My Golem rating and some thoughts:
Cursed ***** its range and speed make it the ultimate tool for conquest, defense and pacifying neutered worlds. Could maybe use some more staying power.
Armored **** firepower, HP - what do you want more?
Botnet **** your own devourer, with a bonus - though useless in the endgame, stops AI from Border-agressing into a world because of its high firepower (I consider this a bug). Could maybe use some more staying power.
Hive *** useful to block the AI from border-agressing into a world when full (same bug here), useful in defense when in a pinch, situational on the offense, the wasps get eaten in seconds on highly filled MK IV or Core worlds. I nearly never use it on the offense.
Black widow *** nice firepower, very fragile
Regen ** useful if you have many fleetships you can't replace (it can't revive spire asteroid ships, not sure about golems) or have too many resources. Needs some boosting.
Artillery * sounds nice in concept, but I find I keep mine in a safe place and use it very seldomly. can't use its range on guard posts due to radar dampening, can't fire on HKs due to them having command grade armour, can't fire on anything immune to antimatter ammo, limiting its usefulness quite much, even though its DPS is not much better than the rest. Seems to need some time before it fires after switching it on?
Devourer: nice gimmick, annoying at times when your units frd into it.
Dyson Sphere: situational, depending on where it is and how fast you can free it. Dyson gatlings not being able to fire on Core units quite much limit their usefulness lategame.
Miner Golem: just a distraction
I have only encountered AI golems late in a spire campaign game after having founght some HKs from Spirecraft Hard Exos. Once you have a spire fleet that can kill HKs without many losses, Golems are simply food. We didn't even notice the mothership dying since we we busy killing the much more dangerous 15 HKs of different levels arriving with it.
Some more suggestions:
- Give the golems 15k radar dampening so that they can't be oneshotted by Bombards from halfways through the system.
- A T3 transport for Golems and other capital ships would be nice. Spire DNs fit into a transport and they are even bigger...
- Show the stats of the finished golem on its broken form (there's a ticket for that already, I believe)
- To protect them from going from full HP to 0 in a few seconds, they could get an emergency shield: if the Golem is damaged by more than 50% of it's health in 10s, it goes low power and gets a 500m HP personal shield that lasts for 15s. After these 15s the golem is powered on automatically. Powering it back on before the 15s end deactivates the shield. The hive golem does not have this shield to prevent abuse. Shield activation should be signaled by a message so that the user can try to rescue the golem immediately.