This particular forum post is largely around the design and balancing of modded units, as well as the niches that each of your units fit into (ground support, air attack, naval defence, etc.) and how they interact with units and turrets.
Making this forum chat because I was thinking about how people make units, and I thought it'd be nice to collect some expertise on them, so new developers can get some help! (Also I was thinking of something and wanted some external perspectives).
Meme unrelated :)
Something interesting I've noticed with Serpulo and Erekir's units and how players often interact with them, to start this discussion board off:
Serpulo - T1 and T2 units tend to go largely ignored unless the player is limited to them and/or if the opponent has poor defences. T3 units are most often the way to go, since they have the best balance between how fast they can be produced and their stats, though T4 and T5 units are used for longer games since T3s often can't breach a defence against turrets like a Spectre or a Meltdown. This can be seen due to the progression scaling, since you can get to high level resources very easily.
Erekir - Since unit upgrades are offered one by one, and since the progression is very similar between individual games, units from all tiers are viable for use (though depending on the map design and its available resources). This seems like a better example for how you should design your unit production scaling, where each tier is a reasonable level higher than the last, and the materials used for each tier are spaced correctly.