Terraforming Mars

Terraforming Mars

View Stats:
Zorop Oct 14, 2022 @ 6:11pm
Ecoline worst corpo?
There are no other corpo that start with that little money but there are that many cards that can destroy its income so much.
It is also 100% reliant on finding city cards. If you ask me, ecoline is THE worst corpo in the game.
< >
Showing 1-14 of 14 comments
JU5T Oct 15, 2022 @ 9:12am 
I used to have a spreadsheet with data from 100 table top games and Ecoline is one of the most attractive corps on paper.... that almost always loses. Saturn Systems/Helion being the best. But against each other Saturn Systems won more.

However, all corps are reliant on finding the right cards. So there's that.
Zorop Oct 15, 2022 @ 9:35am 
Originally posted by JU5T:
I used to have a spreadsheet with data from 100 table top games and Ecoline is one of the most attractive corps on paper.... that almost always loses. Saturn Systems/Helion being the best. But against each other Saturn Systems won more.

However, all corps are reliant on finding the right cards. So there's that.
My point about ecoline is that there are so many attractive early cards that destroy plants.
Last game i played, being the only one producing plants, i lost 18 plants without being able to put a forest down.
chaney Oct 15, 2022 @ 12:52pm 
That is a pretty unusually bad run. Ecoline does get a very large target painted on it for plant resource and production attacks, but smart opponents will distribute the pain to the stronger corps. If you can get Protected Habitats it helps.

You don't need to place Cities to score, although it does help. Note that Ecoline will suppress opponents' City placement quite a bit, so that pressure can be pretty important. It can also pressure them to draft Plant Production cards that they don't actually want to keep them from you (hate drafting) which can hobble them a lot as well.

Most of the Plant Resource destruction cards are not cheap, so players may not think the payoff to them justifies the cost as much as you fear it.

Every Corp is situation dependent. Cards you can get and opponent play can change their ranking completely.
4n4 Oct 16, 2022 @ 8:38pm 
In base game + prelude setup (any player count) Ecoline is one of the best corporations. The reason is that the winning meta is terraforming rush, and for that Ecoline gets a great start regarding plant production.

The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.

Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).

Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.

Also don't go engine building with Ecoline, that is a likely beginner mistake too.

So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.
Last edited by 4n4; Oct 16, 2022 @ 8:40pm
r-cane Oct 17, 2022 @ 7:39am 
Originally posted by 4n4:
In base game + prelude setup (any player count) Ecoline is one of the best corporations. The reason is that the winning meta is terraforming rush, and for that Ecoline gets a great start regarding plant production.

The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.

Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).

Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.

Also don't go engine building with Ecoline, that is a likely beginner mistake too.

So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.
Besides the fact that I hate Terraforming rush because I like my engine building games it can be quiet effective IF your not playing a 2 player game. I had a couple of those now where the opponent was trying it and it still takes about 11-13 turns to finish if the other player aint helping. And yes, even in a 2 player game it creates preasure, but since you have to get all out on it, if on turn 8 you realise it wont work out, your basicly done.
4n4 Oct 17, 2022 @ 10:30am 
Then you are doing something wrong because I am able to finish Ecoline 2p in 9-10gens (depending how much the other player helps) consistently enough. Remember that you are supposed to finish prelude solo in 12 generations and in solo, you start with 14tr and have to do all the terraforming. So no way 2p takes 11-13 if you are actually trying.
r-cane Oct 17, 2022 @ 11:39am 
Originally posted by 4n4:
Then you are doing something wrong because I am able to finish Ecoline 2p in 9-10gens (depending how much the other player helps) consistently enough. Remember that you are supposed to finish prelude solo in 12 generations and in solo, you start with 14tr and have to do all the terraforming. So no way 2p takes 11-13 if you are actually trying.
Well, most of my games I dont play prelude because I dont own it. But since I'm never the one playing Terraforming rush, the others are, that means that multiple players out there seem to try that in 2 player games and fail.
chaney Oct 17, 2022 @ 1:55pm 
The cards you get and the way the other players play has a huge effect on what is best for you to do.

That this changes every game, and even during a game, is what makes TM a great game. (By TM I mean the board game, not this digital disaster.)
Tomcat Oct 18, 2022 @ 2:55am 
You can make any corp work with the right cards. There are tier lists out there on the internet.

You really shouldnt play eco just because you feel like it. It depends on your starter cards and preludes.


I don't play city cards with Eco. I shoot for TR and just spam grass. Awards and Milestones should be greeneries, TR, and landlord.


Originally posted by 4n4:
In base game + prelude setup (any player count) Ecoline is one of the best corporations. The reason is that the winning meta is terraforming rush, and for that Ecoline gets a great start regarding plant production.

The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.

Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).

Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.

Also don't go engine building with Ecoline, that is a likely beginner mistake too.

So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.


All the asteroids are MAY or UP TO. So that means its optional. If you are hitting your own plants, you are handicapping yourself.
4n4 Oct 18, 2022 @ 3:33am 
Originally posted by Tomcat:
You can make any corp work with the right cards. There are tier lists out there on the internet.

You really shouldnt play eco just because you feel like it. It depends on your starter cards and preludes.


I don't play city cards with Eco. I shoot for TR and just spam grass. Awards and Milestones should be greeneries, TR, and landlord.


Originally posted by 4n4:
In base game + prelude setup (any player count) Ecoline is one of the best corporations. The reason is that the winning meta is terraforming rush, and for that Ecoline gets a great start regarding plant production.

The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.

Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).

Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.

Also don't go engine building with Ecoline, that is a likely beginner mistake too.

So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.


All the asteroids are MAY or UP TO. So that means its optional. If you are hitting your own plants, you are handicapping yourself.

Well I hope it is obvious that there is never a situation when you should hit your own plants lol
Zorop Oct 19, 2022 @ 3:09pm 
Originally posted by 4n4:
In base game + prelude setup (any player count) Ecoline is one of the best corporations. The reason is that the winning meta is terraforming rush, and for that Ecoline gets a great start regarding plant production.

The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.

Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).

Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.

Also don't go engine building with Ecoline, that is a likely beginner mistake too.

So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.
When you take meteor in the face turn after turn, you dont terraform mars and you have no money to build cards like other people do.
Zorop Oct 19, 2022 @ 3:10pm 
Originally posted by 4n4:
Then you are doing something wrong because I am able to finish Ecoline 2p in 9-10gens (depending how much the other player helps) consistently enough. Remember that you are supposed to finish prelude solo in 12 generations and in solo, you start with 14tr and have to do all the terraforming. So no way 2p takes 11-13 if you are actually trying.
In solo,nobody obliterate your stack of herbs.
4n4 Oct 19, 2022 @ 11:43pm 
Originally posted by Zorop:
Originally posted by 4n4:
In base game + prelude setup (any player count) Ecoline is one of the best corporations. The reason is that the winning meta is terraforming rush, and for that Ecoline gets a great start regarding plant production.

The biggest difficulty for Ecoline is to actually find the necessary heat to end the game as fast as possible. All the asteroids are a godsend from that point of view because even though you lose plants, the game is still going to end faster and that will be working to your favor as Ecoline. If it did not, then your opponent did the terraforming rush better and beat you in your own game. But you should not lose to an engine builder that way.

Your biggest mistake is likely the belief that Ecoline is reliant to city cards. It 100% is not and cities can be huge slowdown/distraction to the rush for a small point gains that goes into your opponents favor, because now the game lasts longer. Most of the time you should avoid building cities unless you can get maybe one with little effort (like excess steel or something but maybe you should not have invested to that steel in the first place).

Instead, you should just spam greeneries next to oceans and not to care if your opponent places a city next to your two greeneries. Leaving 3 spot greeneries open for opponent city is something to avoid, if possible.

Also don't go engine building with Ecoline, that is a likely beginner mistake too.

So the real strenght of Ecoline is actually the opposite you are thinking: through terraforming rush, it is less reliant on cards and specific key engine pieces. All you need is plant production and heat production (or other means to oxygen/heat) to win the game and Ecoline has a pretty good start for one of those.
When you take meteor in the face turn after turn, you dont terraform mars and you have no money to build cards like other people do.

My point still stands. Biggest obstacle to Ecoline is heat and with meteors your opponent is effectively helping you with heat. I would understand your point if the problem was that heat gets maxed and those meteors prevented you from finishing the oxygen earlier or at the same time with heat but if that would happen. then you are doing something wrong or are exceptionally unlucky, of course that can happen too. Maybe you should not pick Ecoline if you are not able to get effective 4+ plant production from the get go?

If you take meteor in the face turn after turn, you should have your own meteors/heat production too so that you are at least on an equal level with the heat track TR when it is finished and then win the game with oxygen TR and plant points.

The strength of that build (and Ecoline) is precisely is the fact that you are less reliant on playing the cards and the luck of the draw related to them. Your opponent can play considerably more cards and have better economy and still lose to you if you do your rush correctly. All you need is plant production and heat production and then you are good to go. Of course you must pick up all the good bonus stuff along the way but be careful not to overextend and overestimate the length of the game.
mustachewarfare Oct 23, 2022 @ 7:17pm 
Wait until they add terralabs
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Oct 14, 2022 @ 6:11pm
Posts: 14