RftG
Ok, I have a couple of comments following the game, which I'll try to keep brief. I was informed during this game that people actually read these things, so no pressure. (Or now I get to see what sorts of things I can get you all to believe.)
1. Card Flow. Is king, especially in the early stages. Aside from accruing powers which give bonus card draws, players can get cards by choosing Explore or Consume (Trade). Possibly Produce and then Consume (Trade). Trading was popular this game; it accounted for 21% of all Action card choices, while people chose Explore only 8% of the time. Mostly, I think that's sensible. When you choose Explore, everyone else gets to piggy-back off it, and you only get 2 cards out of it anyway (at most). Trading's often more lucrative, and other players don't get to trade when you do. (They'll get to Consume, but not trade.) However, exploring does have one advantage - you get cards in time to play them that round. When you trade, you'll have to wait until next round.
2. Let's build on that reasoning. When you select a particular phase, you get to use it, but so does everyone else. If they have better powers, or are in a better position (e.g. you choose Phase III and they have lots of cards, or Phase V and they have lots of production worlds), then they might get more out of your choice than you do. That means that sometimes your best choice, in an absolute sense, may not be your best choice relative to the other players. When choosing your Action card, it can be worthwhile to check your competitive advantage - what phase(s) you do better than everyone else - and consider whether that might be your best choice. (For instance, by game end that game, chrismg had a competitive advantage in Explore, Laga in Develop, Connie in settling military worlds and omnis in settling non-military worlds.)
3. That also means it can be helpful to build a competitive advantage. But powers in other phases will be useful too. They make it easier to piggy-back off other people's choices, which lets you take multiple actions during a round. It also helps limit other players' competitive advantage. (In this game, omnis had a power in every phase by his fourth card.)
So I'm sure that's useful. Powers in all phases are important, but perhaps some phases more than others?