Knowing when to play one or two actions is an important skill in this game. I've found the best way is to play one action as default, and two actions when you have a good purpose. There are lots of benefits by doing only one action a time:
Maximising effect of cards that give income or resources per tag or tile
Cards like Toll Station, Martian Rails, Zeppelins, Rover Construction etc.
Avoid becoming an eligible target for attack cards
There are lots of scenarios when you want to await playing a card until it is safe. You don’t want your Titanium Mine nullified by an Asteroid Mining Consortium, or the plants you got when playing Bushes to be destroyed by an asteroid or comet.
Triggering requirements
Sometimes you have a card that has a requirement that could be enabled by opponents’ plays. This also applies the other way, by playing too fast you might enable a good card for an opponent.
Gaining Temperature and Oxygen Bonuses
If you have Nuclear Zone in your hand, and the temperature track is 3 steps from a bonus, you want to be able to play it after an opponent increases temperature. Or perhaps you have Plantation, Oxygen is at 6% and an opponent has 8 plants.
Gaining Information
This gets progressively more important throughout the generations. By stalling, you gain intelligence on your opponents and the overall game state, while at the same time keeping your opponents in the dark. This is especially important during the penultimate generation, when you are not sure whether this will be the last generation or not. After the terraforming is complete, there is still a fight for awards. Will Zeppelins give you the Banker award, or are your opponent able to counter it? You could lose a lot of points by playing too fast. Also, there is a side effect that some players might underestimate you and target their attack cards on someone else.
An «always 2 actions» rule would reduce the game’s strategic depth, and make the game less interesting to play. Maybe clicking «Skip second action» throughout the game prolongs the game by 1-2 minutes, which is quite neglectible considering the total duration.
I have no problem with «sell 1 card races» myself, but I understand that some players dislike it. A possible house rule would be to consider selling patents a special action, that always must be accompanied by a normal action. You shouldn’t be allowed to do 2 actions after selling patents though. Sell patents->Build City/Claim Milestone would be just too strong IMO. Such a house rule would affect the game in some ways though, and for instance make Inventrix a slightly weaker corporation.
Needless to say, I’m not gonna adjust to a suboptimal strategy just because some opponents dislike my playing style. Rather I expect more players to switch to «1 action per time by default» as they become more experienced.
Maximising effect of cards that give income or resources per tag or tile
Cards like Toll Station, Martian Rails, Zeppelins, Rover Construction etc.
Avoid becoming an eligible target for attack cards
There are lots of scenarios when you want to await playing a card until it is safe. You don’t want your Titanium Mine nullified by an Asteroid Mining Consortium, or the plants you got when playing Bushes to be destroyed by an asteroid or comet.
Triggering requirements
Sometimes you have a card that has a requirement that could be enabled by opponents’ plays. This also applies the other way, by playing too fast you might enable a good card for an opponent.
Gaining Temperature and Oxygen Bonuses
If you have Nuclear Zone in your hand, and the temperature track is 3 steps from a bonus, you want to be able to play it after an opponent increases temperature. Or perhaps you have Plantation, Oxygen is at 6% and an opponent has 8 plants.
Gaining Information
This gets progressively more important throughout the generations. By stalling, you gain intelligence on your opponents and the overall game state, while at the same time keeping your opponents in the dark. This is especially important during the penultimate generation, when you are not sure whether this will be the last generation or not. After the terraforming is complete, there is still a fight for awards. Will Zeppelins give you the Banker award, or are your opponent able to counter it? You could lose a lot of points by playing too fast. Also, there is a side effect that some players might underestimate you and target their attack cards on someone else.
An «always 2 actions» rule would reduce the game’s strategic depth, and make the game less interesting to play. Maybe clicking «Skip second action» throughout the game prolongs the game by 1-2 minutes, which is quite neglectible considering the total duration.
I have no problem with «sell 1 card races» myself, but I understand that some players dislike it. A possible house rule would be to consider selling patents a special action, that always must be accompanied by a normal action. You shouldn’t be allowed to do 2 actions after selling patents though. Sell patents->Build City/Claim Milestone would be just too strong IMO. Such a house rule would affect the game in some ways though, and for instance make Inventrix a slightly weaker corporation.
Needless to say, I’m not gonna adjust to a suboptimal strategy just because some opponents dislike my playing style. Rather I expect more players to switch to «1 action per time by default» as they become more experienced.