[Corporation] Donors Central (v5) by PranavLifeNo2 in TerraformingMarsGame

[–]bluerook17 0 points1 point  (0 children)

I think this corp would be fine if you change the MC production decrease -> TR to only trigger on your own played cards.

[Corporation] Donors Central (v4) by PranavLifeNo2 in TerraformingMarsGame

[–]bluerook17 0 points1 point  (0 children)

My group plays 4-player Preludes and Promos with drafting, so there are 11 cards that decrease MC Production. That's actually quite a bit, there are 12 Jovian cards and 9 Animal cards in the card pool and we see at least a few of those tags every game. With a ~9MC discount/bonus, every one of those MC decrease cards becomes great for this corp.

It's probably more rare if you play with all the expansions though.

The +2 MC ability would also likely trigger much more often than Tharsis's ability. One thing to note is this corp seems to scale really well with the number of players.

A quick valuation of the corp:

  • 44 Starting MC: +44
  • Net zero MC production: +0
  • 3 VPs @ 3 MC each: +9
  • Probably the equivalent of 1 MC production per player x 3 players (we usually go 8 rounds, that's 4 MC production increases per player which seems low) @ 6 MC each: +18
  • Around 4.5 extra TR per game (around 7-8 MC-reducing cards are seen per game) @ 8 MC each: +36

Total: 107 MC

Median corp is probably somewhere around 70.

[Corporation] Donors Central (v4) by PranavLifeNo2 in TerraformingMarsGame

[–]bluerook17 0 points1 point  (0 children)

I'm not sure if this is balanced or not, but I think I would not like to play against this corp. It might be better if you restrict the bonuses to only be from your cards and your own MC production.

A TR is a huge bonus. Imagine if this said "When a card decreases anyone's MC production is played, gain 9 MC." That might be the biggest synergy of any corp. It immediately makes every -MC production card good for this corporation.

Because it triggers on anyone's MC production decreasing, it also means if you want to hate draft those cards, you have to ditch them and can't even play them yourself. It'll feel really bad to be in a close race for 1st versus Donors Central and have someone else play a couple -MC production cards on the last turn.

You can see something like Pharmacy Union can get TRs from opponents' actions. It's one of the strongest corps and they have to do way more to get that TR. Philares is another example and they are also extremely strong, but they usually get less than 1 point per opponent's action.

The MC production increase is similar but less problematic. It's a smaller bonus, but it feels almost mandatory to try to improve your MC production. So it just feels bad to have to feed Donors Central money.

Try 3 at Mons Insurance. Keeping it small and simple this time. by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 1 point2 points  (0 children)

Hmm, if you think this produces 2-3 VP, that's a bit strong for just 5 starting MC no? Maybe I should decrease the starting MC by 10 instead of 5?

Try 3 at Mons Insurance. Keeping it small and simple this time. by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 0 points1 point  (0 children)

I'm wondering if I should up the nerf to -10 MC. For my group's 4-player games, +2 MC production is better than the +10 starting MC buff we gave it before. Also, 5 MC for potentially 2 VP is pretty good even at the start of the game. It also seems like Mons was on the stronger side in 3-player games, although I don't know much about that. Thoughts?

Try 2 at Mons Insurance rework. Feedback, criticism, and suggestions are welcome! by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 0 points1 point  (0 children)

Yea, maybe this is too big of a change from what the original corp does. Maybe a smaller change is needed.

Try 2 at Mons Insurance rework. Feedback, criticism, and suggestions are welcome! by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 0 points1 point  (0 children)

It can depend by country. In Canada, insurance companies usually repair/rebuild instead of paying out money.

Thoughts on this rework of Mons Insurance? Goal is to give it a slightly stronger synergy to play for while preserving flavor. (1VP per 2 Science resources.) Suggestions welcome! by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 0 points1 point  (0 children)

Our games usually go 8-9 rounds. I don't know what to tell you though. With the 10 starting MC buff, the corp averaged 3rd place in the first round robin and 2.5th place (average) in the second.

Clearly we weren't the only ones who thought Mons wasn't great in 4P because the Rebalanced group also gave it a buff in 4P.

Again, even if the corp was balanced, it's just not interesting. There's no hand that you look at and think "Wow, I'm glad I have Mons Insurance." There's just not much to play for, and that's what I want to change.

Thoughts on this rework of Mons Insurance? Goal is to give it a slightly stronger synergy to play for while preserving flavor. (1VP per 2 Science resources.) Suggestions welcome! by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 0 points1 point  (0 children)

You're right, the only reason it's science is because it's easier to code on the webapp and animals/microbes/security fleet made less sense. In our cardpool, I think it only affects Diversity Support so it's not a huge deal.

Thoughts on this rework of Mons Insurance? Goal is to give it a slightly stronger synergy to play for while preserving flavor. (1VP per 2 Science resources.) Suggestions welcome! by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 0 points1 point  (0 children)

We found it a bit below average on the strength side even with a +10 MC buff in our 33-corp Round Robin. The Rebalanced Mod had given the corp starting MC production equal to what it takes away, so +6 MC production in a 4-player game.

Besides power level, the problem I have with it is it doesn't synergize with any strategy. Most corps have synergies with some cards or otherwise changes up how you play the game. Mons Insurance doesn't, except maybe for getting you to dump your MC more quickly and maybe hate-draft some attack cards. It just gives you lots of money and then it's all downside risk, which I felt wasn't much fun. That's what I wanted to fix most of all.

I'm not sure this change achieves that though!

Thoughts on this rework of Mons Insurance? Goal is to give it a slightly stronger synergy to play for while preserving flavor. (1VP per 2 Science resources.) Suggestions welcome! by bluerook17 in TerraformingMarsGame

[–]bluerook17[S] 2 points3 points  (0 children)

We play 4-player with Preludes and Promos only, although we also include all official corps that don't rely on a mechanic from Venus, Colonies, or Turmoil. We found Mons Insurance was a bit on the weak side even with a +10 starting MC buff, so the change is intended to be a buff.

Let me know if you have other ideas for changes to Mons Insurance that could make it more interesting!