Which unlocked units do players never build, and is that a balance problem?
If players earn a unit and then never use it, either it is weak, too costly or nobody noticed it. To see this you need to count only those who had a fair chance to use it. This entry shows how to flag dead units without blaming short games.
Why this works
Ignoring a choice only counts against it if the player had a fair chance to use it. Count only people who still had time after getting it, and ask how many ever tried it. A rarely used option points to price, visibility or usefulness.
When not to use it
Do not treat low use as a fault for items meant to be rare or special, such as a last-resort tool, a joke unit or a prize. Their job is not to be common. Judge them by whether the people who used them were glad.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Which unlocked units do players never build, and is that a balance problem?" (read_entry unlocked-unit-never-used) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP