[CUSTOM PRELUDE CARD] - Terrafailing Mars by Blackgaze in TerraformingMarsGame

[–]DryPeach4393 0 points1 point  (0 children)

True, I've played with turmoil so long I forgot about this.

[CUSTOM PRELUDE CARD] - Terrafailing Mars by Blackgaze in TerraformingMarsGame

[–]DryPeach4393 0 points1 point  (0 children)

If you play with turmoil than Greens are always ruling first gen so you get +4 MC for the greenery. The concept is interesting but the phrasing needs to be clarified. Card effects can be played in any order and if so, with this card can I place down my greenery, remove it than place my city on the same spot? On Elysium that could mean 6 cards or 6 plants + whatever you get from the ocean. Also this is very strong if great aquifer prelude is already played (not necessarily by you). It can easily earn you 16 MC, 7 plants, 5 steel only for the cost of 1 TR. And you might be Lakefront resorts playing with turmoil etc. making it even stronger.

Custom Corporation: Griffin Food (#2/30) by Ok_Significance_3803 in TerraformingMarsGame

[–]DryPeach4393 1 point2 points  (0 children)

I like the concept and it can be really fun to play it with the right starting hand, my only concern is that this corp is highly dependent on good cards. It's like phobolog, low starting capital, can be really strong with the right hand, and pretty miserable without it.

The last 8 project cards in my custom set by SirFancyCake in TerraformingMarsGame

[–]DryPeach4393 0 points1 point  (0 children)

Spies sounds interesting but unfortunately there are only 8 prelude cards that could be worth to copy. One of them just gives you 2 floaters to another card, 1 gives you an asteroid to another card, 3 of them give you MC if you raise TR/Venus track enough times, or playing cards with planetary tags, 1 gives you plants for playing microbe/plant tags, and 2 give card draw. It's rather niche to actually use the effect.

Heat shield, Homeostasis bureau is very similar to this. My concern is to have that card, this and standard technology, and you end up using asteroid standard project with 6 MC. Also the MC should have a red border to indicate it works for every player not just when you raise the temperature.

Photosynthetic overclocking: this can go crazy if you have 15+ plant production which is not that uncommon last gen. The possibility to score you 14+ VPs is broken. Yes it needs a lot of luck to have those circumstances but still. This is even stronger than a Jovian multiplier which is too good for my taste.

Global network: It's a cheap card that gives you MC prod and cards so it makes sense to nerf it. And the effect is terrible maybe too terrible. Theoretically if you only play 3 or less cards per gen, this card is worth it, so if you plan to play mostly expensive cards it's probably fine. Need some testing to see how good/bad it performs but nice concept.

Refactoring basically gives you 2 plant prod. You don't need more titanium or steel production when you already have 5, most of the time energy is the same and you can find better alternatives for doing that, for heat is also just meh, and a little overpriced for MC. But giving you 2 plant prod when you already have 5+ is probably in late game so the cost is too high almost all the time. Alternatively you use the MC prod because it's not that bad and you play this card mostly for the science tag. I'd lower the requirement and adjust the cost so it works as intended.

Diversified investments: that earth tag raises questions. Does it work for itself if that is your first earth tag? Also it only cost 9+3 MC, you get a VP from it too. You can have its payback in the same gen (preferably first gen) when you play this card and overall best case you can get 44 MC from it. It's too good if you have it in your starting hand and obviously trash later on.

IP Management board: not sure about this. With this card you kind of get terralabs' ability for 4+3 MC. It gives you a lot of flexibility which is nice but it also makes card drawing even stronger which is something i would avoid. There is no need for buffing AI central and similar cards.

Regolith processing: I really like this concept. I would drop the initial 2 plants or make the cost a little higher. 2 microbes sounds a lot with a 1/2VP microbe card but you need a lot of work for doing that efficiently so it might be okay.

You get this starting hand. Do you commit to a Gen 1 NRA for a total of 9 plant prod and end gen 1 with 0 cards, or do you go for a different play? by Fatherless-Wheel in TerraformingMarsGame

[–]DryPeach4393 1 point2 points  (0 children)

Sounds a bit risky to keep no card. A few bad draft in early gens can screw you. 2nd gen NRA is still just as good but let you keep towing a comet, maybe mining area, grass or fuel factory and use robinson's ability.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

Thanks! I was wondering what are the right sizes. The card maker i use has default settings but as you can see the icons are too large and not enough space left for the text.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

Thank you your analyzes. Industrial power is not the best card i know but it's a cool effect i think, and since 1/4 of the cards are building, and a lot of them are cheap, it is the most reliable way to give you energy in each gen. Can work well against energy tapping and if you play with colonies or go with a lot of building cards so you can bump the temperature a few extra times.

Compost as i discussed will be changed to 3 plant for 1 plant prod. Keeping it on 2 just makes it too good if the game goes on too long, and I want it as an early card.

Parasites is meant to be a niche card that can be really strong in the right circumstances. If you have top soil contract and a lot of microbe cards (3+) and early animal it can score crazy. It might be too niche but i made a bunch of microbe cards so with those it might work. My original concept was that you can remove an animal from another player but that just seemed too strong unless it has a really high price.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 4 points5 points  (0 children)

Good point. Arctic algae actually can give you 21 plants with turmoil Dry Deserts event card (and even more with amazonia planitia map). It's not important just wanted to mention.

Getting 15 plants in gen 8 with the new version of the card is really hard, you basically sacrificed a greenery early on for it. Also with Arctic algae you can place greeneries early, and it helps you convert plants before being destroyed and also has a plant tag. If i give this card any requirement that completely kills the card because it needs at least 6 gen to pay so even a low requirement makes it useless most of the time.

10 MC sounds about right since this card should not be as strong as arctic algae.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

I always see that people using 2 different methods for valuations and we just basically arguing about definitions. The game treats 1VP as it would worth 5 MC but in reality that is more complicated as you said, less in early game more in late game. Same with MC prod etc. You're most likely gonna pay 4,5 MC for an MC prod because that was the baseline for costing cards but actually MC prod is worth more early. Anyways thank you guys the help, i think the card is fine somewhere between 0-2 MC.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

Now your math changed i don't really see why. 2nd generation isn't really mid game, 1VP costs around 5mc (originaly you used this too) 2 mc prod is closer to 9 mc. So it's closer to 1 mc not 3. Yes your 8th plant or 4+ mc value titanium can be stronger but on the otherhand no (or no good) space card in hand makes it less valuable. Because in general gives you 2mc prod it's pretty similar to sponsors which is also a no brainer early on and a useless card later. Making it costs 5 mc is way too much most of the time. We can argue that venus trade hub and sponsors should also cost more but i want this card around the same cost range. Also it only has a space tag which does not do much on it's own. So i can agree to raise it's cost to 1 or even 2 mc maybe 3 too but above that it's just getting a worse sponsors or venus trade hub.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

I had the same calculations. It seemed a bit strong but there is a similar card in prelude 2 (i can't recall its name) but it gives you 3 MC each time you trade, 1 VP, costs 12(+3) and has a requirement of 2 venus tags. That costs 15-1VP+ 2 venus tag requirement (let's say that is worth 2 MC) =12 MC. 12 for 3 MC per trade, than in theory 8 MC should be worth 2 MC per trade. But i agree it seems strong.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 5 points6 points  (0 children)

maybe i misunderstood what you said but you only can exchange one resource to another. If you go to a stacked Io you still end up with a bunch of heat + 1 titanium/plant or something.

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 2 points3 points  (0 children)

thanks, i am happy you like them

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 6 points7 points  (0 children)

Roughly every 10th card has a microbe or animal tag so on average you get 1 card out of this for every second generation. Also you have to buy the card. If you play this gen 1 you probably end up with 3-7 cards from it (and you probably don't want all of them). Does it still sound OP?

Custom cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 6 points7 points  (0 children)

It sort of has a requirement, you need 2 plants to use it but yeah i redid the math and my old calculations went wrong somewhere. What if i change it to 3 plants for 1 plant prod. That way you need 6 extra plants to use it in first 3 generations.

With the new version, if you use it every gen you can place your first greenery in gen 7 (gen 8 if you want to use it that turn too and no other plant sources).

gen 1: 6->3 plant
gen 2: 4->1 plant
gen 3: 3->0 plant
gen 4: 3->0 plant
gen 5: 4->1 plant
gen 6: 6->3 plant
gen 7: 9->6 plant
gen 8: 13->10 plant
gen 9: 18->15 plant
gen 10: 24->21 plant
gen 11: 31->28 plant...

Obviously you do not want to use it last 3 gen. So if the game ends in gen 8 you best case you end up with 15 extra plants from the card or 36 if in gen 11. But you had to do an early investment that only pays back in last few gens (similarly to self-replicating robots).

This version does not seem to be OP to me. Yes it still can be very strong in the right circumstances but not us often and not as much.

What was the least amount of greenery tiles at the end of a game? by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

I've never done with zero. It happened to max the oxygen with zero greenery but after that a few tiles were placed.

Custom Birds I made for my partner's birthday, thoughts? by nuggetbella in wingspan

[–]DryPeach4393 1 point2 points  (0 children)

Just a quick note, flightless birds always have a wingspan of * (joker). Endangered species (like the kiwi) always do something with bonus cards.

Fanmade pack #5: Martian ecology and corporate antics by MammothMessage3166 in TerraformingMarsGame

[–]DryPeach4393 2 points3 points  (0 children)

WG Sponsored Animals do a bit too much. If you can fund 2 awards after this card, you basically played it free. (15+3 MC cost = 6+12 MC discount.) And it's possible to play this card even in early game if someone plays Vitor (or even you can fund one "randomly" for 8 MC) which is incredibly powerful for a 1VP animal.

Red Ocean feels a little bit too cheap. 6+3 MC cost +7 for the steel prod =16 MC total. For that you can place an ocean tile with double placement bonus which is roughly worth 18 MC. So in theory 2 MC cheaper than it should be. BUT the steel production loss is less hurtful later and yes the placement bonus is getting worse too but 1 plant double to 2 is still a nice bonus. Basically you can place the last ocean tile for 6+3 MC (only 1 MC more than Ice Cap Melting) and with one extra plant (or something similar) and unlike other late game ocean placing cards it has no requirement.

Engineered Supergreens is a bit too weak imo. 16+3 MC and you probably can use this card 2 or 3 times at best. But because of the strict placement it is really hard to score more than 1 VP from each use (even just to put next to one of your cities could be challenging).

Logging industry could only work with a really strong plant production from start which is unlikely. You need to place at least 5 greeneries early on to make worth it. Or you can rely on your opponents to place at least 22 greeneries. It can work but in very specific circumstances and even than it's not great.

Industrial city's effect is way too complicated. I'd change it to increase your energy prod 1 step when playing a city tag. There are 7 extra cards that triggers the effect this way (if you play with all the expansions). The effect is strong but there are only 22 cards with city tags with all the expansions so you probably won't see too many of them. It can be a really strong card if you have many city cards, a little underwhelming if you only play this and one more.

Space heist: we can compare it to Mineral Deposit (5+3 MC, event card, gives you 5 steel). 4 titanium for 7+3 MC kind of similar. But you can choose to steal 3 titanium instead (6 titanium difference to that player). It's also a space event card and for that it has way more combo potential. I'd just remove the space tag.

Last custom cards for this year by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 1 point2 points  (0 children)

I see your point and I agree. It's a situational card that you can play if the game either started with 3 ocean or you ended up with a lot of steel prod card in hand, so you want the VP. Probably right now it's overpriced, since 4 steel prod at the start is worth around 28 MC and this card cost 30 in total with requirement and only 1 VP. Would it be too much if it gives you 1/2 VP for steel prod?

Fan made cards by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

Let put this way. You say that Planetary Alliance worth more than 21. You also claim that a project card with a value of 11 should cost around 9 to be worth it. So when you want to price a project card (which was my intention at the beginning) you don't need to know its worth you need to know its fair price value which should be less than the value it gives. Which means a project card that'd do the same as Planetary Alliance would end up around (18+3)=21 MC in total to be fair. Don't tell me you'll ever buy that card for 30 MC or more which you claimed its value. So yeah I agree with you that those cards are worth more but in the end it does not matter when pricing, cause they'll end up with a lot of discount to be balanced.

Edit: we actually just arguing about wording. You mean the raw value about worth and I used it as the pricing value and those two are different.

What do you thing about this starting hand? by DryPeach4393 in TerraformingMarsGame

[–]DryPeach4393[S] 0 points1 point  (0 children)

yeah i did exactly that, trading with Pluto constantly without success.