No, you don't build them, or no, you don't NOT build them (meaning you do build them)? I'd phrased the original question awkwardly, but I'll assume you meant that you don't use them.
So if you never use Psi units, why not? Do they just not pack enough raw punch? I'm looking at bumping up the Mind Worm from 45 to 50-55ish, because I realized that they're getting horribly outgunned by Laser Infantry (who they're supposed to slaughter; that's the whole point of the Starship Troopers reference I used for the LI). After all, both are 45-strength units, but mind worms get a penalty for being adjacent to an ally while LI get a bonus for the same. Of course, the psi trait I added would case the mindworm to lower itself to equality either way, but it'd make them far more dangerous to Skimmers and Vertols. Likewise, the other Psi units would get bumped up a bit: Isle from 45 to 60, Locusts from 60 to 75ish, and Nessus from 130 to 150.
Or is it their lack of mobility? I find myself gravitating (no pun intended) towards the Vertol/Skimmer/Gravtank/Needlejet combo simply because of the Blitzkrieg style of warfare. Worms are just slow enough that they can't do this, and their "loner" style works against a massed warfare strategy. (To be fair, this is why they're the Barbarian units.) One thought here was to give Mindworms the "Commando" promotion that lets Rangers (and now Doppelgangers) use enemy roads as their own; the Locusts and Nessi don't need that since they have the "all terrain 1 MP" promotions instead, but this'd give mindworms much better mobility on the attack.
Is it that you tend to leave the "psi" techs until a bit later than normal, mostly focusing on the bottom half of the tree? Not just because of units, but because of the Wonders and such? I've been trying to make the top part of the tree have better Wonders and more interesting units (the new Doppelganger is at Retroviral Engineering), but it's hard to keep balanced.
Or is it that you're generally the tech leader and so that +/-25% logic invariably works against you? Psi units were really intended to be used by three types of folks:
1> People who are behind, technologically, and need something capable of hurting assault powersuits and such
2> People who need combat units and don't have the Uranium or Aluminum to build the technological stuff; all you need for Psis are Omnicytes, and they're supposed to be common.
3> Barbarians
It sounds like #2 applies to you, but you're building Laser Infantry instead of Mindworms. That's backwards of what I'd intended, so I'd like to figure out why.
Rarely, simply because my games don't last that long.
Your games end before the middle of the Fusion Era? Hmm, I'll have to look at the balance again then. If you're not reaching the powersuits, then you're not reaching needlejets or gravtanks, and that's half the fun!
I think the utility of powersuits really depends on how useful you find the paradrop mechanism. If 6 hexes isn't enough to be viable, I can always bump that up a bit. (I was thinking of creating a second "Paradrop II" promotion that boosts it to 12 hexes. Not quite Space Elevator range, but enough to cross oceans.)
I do feel that there aren't enough resrouces for the later units. A lot of the time I'm stuck building Laser Infantry because thats the only unit I can build.
Okay, then would it be unbalanced for, say, every Fusion Lab to produce TWO Aluminum and TWO Uranium, since it's the only economic building that costs a resource? In my current game, I'm coming up very short on both of those resources, especially now that the Plasma Artillery and Vertol are 2-resource units. Maybe to keep it balanced I make it +2 aluminum and +1 uranium, or else have it require 2 deuterium (but boost the deposit size a bit), although I'm not sure what I'd do about the Quantum Lab then.
It led to some fun behaviors; I found myself making more gunships and SAMs than I'd intended, because I had a bit more Aluminum than I had Oil at the time and most of my Oil was being tied up in B17s (I was America) and tanks.
Alternately, I'm looking at upping the map distributions of uranium and aluminum again, probably at the cost of some coal and maybe a little iron (since both of those have hard minima now).
However I do seem to be seeing a trend whereby Uranium is a real gamebreaker: typically the games I play seem to take the form of getting nuked/ nuking others, to include AI versus AI nuking.
I've noticed this. AIs use Uranium for nukes, players use them for Nuclear Plants. One thought I had there was to up the flavor of the Nuke Plant significantly, so that AIs would be far more likely to build those (good for +production buildings in general), which'd invariably leave them no uranium for weapons. But that'd be abuseable in the other direction; the player could nuke with impunity, because the AI would never be able to make any nukes in response.
In the short term, I'm going to reduce the nuke flavors a bit, to encourage the AI to build conventional armies before stocking up on A-bombs. In the long term I'm still try to boost nuke-defense buildings, so that cities can better survive a nuking, but that won't help units caught in the open or improvements wiped out by fallout.
QUESTION: Would adding an SDI-type national wonder really make a difference here? The AI wouldn't acknowledge it, and would continue to sling bombs around, but if they're less likely to land then it won't be such a dominant part of the game at least.
For style reasons I'd prefer not to have this be too strong (it sort of violates the theme of narrowly-averted catastrophes I'm trying to promote), but I think a 50% intercept rate wouldn't be terrible, stacked with the various city defense modifiers. The question would be where to put it in the tech tree; I'm leaning towards Doctrine:Flexibility for now (since it's the first tech that depends on Lasers and Satellites), moving the embark bonus down to Advanced Ballistics.
And if this is Lua-based, I can make the interception rate be higher for atomic bombs and lower for Planet Busters. Say, 75/50/25% for the three nuke types.
I'm getting better at keeping my head above water in both regards - jusat gotta learn the pace of the game and how to handle each item.
I was playing my test game last night; Industrial start, and I'm now in the mid-Digital. Thankfully, I just captured the only large Uranium mine on the planet before its owner had a chance to stock up, so I should be FAIRLY safe for a while. Although, I realized that by adding the Wall Street wonder (which adds 1 to each strategic) I just handed every AI a permanent 1-unit deposit of uranium for their bombs...
Anyway, I don't know how many times I was running short on cash in the Nuclear Era. I needed Golden Ages just to stay above zero (which meant I need a good Happiness surplus, which meant slowed expansion), and I couldn't afford to upgrade my units. And I realized that it was because
I kept building. In the vanilla game it's always a good idea to build infrastructure, which means holding off on units until you absolutely need them, but in my mod, it seems like you really need to build units periodically,
if only to keep your cities from racking up more building maintenance costs. Likewise, in the core game you can feel free to settle a new city as long as you have Happiness to spare, but in this mod you NEED that Happiness surplus to give enough GAs to stay afloat.
Don't get me wrong, I love the effect. I just think that the margin is too slim, that it's too easy for an AI to be crippled by poor choices if I cut it this close.
Looking back on it, I think the gap between the Stock Exchange and the Energy Bank is just too big. Or more specifically, said gap is filled with too many expensive buildings, be it the Stadium, Broadcast Tower, Research Lab, Medical Lab, Nuclear Plant, et cetera. One thought I had for this was to tweak a couple things. The Broadcast Tower and Research Lab were +100% culture and science, respectively, in the core game. I dropped both to +50% and didn't give them anything else to compensate. One thought I had would be to give them each +10% gold as well; still not nearly what they once were, but a little bit of an extra boost right when you need it. (It's like how the Medical Lab now gives +10% research in addition to its food storage.) Besides, it makes sense that research labs and TV stations would be moneymakers.
Alternately, the Stadium right now is +3 happy for 5 gpt, but also adds +1 culture and +2 gold. One thought was to replace that +2 gold with +5% or +10% gold; large cities would get much more out of a stadium than small ones, this way, and I never liked the idea of giving a flat +gold to something with a gpt cost. (Maintenance can be reduced by policies, and the +2 gained the usual multipliers, but it was still awkward.)