And for anyone who wants to pursue AGI, do not count on it. What we'll be able to make without massive RP investment is going to be severely limited. And I mean massively, it's just not worth spending probably 2k+ RP on a pie in the sky (which may even be cut off with bad rolls) when we can presently, right now, research automated manufactories, which is basically the primary use we want it for (and are even perfect for this situation producing masks, no?). Hell, it'll likely discount said techs as well.
Stop pursuing pies in the sky and be more immediately pragmatic, damnit people. I mean, I'd argue that Heavy Void shields (150 RP) is far more important than any psionic shielding technology, at present.
-[] Basic Automated Manufactories (150 RP) If you tool a factory and install a machine spirit optimized to make just one thing, then it can just keep doing it without your oversight. (Unlocks automated ground/orbital/deep space manufactories, which will continue to produce a single kind of product without requiring actions. Will require CP, and cannot make starships or installations. Unlocks further research to increase productivity, and flexibility, remove the CP requirement, as well as allow the automated manufactories to produce ships, installations and eventually megastructures).
-[] Machine Spirit Shipboard Manufactories (75 RP) The constraints on shipboard manufactories make them different enough that you haven't been able to apply the machine spirit technology to them. (Improves the BP produced by the shipboard manufactory equipment, likely by about 20%. May unlock tech allowing better cramming for ship manufactories).
-[] 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)
-[] Improved Void Abacus (125 RP)
We need this to hand over to Denva. Improving it is even better, from a logistical perspective.
-[] 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.)
-[] Extremely Efficient Weapon Distribution (200 RP) You did a good job already in packing more weapons into less space. But you think you see ways to make it even better (Weapons cost at 0.75 for ship capacity packing)
We need both of these so we can fit more manufactories and more importantly, the high energy physics lab, warp research lab etc. They're also definitely a massive boon for any future ships we design.
-[] Advanced Materials (250 RP)
Necessity to upship, or build anything of real consequence. Probably discounts a crapton too.
-[] Basic Ground force stealth (50 RP)
-[] Improved Passive Stealth (50 RP)
-[] Basic Active Stealth (75 RP)
Need them for maximum discounts from examining the Eldar ship. Dirt cheap.
-[] Miniaturized antigrav (50 RP)
Why not? Drones seem stupidly useful with our nature, and it's cheap.
-[] Combat Neural Implants (25 RP)
Doesn't get any cheaper, so why not?
-[] 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).
Probably necessary to fix this planet.
Okay, first of all? It seems absurd to me to suggest we won't be able to build daughter AIs. We don't know exactly how many RP in, to be sure. And even more absurd for you to make up a price for it.
Also, frankly, arguing we shouldn't go deep in tech trees seems completely misguided. We're not going to finish things. Techs being low in the tree does not mean that they're more essential than ones behind a thousand or so RP we've already invested, or a few hundred we haven't either.
You seem to be making assumptions about what we're doing immediately? And I don't know what.
Heavy void shields: literally useless until we are designing new ships or looking for techs behind it, I think. Also, solves literally zero problems we've had in the game to date - nothing has ever knocked down our void shields. Desirable if we're going to build any cruiser+ warships when we stop moving though.
Automated Manufactories: Barely useful for anything, sadly. Maybe useful for Denva. For Vita, the inflexibility means they're a questionable thing to put in a flagship slot and the CP dependency means deploying them anywhere else has the same problems of needing OMC operators as generalist manufactories do. I'm interested, because stuff behind it may be great, but
this tech seems more exploratory than practical.
MSSM: As noted, does nothing for us until we build factory ships. The flagship manufactory setup doesn't benefit. Also, not as good at what it does as LSVM, though great to add on after LSVM when relevant.
Abacus techs: As you say, we want Denva to have those. However, that means we don't need them right now unless you think our action this turn will go back to Denva. Which I don't think it will, between looting and trying to do some kind of Stank intervention I expect we'll be here 2 turns, not just 1. (I hope we focus enough to not need 3, though, this seems like a place we could set up for a significant amount of success faster than that.)
Cramming techs: Great, but mostly pays off when we get new designs and/or lots of production capacity. That said, we're almost done with the big repair so we could start cramming down flagship stuff. However, we probably won't have time to get a lot of it done before Denva.
Advanced Materials: Why do you think it's necessary to upship? Was that written somewhere? Also, is upshipping a current goal vs building supporting ships? I'm sure this tech has value, but you're not selling it.
Stealth stuff: 175 total RP isn't really dirt cheap, and shouldn't you indicate why it's urgent? Probably does give us cool stuff though, no contest there.
Antigrav: I'm fairly in favor, but there's lots of 50 point techs you're not promoting, and what do you want us to do with drones? (Combo this with stealth techs for infiltrator units we can shoot into places like Ascalon from space for close investigation maybe...)
CNI: It is very cheap, but seems extremely narrow utility too? Cia might get a little out of it, but she's the only organic we want in combat at present. I certainly don't hate this tech, but I see no reason it belongs at the front of the queue.
Don't dispute the biosphere thing is a must to hack the planet. I'd probably go for it, even though its description implies stuff we'd need to babysit or detach more Cogitare for, for a significant period, to deliver results. Maybe we'd be able to move faster here due to the convenient circumstances, either with that or a fast follow tech though.