Strategy analysis on generation 12 here?

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FrankJones
Posts: 2453
Joined: 30 June 2024, 00:24

Strategy analysis on generation 12 here?

Post by FrankJones »

https://boardgamearena.com/gamereview?table=752041059

Instead of 10 pages of debate about kingmaking, let's do some analysis.

I feel as though I was all over the place here in Gen 12. I had some powerful cards that seemed worth trying for a gen 13 - especially after the draft and my two card draws.

I'm thinking it was unnecessary, and I would have been better off just cashing my best cards and ending it. I wasn't sure what my opponent was holding, though I was nearly certain Trans-Neptune and Mass converter were among the cards held.

I was also stressed by the running clock, even on "slow" real-time, which still feels fast to me since I play almost all my other games in turn-based mode.

What is the optimal strategy at the start of generation 12?

(Feel free to offer any analysis from earlier generations if desired, though I'm confident those were played flawlessly. I definitely did not buy unnecessary cards or make sloppy plays. :lol: )
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ft029
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Joined: 30 November 2024, 02:18

Re: Strategy analysis on generation 12 here?

Post by ft029 »

Gen 5: With 43mc in hand I would immediately pop tech demonstration and search for better cards. And who knows, maybe the opponent might raise oxygen and allow you to play methane from titan.

Gen 6: Domed crater location is weak-- you're putting it there for pretty much the card and mining area purposes only. I would put it next to noctis city and then use mining area. Then you have 4 other nice conversion spots available next to the city. I don't think the card is critical.

Gen 7: I would not keep fueled generators, ants, or heat trappers. With peroxide and biomass in hand, no more power is necessary (especially without any power targets). Ants is a threat against decomposers, but decomposers is already in your hand. Heat trappers is too late to be effective at this stage. Also, why play ganymede colony instead of methane from titan? Methane from titan is much better production. I know the milestones are there, but with the game progressing at this slow pace (temperature still at -28) the milestone points are not as critical. Also, you can just SP city next generation (it only costs 18 for you) on the east to claim mayor. Hackers gen 7 is not worth it, especially when you need to play fueled generators to do it.

Gen 8: Fusion power is nothing but an expensive science tag. I prefer picking mangrove, even though it is far away. SP oceans is inefficient, and you don't have algae or kelp in hand to work towards. I would just play methane from titan.

Gen 9: Beam from a thorium asteroid is too expensive. 27 MC for 2 points (and the production is almost meaningless now, maaaybe 1 heat bump). There are more important cards to play in hand right now (looks at methane from titan). Or you can SP two greeneries for the 8% oxygen bonus, which only costs you 24 MC (bless credicor) and gets you 3 TR, 2 points, 3 plants, and brings you closer to livestock.

Gen 10: Why not play livestock at the end of the gen?

Gen 11: Trans-neptune probe is superior to robotic workforce at this point. The production does nothing while a cheap point is appreciated.

Gen 12: It looks like the game is ending this generation, so grass really doesn't cut it (especially when you already have so many efficient cards in hand that need to be played). I would even be hesitant to take kelp. Your current hand has:

Robotic, quantum, Antigravity (33 for 3 points + discount). I think that is way too expensive to go for.

Birds (8 for about 2 points)
Imported nitrogen (12 for 4-5 points. You slept on this one.)
Imported hydrogen (9 for 2 points)
Mangrove (8 for 3 points. Another very good deal which went neglected.)
Interstellar colony ship (13 for 4 points)
And others, such as insects, nitrogen-rich asteroid, which may be worth it if you somehow still have cash remaining. Kelp meanwhile is 16 for about 3 points, which compared to the rest looks pretty bad.

Magnetic field dome is not worth it.
At the end, nitrogen-rich asteroid is not efficient enough (19mc for 3 points is worse than the above). Just use your hard-earned heat.

If the above calculations are too much to do real-time, you can save time with some intuition. My intuition told me grass cannot possibly be worth it at this stage. For kelp, I would compute it is 16 for at most 3 points, and our hand just looks like it is already chock full of efficient points, so I would not keep it based off that reasoning.

It is also worth noting many of these cards’ points come from the TR from a greenery. Therefore they lose value if you stall and let your opponent take the TR. You have a few cards that would appreciate a gen 13 (namely antigrav), but going gen 13 would mean giving away a lot of free TR to the opponent. With your extremely efficient scoring in hand, you should be confident that you will win this generation.
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I think overall you overvalue energy production late in the game and made some suboptimal overkeeps. The domed crater position also really hurt, since you got cut off from all the ocean rebates later in the game. (Some well-timed SP greeneries or cities would have gotten you out of this situation also.) Still, nice job on the win!
Last edited by ft029 on 28 October 2025, 16:26, edited 1 time in total.
FrankJones
Posts: 2453
Joined: 30 June 2024, 00:24

Re: Strategy analysis on generation 12 here?

Post by FrankJones »

I think I agree with all this. Let me take another look.

Gen 5. Was decomposers a good pick? I have a tendency to take fancy cards and undervalue decomposers and ecological zone. Strip mine is a nice card for Credicor though. Granted, I didn't know I was about to receive peroxide power.

Technology demonstration - Yeah, it's already discounted minus 2 and I have Olympus conference. I guess I was waiting for optimal aerobraking or media group or Mars University or something. I passed without doing anything !? Oh, I think I was trying for planner, even though my opponent could obviously get it. Maybe I expected my opponent to play more cards after I passed?

Gen 6: That was an odd sequence. I played std tech so I could place a city, and instead I drew Domed Crater. That city spot is definitely a bad idea. And I should know that by now, because that's not even close to the first time I've done that, only to have my opponent punish me by blocking me and causing my greeneries to be in useless spots.

Gen 7: I have no idea why I bought Ants. Fueled generators and heat trappers were probably an attempt on my part to contest Builder - and I assume Ecoline is going to try to generate heat, and I like the attack cards in a 2-player game. Maybe I was expecting Lunar Beam? Trying for Builder makes no sense. My opponent has alloyed steel and a 5-4 tag lead, and goes first in gen 8.

Methane form Titan looks good here. The problem is, I bought too many cards I didn't need, and so I wanted to take Mayor using my titanium. I don't think it would have been a good idea to allow my opponent to easily get all 3? And I wasn't sure I wanted another city on the map. Although, my poor first placement could have been improved by putting an SP city NE of Noctis. Or maybe on that sweet spot West of the east-most 2-plant ocean spot. I didn't think Mayor would be available gen 8. I thought Ecoline would be able to have claimed builder and gardener by then, going first in gen 8.

Is hackers really all that bad? I could sell hackers for a dollar, so essentially I'm paying 2 dollars to create a 3-income differential in what might be a long game. Ecoline was cash poor. The 2 MC cost is recoupled +1 as soon as the next production occurs. I guess wanted to make ecoline even more poor. I had peroxide power ready if I needed energy for something.

Gen 8: I didn't even consider Cupola City. Should I? Opponent basically plays it for free with the pile of steel, and probably cuts off my access to the oceans. I guess I really wanted Comet - which is certainly reasonable. My thought process for Fusion power was working toward Anti-grav. And the temperature is still at -28, and nobody has heat production. Maybe I was still thinking about contesting Builder?

The standard project Ocean was an idiotic error. I was trying to set myself up to steal Gardener next generation. I actually went as far as placing a 3rd greenery at the beginning of gen 9 - and then canceling the action when I realized there were already 3 milestones claimed. Major brain lapse there. Especially since it gave my opponent a perfect spot to put Cupola City. WTF was I doing !?


Gen 9: Beam. I suppose I was seeing stagnant temperature? Methane from Titan seems like the better play. Somehow I kept ignoring that card. Maybe I was aiming for Thermalist? As you can see, I was all over the place.

Gen 10: Buying Natural Preserve was stupid. What are the odds my opponent would completely snooze on placing a greenery? And Mining Expedition was likely still lurking in his hand. Waste of 2 dollars. Oh. I finally played Methane from Titan. I forgot that I ever got around to playing it. Gen 10, when I had it for almost the entire game. Livestock - I opted for Bushes instead. Bad idea?

Gen 11 draft; Giant Ice was huge. Robotic over Trans-Neptune was baffling. Was I afraid He would copy Medical Lab? Who cares? Was I worried about Banker?
What am I doing buying a gen 11 Inventor's Guild? Was I going for Scientist? Trying to get Antigrav? Why am I not playing Livestock !?

Gen 12. Grass: I think I was still looking at a gen 13 game, even though that seems unlikely and even though I should very obviously have enough firepower to win the game in gen 12. So, with decomposers and insects, it seemed like a good acquisition.

Gen 12 was just a silly sequence of nonsense. I think I was aiming for 13 gens so I could cash my entire hand. Excessively worried about my opponent's 7 cards. (It was pretty much an empty hand, I discovered after checking later).

Well, lots of slopy plays. I was fortunate to win. Giant Ice was Crucial.

Thank you for the analysis.
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ft029
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Re: Strategy analysis on generation 12 here?

Post by ft029 »

Gen 5: Decomposers is fine I thought. I personally would’ve picked tech demo as first pick there but it’s close. Strip mine is of no interest since your greeneries cost 16 each as creditech.

Gen 6: I forgot you even have special design. With domed crater on 2 plants and mining area, you get to 6 plants. Special design+methane from titan gives you a nice conversion next generation.

Gen 7: You don’t need to claim. Opponent has 6 building tags and 2 greeneries and cannot claim both at once. Getting 2 milestones seems too difficult, but you will certainly have time to claim mayor next generation.
Maybe with earth cat, the hackers play is better than I thought. I guess it’s OK. Still not what I would’ve done but it’s acceptable (6mc and -1vp for 5mc at the end of the game and -10 for opponent. Opportunity cost is a thing, and your mc is more precious than your opponent’s since you have earth cat)

Gen 8: Comet is much better than cupola. You have SP city for 18 cash, so you don’t care about cupola. Fusion power is 15mc for a science tag; the energy miiiight become a heat bump at the very end of the game. It’s meh at best, so Mangrove is the better pick. Would you play 4 fusion powers to get down antigrav? I wouldn’t in this scenario with just 42mc.

Thanks for sharing the game. I’m not the most familiar with no preludes so it was interesting to analyze.
FrankJones
Posts: 2453
Joined: 30 June 2024, 00:24

Re: Strategy analysis on generation 12 here?

Post by FrankJones »

True, all good points.

I think in the re-analysis of hackers you still might have overpriced the cost? I got the card for free, and it cost 1 to play. I did pay 3 MC for the energy card.

Are you sure Ecoline couldn’t get both milestones? As played, I think Ecoline ended Gen 7 with 8 building tags and 3 greeneries - and therefore could have claimed both as the first two actions if Gen 8. But I might be remembering incorrectly. I’m typing this on my phone and can’t easily view the replay.
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ft029
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Re: Strategy analysis on generation 12 here?

Post by ft029 »

Ah, it should be 5mc for hackers (3 for fueled, 1 for hackers, could instead sell hackers for 1).
I checked the replay and they only had 6 building tags and 2 greeneries at the end of gen 7.
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