Analysis of Gameplay by someone 300 elo or more

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kayfon
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Joined: 24 November 2024, 14:27

Analysis of Gameplay by someone 300 elo or more

Post by kayfon »

The title basically says it all. I would love some critique of my gameplay in this game. Full disclosure I will be using this in a video, though your voice/name will not be needed. If you’d like me to shout out your gamer tag, you can let me know. Please provide something pretty quick, 3-4 paragraphs or however much you’d like. I can edit and modify as needed. Thank you so much for your help and I would also personally love to get better at the game from this.

https://boardgamearena.com/table?table=840327576
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BEANS115
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Re: Analysis of Gameplay by someone 300 elo or more

Post by BEANS115 »

Happy to help! I think its important to understand what to keep in your starting hand as well as what you do in the first gen and that will give you a good foundation for how you play the rest of the game.

Tbh, this isnt the worst unmi hand w soletta bushes and farming but vitor is correct. I like most of what you kept but there were a couple mistakes. The biggest was not keeping metal rich asteroid (MRA) because it is the perfect prelude for you. Your first action was sp asteroid which gave the heat bonus (not a bad idea) but MRA provided that heat raise on top of the 20 cash in minerals. I like that you want to get the heat bonus but please never sp an asteroid for it, especially in gen 1. Besides that, MRA gave you 20 cash in minerals which you could immediately spend on miranda and mining area which is great. Not to mention, martian industries doesnt do anything for you. Sure its steel prod but you have zero energy targets and you dont need the cash. Not keeping MRA was a huge mistake but you live and you learn.

As far as the rest of the hand goes, i wouldnt keep aerobraked ammonia asteroid (AAA) because you dont have any microbes for it and its still a bad card with microbes. (The more you play and learn this game, youll learn that AAA is one of the worst cards in the game so as a general rule dont keep it). I like that you want some heat prod for bushes and farming, but AAA is too expensive which is why i wouldnt keep aerobraked have kept black polar dust (BPD) instead. BPD isnt the greatest card but it works with your setup and is something to do next gen if you get a bad draft. Other than that, i like the rest of your picks.

Lastly, as far as your gen 1 goes, please never sp an asteroid, even for the heat bump. Its very inefficient and you have stuff to do. I liked nuke zone better on the ti in the bottom right and then mining area on ti. This blocks some good mining guild spots and ti is worth more than steel. You went on the card which is okay but you got research coordination from it. That counts as an earth tag for miranda resort so i would have greeded it until next gen and hopefully find another earth tag in the draft.

But yeah, your start is very important. I recommend watching some starting hand videos on youtube because having a good first gen can really snowball and help the rest of your game. Hope this helps!
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emgizy
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Re: Analysis of Gameplay by someone 300 elo or more

Post by emgizy »

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.
kayfon
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Re: Analysis of Gameplay by someone 300 elo or more

Post by kayfon »

Thank you both, lots of awesome feedback!
kayfon
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Re: Analysis of Gameplay by someone 300 elo or more

Post by kayfon »

emgizy wrote: 23 April 2026, 09:37
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.
Why is AAA a bad card, both of you guys pointed that out. The production is quite a lot early...I guess it's just the cost?
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ft029
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Re: Analysis of Gameplay by someone 300 elo or more

Post by ft029 »

I have the following (very rough!!!) evaluations of production during the early game (that is, gens 1-3):

1 MC prod: 5mc (compare to sponsors: 9mc for 2mc prod)
1 steel prod: 8mc (compare to mine: 7mc for 1 steel prod)
1 titanium prod: 11mc (compare to titanium mine: 10mc for 1 titanium prod)
1 plant prod: 9mc (compare to archaebacteria: 9mc for 1 plant prod. Whereas adapted lichen, 12mc for 1 plant prod, is too expensive in my eyes, unless the plant tag is necessary)
1 energy prod: 7.5mc (compare to power plant: 7mc for 1 power prod)
1 heat prod: 5.5mc (compare to GHG factories: 22mc for 4 heat prod. 22 = 11+3+8 using my evaluation of energy prod, rounding up)

Other players probably have different opinions, and everything is situational anyways: mineral prod is less valuable when you don't have the targets for example, and heat prod is more valuable if you are trying to end the game quickly. Also remember this is during the early game: buying and playing acquired company in gen 7, or activating industrial center in gen 7, are usually bad ideas.

Anyways, with our rough evaluation, aerobraked ammonia asteroid is about 25.5mc worth of value, without microbe targets. Furthermore unlike most production cards, it doesn't provide any tags. At a cost of 29mc it simply is too inefficient to be worth it. There are niche situations where it's playable in gens 1-3 but you should certainly not be playing it gen 5 without any synergy.
FrankJones
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Re: Analysis of Gameplay by someone 300 elo or more

Post by FrankJones »

kayfon wrote: 23 April 2026, 23:29
emgizy wrote: 23 April 2026, 09:37
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.
Why is AAA a bad card, both of you guys pointed that out. The production is quite a lot early...I guess it's just the cost?
26 to play, 3 MC to buy. Of the 17 space events in base+prelude, I think it's the worst one and the only one I dislike drawing.
Many of the other space events have an earth tag, making them potentially heavily discounted with Teractor and/or earth office and some combination of optimal aerobraking and any of the 4 cards that give minus 2 cost on space cards.

Imported GHG and import of advanced GHG aren't great, and generally not worth buying and playing at full cost. But the earth tag makes them appealing if you have one of the two earth discounts. Cannot say that about AAA.

It's a card that should be played as early as possible, because it's an expensive production card. But, who has a microbe target early? I never do. So, that can be disregarded. So, 29 MC for +3 heat and +1 plant. Without any other plant production, that +1 plant can sort of be disregarded. Takes forever to amount to anything, and becomes a target for some of the minor plant killers. You get to 3 plants, and boom, opponent plays asteroid.

+3 heat is nice, but it compares so poorly to Mohole Area (23 to buy and play, but you can get a big placement bonus on a 2-card spot or 2 titanium). And, you gain a building tag you can later copy Mohole with Robotic workforce.

Or, compare to Soletta: 38 MC but gives 7 heat production and a permanent space tag. I'd much rather cough up the extra 9 MC for Soletta.
rambling_coherently
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Re: Analysis of Gameplay by someone 300 elo or more

Post by rambling_coherently »

kayfon wrote: 23 April 2026, 23:29
emgizy wrote: 23 April 2026, 09:37
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.
Why is AAA a bad card, both of you guys pointed that out. The production is quite a lot early...I guess it's just the cost?
While you're still learning (and even when you've become significantly better), the TFM Stats website is extremely useful

https://www.tfmstats.com/

For example, under Starting Hands, Aerobraked Ammonia Asteroid is -0.73 Avg Elo when kept. This obviously doesn't mean it's always bad, but it could give you a general idea of card worth. Also lets you think about why some cards may be played less than others.
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xspuipuke
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Re: Analysis of Gameplay by someone 300 elo or more

Post by xspuipuke »

AAA costs 26+3=29, as mentioned before.

If you ignore the 2 microbes (which, come on, usually are wasted anyway if you play this early and you don't want to play this late, if at all), you get 3 heat prod and 1 plant prod from it, which you can re-create by playing Power Plant, Carbonate Processing, and Archaebacteria. These three cards cost 4+3, 6+3, and 6+3, respectively, for a total of 25.

So, not only do you pay (at least) 4 MC more for the card than you should, you also don't get 2 building tags, 1 energy tag, and 1 microbe tag from it (which may help you with milestones).

Normally, expensive cards have some sort of discount included in their cost but AAA just doesn't. It costs more than it should. Just compare it to Big Asteroid, for example, which costs about the same, and how much that card is doing for you:
- You get 2 instant temp raises, which early may also mean 1 heat prod from the track: Compare this to the 3 heat prod from AAA. Since the former usually provides 1 prod, let's compare only the 2 additional heat prod with the 2 instant temp raises: You get 8 gens worth of heat instantly with Big Asteroid.
- Also, Big Asteroid blows up 4 plants, which is net equivalent to 4 gens of you producing 1 plant, also instantly.
- And let's not talk about the 4 titanium rebate as opposed to the 2 microbes you almost never get to use ...

Just stay away from AAA.
Yahyra
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Re: Analysis of Gameplay by someone 300 elo or more

Post by Yahyra »

Great posts by everyone, thanks for that.

I would like to suggest to the original poster that, in base + prelude TFM, games should hardly ever go to 14 generations. 9 or 10 should be more than enough. It is very likely in this game, one or both players failed to realize they had a deterministic win available instead of the play that yielded this 14 gen game. Hope this helps!
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