Corp era - Tharsis map tier list. Personal opinion with some explanations. Obviously seeing a higher tier corp does not mean it is better for the current situation - very much depends on your starting hand.
1. Credicor - insane starting money and really good corp ability that works with some of the best cards. Also can do greenery spams with it. Extremely flexible, works with any strategy.
2. Teractor - insane money, and Earth is one of the best tags for early cards. But mostly just the money.
3. IC - if you can find a steel target, it has the most starting capital out of any corp, bar Phobolog. Pray to your favorite deity for Advanced Alloys and you're golden. Media Group is also a very good card, getting a mini version of it built-in is really nice.
4. Ecoline - it does one thing, but does that one thing extremely well. The low starting capital hurts quite a bit, but 7 conversion rate with the starting plant and plant prod can get your TR running really quickly. Do the ocean walk, baby.
5. Helion - Generally a rusher, and in 90% of cases you should use the heat to push... heat. Not spend as money. The 10% of cases where you can flex into an engine when your opponent outrushes you is very neat tho.
6. Tharsis Republic - Generic corp. Decent starting cash with a city placed. Nothing to brag home about, the only reason it is this high is due to the map Tharsis and it having a headstart on the slightly more niche milestone Mayor and on the not that niche Builder.
7. Saturn Systems - Kinda meh starting cash, but has some nice built-in prod. Also makes your enemies scared of passing you jovs, so they might pass you better cards. Problem is that you have no innate boni for any of the milestones, so you have to somehow work out which one you could go for.
8. Mining Guild - If you have good tile placement and some steel targets, this corp can be great. Nuke Zone Pavonis Mons all day. Builder is very feasible. If no tile placement or buildings: you will struggle. Be careful not to overproduce steel though, you will need some lategame steeldumps like Open City.
9. Inventrix - You pick this if your starting hand sucks and want the card draw or you really need the science icon for something. The ability is kind of niche, but can come in handy, works best with some of ocean plant prods. You have a head start on Planner, but your economy might suffer if you rush for it.
10. UMMI - It is the most fun corp... however you need something to make it work. Cheap TR events like Bribed committee and Flooding are your best friends, until you can get enough heat prod, a bumper, or something along those lines. Standard projecting asteroids isn't a good UNMI engine, people. And don't forget your ability also costs 3.
11. Phobolog - The best space events have titanium costs. Phobolog can deliver those babies like a drunken Santa delivers... bad analogies. Also works with some jov strats. The upside is very much there - if you actually hit it. If you do not have good titanium targets in your opening hand, then you are kinda dead. Also very much wants titanium prod. 23 starting money forces you to be very conservative what you pick from your starting hand.
12. Thorgate - Do you want a corp with basically no ability? Here is Thorgate! The starting cash is okay, so you might play it if your other corp does not work at all with the starting hand. Inventrix would be better in those cases, but you drew Thorgate, so here we go.
1. Credicor - insane starting money and really good corp ability that works with some of the best cards. Also can do greenery spams with it. Extremely flexible, works with any strategy.
2. Teractor - insane money, and Earth is one of the best tags for early cards. But mostly just the money.
3. IC - if you can find a steel target, it has the most starting capital out of any corp, bar Phobolog. Pray to your favorite deity for Advanced Alloys and you're golden. Media Group is also a very good card, getting a mini version of it built-in is really nice.
4. Ecoline - it does one thing, but does that one thing extremely well. The low starting capital hurts quite a bit, but 7 conversion rate with the starting plant and plant prod can get your TR running really quickly. Do the ocean walk, baby.
5. Helion - Generally a rusher, and in 90% of cases you should use the heat to push... heat. Not spend as money. The 10% of cases where you can flex into an engine when your opponent outrushes you is very neat tho.
6. Tharsis Republic - Generic corp. Decent starting cash with a city placed. Nothing to brag home about, the only reason it is this high is due to the map Tharsis and it having a headstart on the slightly more niche milestone Mayor and on the not that niche Builder.
7. Saturn Systems - Kinda meh starting cash, but has some nice built-in prod. Also makes your enemies scared of passing you jovs, so they might pass you better cards. Problem is that you have no innate boni for any of the milestones, so you have to somehow work out which one you could go for.
8. Mining Guild - If you have good tile placement and some steel targets, this corp can be great. Nuke Zone Pavonis Mons all day. Builder is very feasible. If no tile placement or buildings: you will struggle. Be careful not to overproduce steel though, you will need some lategame steeldumps like Open City.
9. Inventrix - You pick this if your starting hand sucks and want the card draw or you really need the science icon for something. The ability is kind of niche, but can come in handy, works best with some of ocean plant prods. You have a head start on Planner, but your economy might suffer if you rush for it.
10. UMMI - It is the most fun corp... however you need something to make it work. Cheap TR events like Bribed committee and Flooding are your best friends, until you can get enough heat prod, a bumper, or something along those lines. Standard projecting asteroids isn't a good UNMI engine, people. And don't forget your ability also costs 3.
11. Phobolog - The best space events have titanium costs. Phobolog can deliver those babies like a drunken Santa delivers... bad analogies. Also works with some jov strats. The upside is very much there - if you actually hit it. If you do not have good titanium targets in your opening hand, then you are kinda dead. Also very much wants titanium prod. 23 starting money forces you to be very conservative what you pick from your starting hand.
12. Thorgate - Do you want a corp with basically no ability? Here is Thorgate! The starting cash is okay, so you might play it if your other corp does not work at all with the starting hand. Inventrix would be better in those cases, but you drew Thorgate, so here we go.