This is a rough game for sure, with only a glimmer of hope due to the opponent's misplays.
Opening hand: Very minor but you can consider cartel or birds.
Gen 2: I don't like towing a comet on titanium. With 2 plants that have no line toward getting converted, this is basically playing release of inert gases. I prefer passing, but you could perhaps towing a comet on 2 cards.
Gen 3: With fish and noctis farming as heat payoffs, I think you can consider just playing soletta now instead of natural preserve. Soletta is weak, but you have literally nothing to do here.
Gen 4: Passing arctic algae is obviously a blunder (probably costs the game right there). Energy tapping is better than capital-- mining guild can't use its steel unless it has energy. Farming is better than deep well heating when you have soletta.
Gen 5: I like hired raiders more than the other cards. I lean toward not keeping phobos space haven (already have lots of late game titanium cards) but it's minor. I am even less inclined to play it after opponent plays rover and immigrant city. The two lines I'd consider are either pass, or large convoy on card (to get from 3 to 8 plants), and convert on ascraeus mons. You badly need cards to play here.
Gen 6: Taking heat to -22 celsius is a mistake because opponent is starting next gen and will have 8 heat. Also note that because you passed tapping you cannot play power plant-- the extra few energy rollover might make a difference.
Gen 7: Taking heather over pets is definitely correct. I would skip mining expedition though, with your opponent having protected habitats. Later you draw strip mine-- I would delay acquired company instead of selling WIFE. Currently WIFE is 4 points for 25 which is a good deal, and could get much better. It's one of your only outs here in this losing position. You could also consider selling noctis farming or mining expedition, which I think are the worst cards here.
Gen 8: Mining expedition seems random-- it doesn't do anything. The only use of that card in this scenario is securing the 8% oxygen bump. Noctis farming is also weak as you are going into 2nd position and have no way to convert your plants.
Gen 9: Permafrost extraction > Physics complex >>> Mag field dome. Mag field dome is by far the worst card here, and I don't see how the 1TR helps get you to terraformer. I would keep ICS, skip mag field. Permafrost would've been playable this gen (you can't know this, but it was certainly playable next gen). The problem with mag field dome is you might find better use of your power later-- any city, commercial, dev center, or AI central, to name a few. Later we play a horrendous carbonate processing for our last energy, and because of this cannot play a fantastic open city. Energy is valuable!!
Gen 10: Any choice except for carbonate processing is defendable. I probably lean toward geothermal power to deny mining guild power. Thermalist is yours no matter what anyway-- they don't have the power to play carbonate. My first 2 actions here are raise heat and SP asteroid for the bonus ocean. I think even if you lose the 8 fund, the swing from the ocean is worth more than the 6mc lost from having to do a 14 fund.
Gen 11-12: Not sure why you are skipping second action here. It is beneficial for you to draw as soon as you can and try to find a city or teleport down south. Outstalling isn't good when it means you lose out on the best spots on the ground (it didn't happen in this game, but a competent opponent would take advantage of it). I do not like the open city location. Put it down south, where you get 10mc, 2 plants, and 2 cards worth of rebates. Opponent won't be filling their cities anyway.
Gen 13: Greenhouses is better than urbanized area. Both are probably 2 points, so might as well take the cheaper one that doesn't require power (which the opponent does not have).
Takeaways: Be patient-- some cards are so inefficient it is better to just pass and stay flexible. Do not spend precious energy on bad cards like mag field dome or carbonate.