So with this hand, nuke zone + mining area gives you 2 tiles for polar explorer, allied banks and metal rich asteroid are nice, with 3 earth tags miranda is great (also good for rim settler), and given that you will push some heat, bushes and farming are good to speculate on imo. Designed microorganisms might be a bit too much, but could be a spec for tactitan. Not a UNMI hand, so vitor and probably fund Magnate or Cultivator?
From your picks, Aerobraked Ammonia Asteroid is trash, and martian industries might be nice, but with no immediate use for the power it is vulnerable to getting tapped or PSC. In this case, it probably also stops us from playing research coord and mining area in gen 1.
Electrocat vs mohole area in gen 2 draft would be my top 2 picks, building industries is not necessary for the opp (he will drown in steel) so first picking it is wrong. I would have picked electro cat (good development, and mining guild usually lacks the ability to transform their steel into cash). On the next picks I agree with Artic Algae (great with Cultivator funded and only 1 ocean down) and mohole area. I'd keep mohole and AA, you will already have 2 steel prod, no need for 4 steel prod without steel targets in hand or card draw. Don't play research coord if there is no immediate benefit, you might want that cash for later.
Gen 3 draft is a clear Restricted Area (tile and draw for mining guild who already has a global discount, do not give them that), even if viral enhancers is interesting for us Restricted Area is terrible to give to them. Virus is good and cutting heat trappers too. This draft was a major mistake, now the opponent has great prod (because we passed him electro cat), and card draw (because we passed him restricted area). For the gen itself, viral into designed makes sense.
Gen 4 draft, agt is clear pick, nra too, cut space station and keep the first two, but you could spec into space station if you want. Pretty straightforward draft. No need to play space station, why are we playing it? We might need the cash. Would only claim (if even that) and pass.
Gen 5 draft, aquifer pumping is another way for mining guild to use their steel, or trees (but heat is lagging). Would probably still cut aquifer pumping, vesta is a non-factor here with no jovian threat, and we are closing in on other milestones, no need to rush to get them. Skipping GIA is a definite NO, that is a great card and combines very well with our current setup, corporate stronghold while helping MG use their steel, they do not have power for it. Good that GIA comes back, 100 Elo plays after all (but then we don't keep it?) This was a terrible draft. Why do we play AAA? No microbe target, we could play vesta and play AAA next gen with the titanium (but I would prefer to play NRA with it).
Gen 6 draft, Protected habs is great for us, rest don't matter (except maybe Water splitting to cut). Escarpment is definitely not the pick over it, we don't need more steel prod, what are we using it for? Deimos down is a great card to get, even if we pass technology demonstration to the oponent for more card draw. Why do we skip deimos but keep escarpment and aquired company? We do not want more steel prod, and it is way too late for acquired company imo (costs us 13 to buy and play, will take until gen 11 to start to pay off). And our opponent has clearly the better engine setup, we can't compete in the long game with them, we need to end this game quickly (triple them on milestones, and do not let them scale). As for the gen itself, claiming milestone might be too hasty, and we do not want to play escarpment (reasons given above). Our opponent is helping us with the terraforming by SP greeneries, not sure what that is about.
Gen 7 draft, quantum extractor is a ton of energy, noctis is another city for more prod, I would cut noctis probably. Cut nuclear power, psycrophiles is just more prod in gen 7, we don't need more prod. I would maybe keep quantum, noctis and power (because we have infinite steel). Definitely not keeping psycros. As for the gen itself, not sure why we didn't just psycro and convert our plants, if the opponent has big asteroid, asteroid or any plant destruction, we lose our plants (and because we didn't keep protected habs, that is a possibility). Noctis played in a weird spot, I would have played one up and to the left. Drawing TG enables another threat for us. Corporate placement is very strange, we need good real estate for our plants (also, overpay with steel, we will not be using all of it).
Gen 8 draft, ganymede colony is a threat with our jovians, sucks to give opponent dev center for more draw. Do not give them guild back, and take artificial photo on the wheel. I think we're overkeeping cards, but at this point I think it might already be lost (we are in gen 8 and our opponent is almost at peak engine power). We do not keep phobos, Artificial photo for plants is questionable, too much investment, we need energy to go into heat instead, we have some heat-locked cards we need to play (trees, bushes, farming) which all enable NRA. Not sure why we sold.
Gen 9, small animals helps us fight the cultivator fund we are currently losing, asteroid mining is good for our jovians. Heather is good, but we really need to push the parameters to get to it and enable NRA. Magnetic field dome is not a good card, lunar beam at least was power for mining guild. Why are we keeping mag field dome? We want the energy to be heat. Sping a greenery for the bump in this situation feels sad as we're VERY poor , but we have put ourselves in a bad position either way. Not sure why we keep earth office, we're not playing acquired company, but we could find other earth tags, but we don't play it immediately, we have no use for it. Our jovian threat is mildly put on hold because he has IO.
Gen 10, in this gen if we played more terraforming focused, we should have been close to ending. Hate to say it, but strip mine is not the answer, maybe convoy from europa. Rest of the draft doesn't really matter, not sure why we are keeping 3 cards... Playing strip mine we are cutting our own o2 points from our plants. ECF is not something to buy and play in gen 10, too late for that imo (just do the numbers, 16mc to buy and play, gives you "4mc" on psycros per gen, so will take 4 gens to break even...) And now we don't even play NRA, which is something we should have been wanting to play a couple gens ago. Space hotels and acquired company are something you should not be playing gen 10.
Gen 11, Worms is usually not good, but in this case it gives you 3 plant prod, so not terrible. Pets might still be playable with how the board will fill with cities, not sure why we keep media with only one event in hand. And we don't even play it before NRA? Now we play all of our plants, but the O2 track is almost finished and the opponent has filled the map with cities, so they won't score nearly as well as they should. Lava flows is great, helps us finish the game. Again, don't know why we play a card if we don't have a follow up (media group without an event), better to just save the cash, we might get AGT online next gen and save 2mc.
Gen 12, eos is great, use for our steel. Hydrogen and open city are both good, in this case, with all that steel, I'd go open city. SP power for open city is a bit sad. Also, see all those greeneries? Now imagine if they also scored in the o2 track because we had gotten them online earlier instead of stalling by buying unnecessary cards. I would have ice cap the card, it is a good mangrove spot for our opponent and we need some scoring for the last gen. Heat doesn't give us an additional heat bump.
Gen 13, this is too long of a game, games should last between 9 and 11 gens at most (terraformer wants it to last 8, engine wants it to last 12). As for the draft, remmeber we passed him preds some gens ago, so beware of playing fish. Deep well heating is a free heat bump for him. Good job getting the last heat bumps before he can (even if he can't right now). This should have ended a while ago, and we're going for another gen at least, such a slog.
Gen 14 draft is mostly uneventfull, but grass first pick seems wrong with all the map almost totally filled out. There isn't much more to do, good job getting as many greeneries as possible before the map fills, but I think your opponent should have tried to SP a couple more to tie Cultivator. Drawing advanced ecosystems is a life saver.
In general, do not take this personally, but this is standard 100 elo plays: over investment in prod (especially minerals, way into the mid game), not evaluating good cards correctly (GIA and Deimos were both skipped and not played this game, while AAA was...), and taking the game way too long (gen 14) until the map is full, so things like SP city half a dozen times work out. Major misplays by you and your opponent, that would get heavily punished at higher ELOs.