'll need to validate experimentally (Allows you to have multiple layers of shielding active at once. Unlocks additional technology for templating multiple effects into one shield, which will also require improved psychic shielding.) Locked behind warp understanding. Success
You can now build one psychic shield inside another. Remember the rules that you get 1 HP per 10 BP spent. The maximum you can spend to shield one modular slot is currently 200 BP = 20 HP, but every additional slot is a factor of 3. So two slots is 600 BP= 60 HP, 3 is 1800 = 180 HP.
Turn 21
-[] An Introduction to Human Genetics (100 RP) Humans are complex creatures, but apparently their manufacturing instructions are just 6 billion bits long, and most of that seems redundant. Interesting. (Unlocks very basic genetic enhancements, as well as a basic understanding of mutations. Unlocks research for more complex genetic engineering, and may lead to research to fix mutations)
You understand basic genetics, enough to tell if humans are modified, and enough to do basic enhancement of embryos for better health, slightly improved intelligence and cosmetic traits.
-[] Efficient Psychic Shielding (100 RP) Your "fractal" method is painfully difficult to manufacture, and is bottlenecking further design. If you spend some more time on it you think you could either improve the manufacturing techniques or figure out a more efficient solution to the same problem (Improves the BP/HP ratio for psychic shields, unlocks cost discounts on other kinds of psychic shielding, may unlock further research towards cheaper or more ubiquitous shielding, including extremely minimal shielding that serves to trip an alarm upon damage). Good Success.
Halves BP cost of psychic shielding across the board.
-[] Industrial Organic-Machine control (150 RP) Controlling a combat bot, tank or aircraft is something a human bran can intuitively understand. Machining to incredibly small precisions not so much. (Allows OMC implants to control industrial capacity. Leads to some further research to allow OMC to control shipyards and larger installations, as well as to improve human capacity for research & development, and potential psytech improvements)
Allows OMC implants to control industrial capacity. Anexa has gained the cybernetics specialty.
-[] Scrapcode-resistant Psychic shielding (100 RP) You understand how scrapcode attacks psychic shielding better, and can tune your shields to be more resistant to attacks from scrapcode (Gives your shields improved defense against scrapcode, may unlock techs for even further improved defenses, or broadened defenses against specific entities) Natural 100.
All of your products are much more resistant to scrapcode-based attacks, which will deal approximately a quarter as much damage as previously.
-[] Further Scrapcode research (100 RP) You have more data on how scrapcode works, but it's only left you with more questions. The power of the generator was steadily rising but it spiked when it attacked - where did that energy come from? Can you get a better hint as to how it works? (Discounts existing scrapcode research, may unlock new research around psytech/psychic shielding. Gives better understanding of Chaos Demons. Half of what is needed to bind the Demon inside the scrapcode generator) Poor success.
Turn 22:
-[] Tiny In-atmosphere void shields (100 RP) Instead of scaling up a void shield, can you scale one down to the size of a person? It won't be as capable of the big ones, but if it's only meant to block small-arms fire it could be quite effective. (Unlocks the ability to build personal void shields, as well as add them to combat bots. May unlock research towards better overall void shielding)
Unlocked new Export Goods blueprint - Personal Void Shields (5 bp/person)
-[] Advanced Neural Implants (150 RP) Well, your current neural implants are good, but what if you further integrated them into the brain, improving throughput and allowing the recipient even further integrate themselves with digital systems (unlocks advanced neural implants, unlocks further technologies related to neural implants, such as basic cognition filters. Basal improvements to Organic-machine control).
Your implants are generally more powerful and humans with your implants will be capable of greater control and interaction. +10 to the capacity of organic-machine control per human, it's now at 20.
Turn 23:
-[] Ok, maybe there's a point to medical school (50 RP) You have a textbook understanding of medicine, but it's not enough for you to speculate and unlock new research, or generalize what you know to other areas. (Unlocks discounts for medical tech, cybernetic augmentations and more. May be a prerequisite to further biomedical research. Also unlocks more research for advanced medical care) Critical success.
You're now capable of administering fairly complicated surgeries and advanced medical care. Your auto-docs and medical facilities are all improved.
-[] Better Sensors (200 RP) Trying to find the Eldar was a frustrating experience, and normal sensors didn't cut it. If you're willing to explore more esoteric branches of physics you think you could do a better job. (Unlocks slightly better basal sensors across the board, as well as equipment to cut through stealth technologies. Unlocks more research for better sensors. May unlock research for sensors that will detect what's going on inside enemy ships, improving combat predictions).
You will now be able to detect stealthed ships at longer ranges. Likely will prevent ships from getting into boarding range without you noticing.
-[] Empathy as Sensors (100 RP) The warp is a place of emotion, and sensing emotions is hard. Still, when emotion determines what is true you think you can work it out. You can probably also make them work in physical reality as well, at least to an extent. (Unlocks better sensors for warp shenanigans. Likely to give you some warning of warp shenanigans. Will likely have synergy with psytech, further warp research, and unlock research towards warp-based FTL communication)
Your psychic shielding is universally sensitive to psychic disturbances beyond just attacks. This includes sensing active psytech, passive psykers, manifested demons and even eyes on you from across the veil.
-[] Basic power armor (100 RP) Putting heavy armor on a person doesn't work well because... well. It's heavy. If you can give it some robotic actuation then they don't need to carry all of it. (Unlocks humanoid heavy armor, as well as being a prereq for superheavy-humanoid armor, i.e. for space marine-quality, once you research superheavy armor.) Poor Success.
You have built basic power armor, and have a suit for Cia. It's good, but it's way more expensive than it needs to be.
-[] Improved combat Machine spirits (100 RP) Right now the machine spirits can match the performance of bots you directly control. However, with some tweaking of their networks, structure and code you think you can make an across-the-board improvement in aim, tactics and decision-making of the machine spirits in combat. (Improved combat performance of machine-spirit imbued infantry & vehicle forces. May unlock technology for improved tactical coordination, as well as improved combat performance of machine-spirit equipped ships/larger installations) Good success.
Your combat bots are more proficient and better at combat across the board. They're still vulnerable to close-in fighting though.
-[] Human Simulation Implants (150 RP) You can simulate reality quite accurately. Adapting these neural implants to do that might yield some impressive benefits. (Improves human capacity for research & development. Tech-priest crew will contribute RP, may unlock further tech for improved help with research & design). Good Success.
Each tech-priest contributes 1 RP/turn. Will have diminishing returns beyond 50 people.
Turn 24:
-[] Improved Gellar Fields (100 RP) Your gellar field technology is fine... but outdated. You think you can figure out how to improve it. (Improves your gellar field technology, reducing the risk for warp travel, specifically the amount of damage you take to your psychic shield.) Success.
You take dramatically reduced damage on warp travel.
-[] Scrapcode Immunity (100 RP) You thought your new algorithms would make you immune to scrapcode, but it's a squirely opponent. But with some more thought you think you can still reach that bar. (Makes your shielding Extraordinarily resistant to potentially completely immune to scrapcode-based attacks. Does not apply to machine spirits. Likely synergistic with generating your own scrapcode) Failed, natural 1. Tech lost.
You've reverted your shield back to the scrapcode resistance versions that take 1/4 damage.
- [] Basic Psychic weapons (150 RP) The most basic application of psychic energy to materials is to make more powerful weapons. Let's try to figure out how to build those, and think about how to expand out to other devices. (Allows you to build basic force weapons, unlocks more technology for advanced force weapons, as well as psychically attuned armor or larger material effects). Success.
You can now manufacture force weapons. Ideally they're manufactured for individuals, but you can also make "general purpose" ones that work but aren't as good.
-[] Basic Spaceship Stealth (50 RP) Spaceships are big, and emit a lot of energy. It's hard to hide them. Nonetheless, by making them show up worse on active sensors you could make an inactive spaceship much harder to spot. (Unlocks new non-combat equipment to improve ship stealth. Unlocks further research towards better spaceship stealth. Will be able to take advantage of some other stealth technologies.) Good Success.
You can now build void ships with passive stealth systems.
- [] Basic Pyromantic understanding (100 RP) Cia's naturally inclined towards energy manipulation with her power. You could try and figure out more details about how that works, though it'll rely on her to generate somewhat larger-scale effects. (Allows you to build pyromancy focused psytech, and potentially unlock new kinds of actions or narrative options for Cia) Barely a success.
You understand pyromancy a bit better now, and can more actively help Cia level-up.
-[] Machine Spirit Design (200 RP) The potential of industrial machine spirits to improve the design process could be incredible. It might get to a point where you can simply input a design parameter and they could spit out a new design. And you could theoretically use them to generate new research ideas too... (Discounts all designs, from ships to installations to units. Unlocks technology to further optimize ship cramming, as well as potential technology to incorporate machine spirits into your research process, improving the number of RP you get per action). Barely a good success
Cost of all design actions is halved.
Turn 25:
-[] Machine Spirit Ground Tactics (150 RP) Your bots can fight, but they aren't great at coordination. If you figure out how to network them together, you can help fix that. (Improved combat performance of machine-spirit imbued infantry & vehicle forces. May unlock technology for improved strategic coordination. If you want to point your army at a planet and say "Conquer it, spare the civilians" this is a good tech to have.) Success.
Your machine spirit combat bots are more effective at coordination at the squad and company level (200 bots).
-[] Personal-sized Psychic shielding (100 RP) You were able to break your psychic shielding down into components to rescale it, but that gets you down to a size measured in tens of meters. If you want to make another one that's even smaller, then you're going to have to break it down into even smaller pieces and build something back up again. But doing that would let you start weaving the shielding into armor or individual bots. (Allows you to outfit individuals with psychic shielding, though it may be less powerful than what you can build into larger structures. Unlocks additional technology for further miniaturization to put it into totems or implants.) Poor success
You can make personal psychic shields as an inner layer to armor, though it's vulnerable to damage and restricts flexibility.
-[] Basic Cognition Filter: (250 RP) Antimemetic threats are such a hassle. Even the programs you've written to partion your own knowledge are an ad-hoc solution. And aside from having an innate resistance above the zero-tolerance you likely have, humans have a really hard time not thinking about something. Fix it. Work out a method for existing brain-augments to isolate knowledge on cognitohazards to the augment's machine spirit in inert memory vaults. The user will have to instead consciously override the locks on the chosen memories to access them temporarily. That way, stray thoughts about the isolated memories cannot happen, and long-term memories in the brain when the memory vaults are unlocked get instead rerouted to the machine spirit of the brain implant. Will have a harder time isolating knowledge from existing long-term memories formed when not actively using the cognition filter. (Unlocks cognition filter modification to brain implants, unlocks further technologies related to cognition filter and methods for mitigating cognitohazards, basilisk hacks, etc. perceived in real-time.) Critical Success
Anybody equipped with one of your implants will be much less vulnerable to warp-based cognitohazards. Dramatically more effective when paired with psychic shielding.
Turn 26:
-[] Psychic tripwires (50 RP) Standardizing the shielding has given you another idea - you could try to install a very basic version of it into all of your technology, just about the simplest thing that would still generate the desired effect. It wouldn't do much to hinder any warp-corruption of other psyker powers, but it could serve as an alarm or deadman switch setup. (Anything smaller than a ship has psychic tripwires that will alert when warp-based shenanigans happen to them. Will unlock research to use this on ships, and to make civilian-grade versions that could be put into literally everything). Poor Success
Anything smaller than a ship will automatically get psychic tripwires that will detect when the device gets influenced by chaos. Will not always trigger, and it may be possible for slow and careful corruption to proceed without triggering the alarm.
-[] Machine Sprit Production Improvements (75 RP) Your machine spirits seem to be able to suggest more optimal choices than the default under some situations, but you're not confident enough to standardize it. Investigate that, and figure out how to encourage that behavior. (Improves productivity of machine-spirit manufacturing systems, may unlock further boosts to manufactory production or CP discounts). Success
Your Machine Spirit Manufactories produce 20% more BP.
-[] Mechanized agriculture (150 RP) You can synthesize small amounts of food with the modules attached to your crew quarters, but that doesn't scale to larger populations. You don't have the understanding to automatically grow and harvest food, but surely you can figure it out? (Unlocks blueprints for orbital & ground-based food production. Unlocks more technology for improving yield, optimizing for small-scale cultivation in zero-gravity, and generally making human populations self-sufficient in low-resource environments). Poor Success
You can now grow large amounts of food in an industrailized setting effectively. But it's very spicy. Like Thai-grandma spicy. And also colored like flame, because a DaoT biohacker thought it was fun and you didn't read the readme.
Turn 27:
-[] Basic Active Stealth (75 RP) Just deflecting away and hiding your signature only helps so much. Then next step is to overlay a hologram over your small craft to make them effectively invisible, and even counter passive sensors. It'll still be a hazy outline, but this is the path towards being able to close to actual combat ranges unobserved (Unlocks improved stealth designs for actively hiding signatures, though they will be expensive. Unlocks further research for improved active stealth, and will synergize with other stealth research. Critical Success
The Basic Stealth blueprint modification now includes active stealth.
-[] Basic Ground force stealth (50 RP) Tanks show up pretty well on scanners, and it would be nice to change that. You might also be able to make your bots hide better. (Unlocks new design options for tanks and ground forces that are less obvious. Unlocks further research towards better ground force stealth. Will be able to take advantage of some other stealth technologies.) Good success.
The Basic Stealth blueprint modification now can be applied to combat bots & vehicles. The cost is 0.5x base BP cost for bots, 0.25x base BP for vehicles.
-[] How to Build a Biosphere (100 RP) Back when you were made terraforming was incredibly common, and one of your more common trade goods was terraforming technology. But you're not sure how you would do it - but it wouldn't be that hard to catch up on the literature. (Unlocks blueprints for slow/expensive terraforming, as well as the terraforming tree, which will include research to make terraforming cheaper, faster and applicable to a broader set of planets).
You'll have some idea of how to improve the livability of various worlds you run across with basic methods. Nothing radical yet, but any planet you run into you can do a project to tune temperature and basic chemistry.
-[] Combat Neural Implants (50 RP) Allows you to install neural implants to calculate trajectories, assist with aiming, further improve reaction time and generally improve human capabilities in combat. (Unlocks combat-focused neural implants. Will synergize with other cybernetics and neural implant technologies) Failed.
You do not get combat neural implants. The tech remains on the tree, and now costs +25 RP.
Turn 28:
-[] Remote Organic-Machine control (50 RP) One of the current limitations of the OMC technology is that it requires the controller to be on-site. But if that wasn't true, then you could imagine truly bloodless wars, or operators living in comfortable cities while they controlled factories in orbit. Something to look into. (Allows OMC implants to control installations or units within the same system. Leads to further research for interoperable units, as well as making it possible for human staff to directly contribute to Vita's CP cap.) Critical Success.
People can control CP-requiring technology like manufactories, combat units & more while within the same planetary system. They are fully functional during this process, able to take care of themselves & even do simple tasks.
-[] Human Virtual OMC simulations (150 RP) Simulation of the organic-machine control interfaces is tricky, but it has some pretty significant benefits. Not only will it make it far easier to train people on how to use the OMC technology, it'll let people virtually fight each other to discover new strategies. Besides, that might be fun. (Dramatically improved OMC competence. This may result in an increase in manufacturing efficiency for OMC-controlled manufactories, and will result in increased effectiveness of OMC-controlled military units.). Critical Success.
All Organic-machine control happens at a higher level of competency, increasing the productivity of manufactories entirely controlled by OMC-equipped personnel, and increasing the combat capabilities of OMC-controlled combat units.
-[] Human Design Interfaces (200 RP) You've adapted your simulation software to work with advanced neural implants, but what about your design software? If humans could play with your auto-cad as well as you can then that would help you design or even entirely farm out the design of things. (Discounts design options, may unlock technology to improve the RP generated from humans with simulation implants, either per-person or simply raising the cap.) Good success.
Humans equipped with your implants, especially the OMC variety, can make their own designs. If you assign 20 people under your command with such implants to a design task it halves the cost of that design task.
-[] Void Organic-Machine control (75 RP) A voidship can be thought of as a living creature, with veins of coolant, a reactor heart and an undying thirst for fuel. How can a single human understand it, much less understand it? (Allows OMC implants to control voidships. Leads to further research to boost CP capacity of OMC specifically for controlling voidships, as well as improvements to allow improved piloting) Researched by Denva.
Allows OMC implants to control voidships.
Turn 29:
-[] Drugs? Drugs. (75 RP) Human biochemistry is... weird. You've got a standard list of recipies for basic drugs, but if you wanted to get further into it you could start pulling out some stranger and more illicit ones from your research databanks. (Unlocks a wide variety of drugs for things like interrogation, combat, sedation, etc. May lead to research for things like perfect knockout gas, super-adrenaline, psytech drugs, etc.) Critical success!
You can custom-design drugs for various applications. Bonus to medical care, interrogation, taking prisoners, etc.
-[] Psychic Encryption (150 RP) Warp-based shenanigans can clearly steal information they shouldn't be able to get. You think you have the solution to prevent that, and it's encryption. Modulate your psychic shielding so anything coming through it is so garbled and compressed that it can't be understood even to the most sensitive psychic. (Blocks scrying of information protected by your shielding. Likely unlocks better versions that will defeat more powerful seers, and may unlock specialized research to build installations that will deny scrying and foresight over a larger area - like a system) Poor success.
Your psychic shields are better at blocking scrying and warp communication, but you're not sure by how much.
-[] A Curio Cabinet of Cultists (100 RP) You have a haul of items and bodies from the Chaos cult aboard the Auric Burden . Investigate them, and see what you can learn. (Improved knowledge about Chaos Cults. May lead to enhanced detection of Chaos cults & cultists. May lead to some understanding of how to use warp rituals to enhance items. May unlock further research once you have more samples.) Critical success.
You understand Chaotic items and rituals better, and will be better at detecting them.
Turn 30:
-[] Hardware Psychic Encryption (50 RP) To properly block scrying, you need to design new psychic shielding. You don't think it'll be more expensive, but you could be wrong. (New versions of psychic shielding that block scrying with much greater effectiveness. Likely unlocks better versions that will defeat the most powerful seers, and may unlock specialized research to build installations that will deny scrying and foresight over a larger area - like a system) Barely a good success.
All of the psychic shields you build from here on out will block normal scrying and warp communication.
-[] Small-scale design-integrated psychic shielding (150 RP) You could take this approach a step further, and integrate the psychic shielding into the designs of bots, vehicles and small installations from the start. (Makes the cheapest version of psychic shielding free & automatic to build into bots, vehicles and small installations. Will likely improve the quality of shielding available and unlock research for further shielding improvements) Good Success
You can design psychic shielding on bots & other small objects that will not increase manufacturing costs. Can't break the rules for multiple layers of shielding.
-[] The Taste of Chaos (100 RP) When investigating the stations in Vorthryn, and again when investigating the artifacts you found a flavor to the warp signatures hanging around the chaos-corrupted stations. If you do more analysis on it, you should be able to set up some filters that can tell you when a signature is chaos-associated or identify active Chaos-cults, chaotic blessings or chaoticlly-enhanced items through sensors alone (Makes your warp sensors very sensitive to Chaos-associated markers. More useful in detecting cults than individuals, though will be able to detect chaos blessings. Like to unlock further research to screen for ever-smaller amounts of chaotic influence). Good (almost critical) success.
Your warp-sensors are sensitive to chaos signatures, including chaos blessings & inactive artifacts at close range, and active chaos rituals at long range. You will have some idea of what the blessing/ritual is when you detect it, and who its dedicated to.
-[] Machine Spirit Chaos resistance (75 RP) You think the reason that the machine spirits resist chaos is because they understand their purpose to some extent, and the entire neural network needs to be corrupted to corrupt that purpose, which is harder. There's also emotional simulation that's going on in there. (Improves the basal resistance of machine spirits to chaos corruption. May unlock further technology down this chain, as well as half of the requirements to integrate machine spirits with psychic shielding.) Critical success.
Your machine spirits are much harder for Chaotic and other kinds of warp-based attacks to corrupt.
-[] Machine Spirit-controlled Psychic Shields (50 RP) You think it's possible to integrate machine spirits into your chaos shielding, which would probably make it more effective in almost every way except cost. (Unlocks new kinds of psychic shielding that are more resistant to damage, potentially self-repairing and more)
The psychic shielding & machine-spirit blueprint modifications are now synergistic. Anything you spend BP on for psychic shielding HP, you can now spend twice as much (includes shipboard equipment & installations).
Turn 31:
-[] Efficient Equipment Distribution (100 RP) Let's see if you can apply the benefits from weapon packing to equipment (Equipment costs count as 0.9x for ship capacity packing. Especially effective for cargo holds.) Poor/normal success.
Equipment costs count as 0.9x for ship capacity packing.
-[] Gravity Weapons (200 RP) You know it's possible to use gravity as a weapon, though it sounds a bit crazy. But still, it might be worth trying? (Unlocks basic graviton weapons for infantry, vehicles and warships, as well as research for more advanced graviton weapons. Half of the research necessary for Nova Cannons) Good success.
You can build basic gravity weapons now.
-[] The Biggest Boom (150 RP) So. There's no actual upper limit for how big a fusion warhead can get. But it does get more complicated to build bigger and bigger bombs. Let's figure that out. (Unlocks bigger, exterminatus-grade warheads for nukes. The other half of the research necessary for Nova Cannons) Critical success
You can build nukes now. Including exterminatus-grade ones. Have fun!
-[] Large-scale Machine spirits (75 RP) As it stands, you can integrate machine spirits into small things. Expanding that to military installations and ships is going to require designing even more complex networks and figuring out how to make them work. With Anexa's insights you think it's eminently possible thought (Unlocks machine-spirit equipped versions of frigate-sized or smaller ships and platforms, as well as most defensive installations. Unlocks more research for machine spirits for larger ships & platforms.) Poor success
You can build machine spirits for destroyers.
-[] Superconductive Shenanigans (50 RP) Room-temperature superconductors are a thing. But only kind of, and they still need to be highly pressurized to be stable. You know some people cracked this problem, but they didn't publish on it, which was annoying. But you think you might have an idea how they did it. Figuring it out would be great for manufacturing, and drop costs across the board. (A flat production boost of 5-15% depending on rolls). Poor success.
Your manufacturing capability is increased by 5% across the board.
-[] Abacus Manufacturing (100 RP) You understand all of the physical parts of an abacus. Now you need to figure out all of the manufacturing techniques needed to actually put one together. (Unlocks the void abacus ship equipment) Good success.
You can build warp abacuses without any significant challenge.
-[] Demonology (100 RP) Demons. They can be summoned, bound and banished. Preferably in that order. How? That knowledge could be powerful... and dangerous. (Allows you to do basic demonology to summon/bind/banish demons. Unlocks further technology around all of that, including potential better protection from demons.) Good success.
Bongo is now bound. You can now summon, bind and banish demons when you want to. Requires some amount of insights and preparation for any of the above.