Valid. And I think the idea is both that a lesser vault can hold a bound demon and that Demonology might lead to some tech allowing permanent disposal.Seems like a good reminder that we need to be flexible about longer term planning.
Personally I see no need to throw bongo into a sun when destructive analysis is right there. We should at least get some benefits from ending it.
Side question- I've seen people say that binding it means we get the vault space back, or that we will be done with it after that? My impression was that we'd still have to carry it around, it would just be bound and caged instead of just caged. (And my bet is still that we will never run out of research options on Bongo, probably priced just cheap enough to be enticing, for as long as we keep it.)
Exactly. Stealth tech may also help avoid us being noticed by trouble we don't want.We have a lot of other factors to consider... But you make a good point. Lets see about researching the other stealth techs and then the druhkari craft before we go for sensors, though? They might discount sensors, they're cheap, and they'll probably end up as prereqs for the next level of sensors anyway.
Very true. Also, part of the point of owning Bongo is it's potentially more more dangerous out there than in the Vault.Bongo physically should probably fit in a small portion of a single-space chamber.
...We might want a structure that's a set of individually shielded compartments?
Or, I mean, we could bind Bongo as an experiment and then maroon it someplace inaccessible, use it as a disposable Cia target dummy, whatever. IMO owning Bongo isn't really the point of researching daemonology, researching daemonology is the point of owning Bongo.
I think auomated manufacturing should also go in the "want but wait for Denva" list. It plus stealth means we can drop some void installations somewhere with instructions to make us stuff and just come back for the product later.Actually, here, let me put together some lists of stuff I think we want:
[Snip]
Total cost here is 1450, for 18 techs. But I think we can cut that down by a *lot*, if we prioritize well. My preliminary selection would be:
-[] Psychic tripwires (25 RP)
-[] Faith is my shield? (75 RP)
-[] Machine Spirit Chaos resistance (100 RP)
-[] Machine Spirit-controlled Psychic Shields (50 RP)
-[] Psytech Machine spirits (100 RP)
-[] Drugs? Drugs. (75 RP)
-[] Improved Passive Stealth (50 RP)
-[] Basic Ground force stealth (50 RP)
-[] Basic Active Stealth (75 RP)
For a total of 600 RP for 9 techs, with 22 already applied, before any discounts applied this turn, which is really not bad at all. That should get us a good chunk of progress on boosting Cia, protecting against the warp, discounting sensors, progressing stealth, progressing Machine Spirits, understanding the warp and hopefully discounting the lead in techs for warp sensors and warp comms, and progressing biology.
Makes sense! We have a bunch of juicy, but expensive, medical tech available and they might help with quite a few.Also, we have those Eldar biology samples, so that might go somewhere amusing.
And maybe it'd toss a discount to Juvenat tech.
Plus, being able to bombard humans with safe knockout gas would probably come in handy sooner or later.
Makes sense. The question is: would this research exhaust the sample? If not, the narrative of the research might point us to when we might want to do it again.Exactly so, yeah. My question there is in vitro - if we have enough understanding to grab some eldar cells and try cultivating them in petri dishes just to see what they do, does that mean we learn more from dissecting them? Or does it not really matter?