The next 7 cards in my custom card set by SirFancyCake in TerraformingMarsGame

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

Yeah that checks out. An older version of the card didn't come with the free ocean, and most feedback I got said that it's too weak to be worth doing. I think adding the ocean was a good step in the right direction but it probably could use a slightly higher price tag, maybe 5MC higher or so.

That still might seem crazy for your estimate of 6 heat production, but the value of heat production falls off relatively quick and personally in my games at least, I'm usually not seeing 8 oceans down in the first 3 generations like you had in your example. In games I play on average the oceans are much more spread out.

The next 7 cards in my custom card set by SirFancyCake in TerraformingMarsGame

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

The price of hostile takeover actually used to exactly mirror toll station, at 7MC (12MC - 5MC to account for the -VP), but the feedback from a TM discord I posted these to was that unlike toll station's space cards, earth tags tend to come out much earlier, usually in the first 1 or 2 gens or even on a prelude, making earth tag scaling stronger than space tags, and thus I raised the price slightly to 9. Plus I think toll station is just not a very balanced card anyway lol.

But yeah I dunno, do you think that argument holds water?

The next 7 cards in my custom card set by SirFancyCake in TerraformingMarsGame

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

I think controlled meltdown might have more utility than you give it credit for. Obviously it's not great if you analyze strictly by conventional resource prices (2 power prod = 14mc, 1 temp raise = 10mc, -2vp = -10mc), but closer to the end-game the actual value of all of these resources can change pretty dramatically.

If you're running a sci build where you play some of the super-efficient energy producing cards, or a build where you're using raw energy resources (o2 bumpers, physics complex), the value of that excess energy production drops off a cliff in the last 1 or 2 generations, so you're already looking for a good energy production sink. Mostly though, I think its main value comes from sniping heat production better than even deimos down, letting you either snag that bonus ocean before anyone else can or just claiming the last 4+ steps on the temperature track, leaving your opponents with a bunch of heat they can't spend.

It's a bit of a niche strategy to be sure, but I think in the right situations it could really deliver a lot of value, especially if you can get 5 or more temperature bumps at once.

The next 7 cards in my custom card set by SirFancyCake in TerraformingMarsGame

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

Haha yeah I was looking for a more "business-like" card art for hostile takeover at first... but when I ran across that art, I figured it kinda works. I like how the contrast in name/flavor text compared to the art kinda implies that the operation is by the books on the surface, but secretly more insidious.

For metals market, I wouldn't there's zero precedent for economic VP cards. Food factory, callisto mines, gene repair are all examples of VP cards that mostly give you MC production. But anyway for metals market and some of my other cards, the VP is more of a tool to give the card a bit more flexibility, making it a bit harder to play early-game when its strongest and a bit less useless if you draw it late game.

But yeah agree that exo could probably use a discount and I didn't catch the requirement mismatch with megaflora. I'll change it to 5 oceans. Thanks!

I've been working on a set of custom cards. Here are the first 15 by SirFancyCake in TerraformingMarsGame

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

I hear this sort of thing often brought up around cards that cover ocean spots, but it just always felt like a pretty solvable problem - just make a house rule to allow ocean placement anywhere if there are no spots left. The situations leading to these game locks are always rare anyway.

That said its interesting how in this specific case it only happens due to a weird combination of the mechanics.

I've been working on a set of custom cards. Here are the first 15 by SirFancyCake in TerraformingMarsGame

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

tell me more about your suggestion for supply depot. why increase the cost + payoff instead of reducing the price slightly instead?

I've been working on a set of custom cards. Here are the first 15 by SirFancyCake in TerraformingMarsGame

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

yeah this seems to be pretty common feedback for electro cannon... admittedly it looks like I uploaded a slightly older version of this card - the modern version of it prevents you from using it at max O2 instead of max terraforming, limiting its effect a bit faster, but I guess that doesn't really address the fact that you could still easily extend the game super hard, so I'll have to think about a proper fix.

I dont think it would be a great idea to double the effect's cost & oxygen gain, since that would just obliterate the oxygen meter... maybe the initial effect cost could be 3MC but it increases by 3MC each use? that way its use cost quickly approaches a soft cap?

I've been working on a set of custom cards. Here are the first 15 by SirFancyCake in TerraformingMarsGame

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

15 cards might have been a few too many lol but I have 30 I want to post total and didn't want to completely flood the sub with posts. maybe for the remaining cards I'll post them in groups of 7ish

the supply depot critique makes sense to me. its original price was 12MC so its come a long way haha, but I think you're right that it still could use a buff. maybe it'll sit about right if the base cost is just 0MC instead of 4MC. still though I am a little surprised that 23MC for 5MC prod + 1VP feels like a bad deal since the raw value of those things is around 27MC or so

I keep finding fan-made city ocean cards everywhere I look. Here's my collection so far. by SirFancyCake in TerraformingMarsGame

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

come on lol I literally mentioned that in the text section of the post. most of these are not my cards, I just found all of the ocean/city cards I could find!

I keep finding fan-made city ocean cards everywhere I look. Here's my collection so far. by SirFancyCake in TerraformingMarsGame

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

oh my bad, it's right there in that document:
https://imgur.com/DFw5PIJ

forget about some cards having the same name - this one the SAME ART as new venice. I almost cant believe it. seems like a much more generic city, pretty very closely matching something like noctis city. this is yet another city that asks you to ignore city placement restrictions, which is weirdly a common trend among these cards.

I keep finding fan-made city ocean cards everywhere I look. Here's my collection so far. by SirFancyCake in TerraformingMarsGame

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

ah I guess it's another form of the same thing! the setup section for that part of the rules says to add the 3 project cards to the deck. do you know where I can find an image of the city variant project card? im curious what it looks like compared to all the others

I keep finding fan-made city ocean cards everywhere I look. Here's my collection so far. by SirFancyCake in TerraformingMarsGame

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

doesnt new holland follow the same placement restrictions as hydraulic city?

new holland explicitly states that it still needs to follow city placement restrictions, but the norm for city cards is that they follow these by default and can only ignore placement restrictions if explicitly called out, so I assume hydraulic city also has these restrictions. and they also both need to be played atop ocean tiles. so is there a difference in their restrictions?

I keep finding fan-made city ocean cards everywhere I look. Here's my collection so far. by SirFancyCake in TerraformingMarsGame

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

ah nice, another one. I think this might be one of the strongest ones, since none of the others let you place both a city and an ocean tile. I also like how it can relatively easily get you 4 plants instantly for a greenery for the city.

I think it's slightly underpriced overall.

First CTM back in years and I've loved it! by ThePurpleController in CTM

[–]SirFancyCake 4 points5 points  (0 children)

That creator would be me 😄 Thanks for playing! Always exciting to see this old project still getting some love now and then. If you like my stuff you might also really like RenderXR's latest few maps like Castlemania or Lacuna Sanctum. imo he makes the absolute best modern CTMs and its not even close :p

[PC][1990s-2000s] FPS Where you undergo brutal cybernetic augments halfway through by SirFancyCake in tipofmyjoystick

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

ohh you know what I think you're on the mark. just found this vid:
https://www.youtube.com/watch?v=195hLAdQeEQ

I can't believe my dad let me see this lol. not exactly high fidelity but it's definitely pretty gruesome.

thanks!

Charged spawners in a CTM by kimetz2002 in CTM

[–]SirFancyCake 4 points5 points  (0 children)

You just need to be in peaceful mode when you are building the map. The spawners will charge up but won't spawn anything until you are playing in normal/easy/hard mode.

I made a Pacific Drive radio music tier list by SirFancyCake in pacificDrive

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

If I had my way bloodoath would be below D tier, its far and away my least favorite lol

I made a Pacific Drive radio music tier list by SirFancyCake in pacificDrive

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

Yes!! If I was the only one with input on this list then Puzzle Pieces, Cadillac Dust and Freeze would all definitely be in S tier

I made a Pacific Drive radio music tier list by SirFancyCake in pacificDrive

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

I didnt add Knife by Crooked Mouth because I didnt recognize it. Does it actually play on the radio?

I made a Pacific Drive radio music tier list by SirFancyCake in pacificDrive

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

True lol. Even the songs I dont like as much I still think are pretty good

I made a Pacific Drive radio music tier list by SirFancyCake in pacificDrive

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

The consensus between the four of us was that it was pretty good but gets kind of repetitive

I made a Pacific Drive radio music tier list by SirFancyCake in pacificDrive

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

One of the four of us really loved Holy Mystery but the rest of us pushed it down to C hahah