Well, yes, I can mass-colonize to end the game ASAP (and that's what I'll be forced to do). But that just feels... cheap. I wasted so much time and effort on planning a production line and now after using it to full extent a mere one time it gets reduced to its mere VP value.
This game needs a sabotage option. It needs better balanced phases. It needs HIGHLY nerfed trading between players. It needs way more depth. It needs... okay, it may benefit from phase order manipulation (and, for example, preventing certain phases from happening to other players). Everyone being restricted to the same set of phases every turn really limits strategic depth. In RFTG it worked because different people depended on different phases for their strategy. Here, everyone depends on production. It needs many more strategies (and ways to gain VP) other than science and building/production one (and maybe the prison one). It needs many more buildings, and scrap and major rebalance of many existing ones. What advantage does terraformer have over two advanced factories, for example? It needs one less phase to build and requires two colonists, at the cost of taking up way more space and costing more resources. Nnnnope. Complexes need to be buffed. Warehouses are useless. Market is even worse. Trade needs to be completely overhauled. I see no way for contracts to ever be useful, TBH. The 1-wealth gaps between all buy/sell values are stupid and force people to trade in 0.5 IOUs. The gaps between tiers are bullshit. Rare Goods costs 2 more than Rare Raw, which costs 5? Nnnope. Changing trading environment only when one of the player trades is stupid. This removes all planning for emergencies and allows everyone to just stock up on whatever is expensive at the moment and sell at the next trade phase. Players who fell behing need a way to catch up. Otherwise they'll just lose interest in playing. Most of all, I really dislike the way you used phases. In RFTG (of which they are a quite obvious ripoff, what with being almost completely identical to theirs with an importation of colonization from Puerto Rico and deletion of Consume), they were used more or less equally. Here, survey is a dump stat, play bonuses are either throwaway or indispensable with nothing in between and so on. In short, IMO this game needs a major overhaul. The one thing I admit I rather liked, though, was food directly mapped to the number of productions a player can accomplish. Now if only staffed farms weren't free food, that would have been even better.
This is all subjective and you may feel free to disregard this post, but really. After Clanmen and your mafia games I felt extremely disappointed by shallowness, linearity and imbalance of this game.