Apart from Hailing Caesar, last night was all about the Race.
The six-point developments usually generate significant VPs. If you've got a reasonably amount of synergy (and aren't just dropping them randomly), eight points each seems about average.
I've been thinking about the "near sixes." These are the 4 and 5 cost developments (and planets) that generate significant and variable VPs. Needless to say, they all work via consumption. I suspect new players tend to ignore them.
I've mentioned Consumer Markets before, but it bears repeating ... this provides amazing cardflow even if you don't need the consume powers. But it also means that you can play cards like Artist Colony (or convert New Vinland to VPs). For 5 cost, you get at least 3 VPs. It should net you another 3 or more, not to mention 3-6 cards. In most of my losses yesterday, this card played a role.
Diversified Economy is similar (for a different strategy). It provides a massive amount of consumption in a single card, and provides income. This can easily be worth 5-8 VP (and 3-6 cards).
With the right setup, either of these can dominate any six cost development.
There are several expensive planets. Most of them just have a consumption power (in addition to production), and a handful of VPs. The Alien Robotic Factory is worth 5 VP for $6, and provides a good (that can be consumed -- or more likely traded for five cards). If you could play a Six Dev for 5 Points and the promise of 5 Cards in a few turns ... (and perhaps a few points of consumption later on), that's not so bad, is it?
Galactic Trendesetters is a planet that costs 5, worth 3VP and consumes a good for 2VP. If you use it once, then it's 5 VP (or 4 if you are upgrading from a single VP consume). But if you use it once with Consume x2, then it's up to 7 VP (5 if you are upgrading). That's comparable to an OK Six-Dev in VP. And if you get to use it multiple times ...
Terraformed World is a straight 5 VP for $5, but it has a consume power. If you don't need the power, then this is basically just a "monument" world. (Great VPs).
Compare that with Tourist World -- 2VP for $4, but the 'consume two goods for 3VP' power is a a definite upgrade. At the endgame, you'd rather have a monument, but if you consume x2 twice ...
One issue about the "Near Six" planets is that you can't discount them (when you call settle). While the rebate is similar, this does have breakpoint/handsize considerations.
Anyway, I'm seeing more wins that don't focus on the big developments -- another stage in the strategy evolution.
Further, I personally prefer the blue and brown near sixes (mining conglomerate and consumer markets) to their 6 development parents (mining league and Free trade association) when I am going the proactive consumer/produce route. Personal proclivity or is there method to my madness?
In answer to the above post, I feel that Mining League (with its 2goods>3vp engine) is more useful than Mining Conglomerate, but Consumer Markets is about even with Free Trade Association (it can generate more than 3 cards, but doesn't give the VP bonus for your worlds).
Consumer markets depends on drawing multiple blue production worlds, while using diversified economy generally involves getting a couple different production worlds plus a windfall world of a third color. (A blue and brown production world, plus a green or alien windfall world works well for example).
The most powerful thing about them is their card production I think. Generally the best way to use them is to get them down early, as soon as you start producing a couple things (2 blue for consumer, 2 types for diversified), and use them as a card generator while you do a produce/consume cycle). Early on you're trading anyway, and thus dont care about the consume powers as much. Then late game you make sure you can use the consume and 2xVPs. Diversified economy early on making 2 cards during a produce phase is very strong. You only HAVE to get three different types by the time youre all set up and want to 2xVPs.
I consider Mining Conglomerate in the same league as these cards. It gives income and consumes your goods, but its cheaper.
I like the big point scoring cards like Alien Windfall worlds (especially), and stuff like galactic trendsetters/tourist world/terraformed world. I find the alien windfall worlds especially good when you havent drawn anything good. Just throw your hand away for that Deserted Alien Library and trade the good next turn. You get a new hand and 5 points for your time. Terraformed world is less exciting, its basically an endgame play, or something to use to turn colony ship into points.
I like to pretend Galactic Trendsetters looks like this:
Consume: 2 goods for 1 each
Produce: 1 good. (And it happens to come with this imaginary good when you build it)
And tourist world:
Consume: 3 goods for 1 each
Produce: 1 good.
Because basically, they are like a free production+1pt consume, and then additional 1pt consume(s) for goods on your other worlds.