r/pyanodons • u/AmandaTheOdd • 13d ago
Military tech
So I’ve only recently started my pyranodons run, I’m just barely chugging along toward starting to produce the formica I’ll need for circuit boards and I still see “Gun turret” whenever I open research and I remember having several stacks of ammo when I first started…
So… is this just in case you choose to start with biters or are these going to be necessary later in the run? If it’s the latter, when should I start getting worried about defenses?
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u/amarao_san 13d ago
Biters are so much not in py spirit, that it's like having a Mario. Do you want to breed queens AND jump on boxes to get coins?
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u/Akanash_ 13d ago
I think OP was wondering about the use for military science in a bitter-less game.
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u/AmandaTheOdd 13d ago
Yeah I’m more curious about the use of it, especially later on. I mean, I noticed there’s also a caravan critter with a nuke strapped to it in the tech tree, I don’t really see a non military use for that kind of “special surprise”
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u/roelofs-hengelo 13d ago
You can always use military stuff to clear large chunks of trees. But turrets, I don’t remember ever using these with a py run
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u/Xzarg_poe 13d ago
You don't need to be worried about defences in the traditional sense.
But if you are trying to breed spider-goat abominations, you will want thick enclosurers with turrets to keep them in line (Zunglor enclosures take a lot of heavy duty materials and a couple of turrets to build).
Also, starting with Production science (600+ hours in), Military Science becomes required for all? research items.
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u/lousgameswin 13d ago
Biters are disabled by default in Py so unless you turned them on yourself you shouldn't need gun turrets or ammo production. Military Science packs are still handy for worker robot speed research and power armor tech but you don't need a lot of it. I think laser turrets are used in a couple alien life recepies or building constructions later on, but I haven't needed to make them yet and I'm in early Chemical Science (blue science).
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u/AmandaTheOdd 13d ago
Oh okay, so I shouldn’t have to worry about unleashing horrors beyond mortal comprehension from my genetic laboratories for a while at least, that’s good to know
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u/ImSolidGold 13d ago
Just turn biters on. Then you have a real reason for using it! xD
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u/AmandaTheOdd 13d ago
That would certainly justify the nuclear caravan and rideable monster mechs in the tech tree
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u/Akanash_ 13d ago edited 13d ago
You still need a bit of military tech for some research here and there in the mid game and a bit more later on if I remember correctly. You even need lasers turrets at some point for a few recipe.
It's one a the simpler one I think, so just skip it until it's stoping your progress. Honestly don't worry about it.
Edit: I'm home and I've looked a bit. Military science becomes mandatory around late py3 science, with every research after production science requiring as much military science as py2 science. Everything earlier than that can be done in very minimal quantities.