Thanks for the feedback! I actually haven't had a chance to play-test and balance the Mini-CZARS. Last game I hosted to do so, I DCed before they spawned. So am looking for feedback on their balance.
They are meant to be played with Air-Crash Damage on, as they don't have any ground attack weapons but have a devastating air crash (small area, but 20k damage air crash). The idea is, Air has two options when they spawn, pull back behind base ground AA and risk an air crash blowing up the front line, or engage the min-CZARs and risk heavy air losses. The min-CZARS have a layered attack, with the most powerful weapons having the shortest range. Currently, a Black-Ops UEF Flying Fortress can 1v1 a mini-CZAR and win with 1/3rd health remaining. Since one bad Air Crash can easily end a game, I do have some mods that adjust Air Crash damage to 25%, 50%, 75%, and 150%. I mean to add it as a built-in mod option at some point.
Nukes and T4 spawns are completely random. There was a bug that was reducing nuke wave sizes, but that has been fixed. Both Nuke Count and T4 spawn rates can be adjusted in the options. I'll probably adjust nukes to be more dynamic in the future. Sometimes, they player with the Paragon only gets a few nukes lobbed at em while some poor player with only 2 SMD gets hit with 20. If you really like nukes, turn on Nuclear Overwhelm, an alternative to dying from Artillery/EndGame Bosses
If you set Base Building Option to OFF, the AI ACU and any engineers/factories will suicide at start of game. This prevents the AI from building any units/structures (which mainly interfere with spawned units pathfinding) and also helps to speed up SIM speeds. This also can be set to apply to the 2nd Spawn Player, which will then suicide on spawn. Note, you don't need to use a 2nd spawn, that is optional, but allows for waves to spawn in from two points.
The Wave Style you choose also has a big impact on how the AI chooses targets. Note the "Human with AI Assist" also works with an AI HQ Player as well. Its original intention was to help Human Players by giving Spawned Units an initial attack order that a Human Player could easily over-ride and then redirect. But it also forces AI Players to attack with waves on spawn instead of hoarding; however the AI can also easily over-ride the orders and use the units as it sees fit. This script also does not interfere/give orders to any units built by Human/AI HQ Player.