PotatOS wrote: ↑27 March 2025, 16:44
I agree with everything Fugacity said, except the comment about heat.
Likewise.
The statement that heat is "useless" is a bit strong. Are there some bad heat cards? Sure.
Maybe it would help if we examined the cards:
But first, a note. One problem with heat is that it might be the easiest resource to overproduce and have a large useless pile of. I think I had a game recently in which I ended with 89 heat. I do not recall whether I won or lost, but either way, that almost certainly means I went wrong somewhere.
[Edit - Yes, I lost. By a lot. 144-124. What an odd game. My ending energy production was +3 and Heat was +12. I only played three heat production cards the entire game: Mohole +4, GHG factories +4, Import of advanced GHG +2. The game went 15 generations. ]
I prefer to raise temperature with space events and optimal aerobraking, or with transferred heat from Quantum Extractor and Mass converter. Obviously, those cards aren't easy to get, since it's rare for someone to pass them in the draft.
Anyway, the heat cards:
1) Micro-mills. Garbage. Even if I draw it as a free card I rarely play it. It's not worth the 4 dollars. (Yes, 4. The card could be sold for a dollar). Exceptions: If I would otherwise have 7 or 15 heat, and I would be able to swipe one of the three temperature track bonuses by having one more heat, I will probably play the card.
2) and 3) Carbonate Processing and GHG factories. I am not a big fan – they are not all that good unless played early, and, it’s difficult to get early energy production sometimes. If I am making a push for builder, they can be very useful.
4) Black Polar Dust. Well, I hate this card and consider it to be complete trash. Probably for the same reason listed above – I want the Heat production early but I really hate taking a negative 2 in MC production early on.
5) Lunar Beam: Situational. At full cost, I rarely play it unless I am desperate for energy production. Again, an early -2 MC production is tough. As Teractor, I am obviously more likely to play it, and if I also have Earth Office, I’ll most likely play it. Overall, not a great card.
6) Beam From a Throium Asteroid. Probably one of the weaker Jovian cards. And not always easy to play, since most Jovian cards are not worth playing most of the time, and you need the Jovian tag to play it.
7) Mohole Area. Probably the best one. I am always happy to have it in my starting hand. First generation 4 heat production (Usually guarantees a temperature bump by gen 3 even without any other cards), a tile, a building card, and (usually) 2 cards or 2 titanium. Creates a very strong start when paired with Robotic Workforce to copy it.
8) Soletta: I do not like to play this unless it is gen 1. And few corporations can do that. Teractor, Credicor, Phobolog. And, Credicor and Phobolog usually will still not get to raise the temperature until gen 3. The tag is not a high value tag. Helion certainly does well with it, but it is very tough for Helion to have the cash to play this gen 1.
9) and 10) The two earth-space events. Import of advanced GHG, and Imported GHG. I love space events. Especially earth space events. They can be so heavily discounted. Many times I have played these for zero dollars AND received back 6 MC and 3 heat (From media group + optimal aerobraking. I think it is a poor play to just slam them down on the tableau at full cost with no rebates.
11) Aerobraked Ammonia Asteroid: Easily the worst space event, in my opinion. I rarely play it. It needs to come out early, and the one plant production is likely to get zapped by an asteroid before it turns into a greenery. He microbes usually have nowhere to go in the early game. Just a weird combination of effects.
12) Methane From Titan. Meh. It’s expensive, and without any support, takes 4 gens to raise the temperature and 4 gens to place a greenery. Often unplayable early because of the annoying oxygen requirement. Part of its value is in the 2 VP, which I do not want to pay for in the early game.
13) Underground detonations. No comment.
And there we have it. It’s not easy to get good value out of many of these cards, but if you can, as Potatoes noted, you’re in good shape for a TR rush. I’m guessing the possibility of having wasted unused heat is why those numbers taper off when the game runs into the later generations. And since I play 2-player without preludes, my gams pretty much always do.
Final thought: It’s difficult to play if you’re worried about every attack card around every corner, but it’s especially painful to produce heat gen 1 and have the opponent immediately play Heat trappers.