Star Trek: Fleet Captains: Romulans and Dominion
Star Trek: Fleet Captains has expansions for the Romulan Empire and Dominion.

Even though it is a kind of mediocre game, my friends and I liked Star Trek: Fleet Captains enough that we were excited to try out the game's expansions. There's a nice, episodic feel to the game that does do a pretty good job of capturing some of the feel of the source material. Fleet Captains has two expansions, which each offer a new playable faction: the Romulan Empire and the Dominion. Both expansions revolve around the same two core mechanics (espionage and saboteurs), but each has its own unique methods and techniques for how they utilize those mechanics. Since both expansions have similar features, I'm going to review both expansions together.

The Romulan Empire connives its way to victory

The Romulans are my favorite race in Star Trek I like Romulan makeup. I like their uniforms. I like their ship designs (especially the warbirds). I like their cunning. And I like the depictions of the Romulans in every era of Star Trek, except for Star Trek: Nemesis and Star Trek: Enterprise, which both managed to ruin a good thing. So opening the Fleet Captains box to find no Romulan ships was - of course - disappointing, and the very first thought that popped into my mind (after "Ooh, plastic space ships!") was "I should check if there's a Romulan expansion to this game". Sadly, it was sold out on Amazon, and eBay sellers wanted upwards of $150 for copies. I didn't want a Romulan expansion that badly... But my girlfriend, being awesome as she is, eventually saw the expansion come back in stock on Amazon and immediately ordered a copy for me to surprise me. So as I was getting ready to organize some game sessions to play the Dominion expansion and resigning myself to the idea that I'd never play the Romulans, a shiny, shrink-wrapped copy of the expansion literally showed up at my door step. She's a keeper!

Star Trek: Fleet Captains: Romulan and Dominion expansion
I don't like the monochrome ships, but at least the Romulan ships are the same color as in the show.

The green plastic of the Romulan ship miniatures fits well with the color schemes of Romulan ships in the shows, and the miniatures don't look as dull as the unpainted miniatures in the base game. The only Romulan ships that wouldn't be green would be Original Series Birds of Prey (or borrowed Klingon battle cruisers), which aren't included in the expansion's ship roster anyway. Instead, they included three Birds of Prey from Enterprise. That's a shame to me, since I really like the Original Series Bird of Prey's design - not as much as I like the TNG Warbird design, but the TOS Bird of Prey is up there in my list of favorite ships. I really would have liked to have seen one of the Enterprise Birds of Prey replaced with a TOS Bird of Prey in the roster, and maybe even a borrowed Klingon Battle Cruiser, but no such luck. Ah well...

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Cities: Skylines: Green Cities - title

Didn't we just have another Cities Skylines expansion this spring or summer? Yep, we sure did. Mass Transit released only five months earlier (May 18th)! Heck, there was also another, tiny DLC pack released later in the summer as well. I didn't pick up the Concerts DLC. At $7 (more than half the price of a full DLC), I just didn't feel like it was a very good value if all it does is add the ability to make an outdoor concert venue. If the Concerts DLC had been a full-fledged expansion that focused on planning and managing city events, that might actually have been pretty cool. I actually would have been totally on board with a full expansion focused around building arenas, stadiums, convention centers, festival spaces, and so forth; then managing the traffic going into and out of them; and inviting concerts, sporting events, music festivals, trade shows, and maybe even political rallies or the Olympic games to your city. Unfortunately, the scope of Concerts is about the same as the Match Day DLC, which Colossal Order were kind enough to give away for free. Maybe I'll pick up Concerts if it goes on sale for $3 or $4.

Mass Transit, on the other hand, was a full expansion, and might very well have been the best expansion for Skylines to date. While the previous expansions were focused on adding additional flavor and customization to your city, Mass Transit actually took a stab at providing more utilitarian solutions to one of the most endemic problems that your burgeoning cities will inevitably face: traffic congestion. It was pretty successful at that mission.

Cities: Skylines: Green Cities - pollution
Green Cities aims to solve any pollution problems your larger cities may be suffering from.

Green Cities tries to follow suit. Except instead of helping to solve your traffic woes, it offers new tools for addressing the second most significant and intractable problem your cities will ever have: pollution.

I never really had a problem with pollution to begin with

I'll admit that I never really had much of a problem with pollution in my Cities: Skylines cities to begin with. Thus, I haven't really found Green Cities to be as useful as it seems to think it should be. I usually only had a few blocks of default industry in my cities. I usually focus on lumber and farming once they become unlocked, and then go strictly with offices once those are unlocked. And even then, I rarely play a single city long enough to get it up into the millions of population. Maybe at that point, pollution is a critical issue, but for me air pollution has rarely been a problem.

Smaller cities can see some benefit from the inclusion of things like the recycling center, which is available as early as the first milestone. It can apparently replace landfills in very small cities and seems to have less of a ground pollution footprint. I'm a bit annoyed that it doesn't seem to have any visual indicator of how full the building is. It would have been nice to have animations of the building filling up with junk and processing it, but whatever. The "Recycling" policy is still its own thing (and is unlocked a couple milestones later), and I'll admit I'm not sure how (or if) the recycling center building and the recycling policy interact with one another. I guess the recycling center actually acts as garbage storage and converts some trash into consumable goods, whereas the policy only reduces the amount of garbage that the city generates. There's also an "Plastic Recycling" policy that simply improves the efficiency of the recycling center.

Cities: Skylines: Green Cities - recycling center
Recycling centers are available very early as a substitute for landfills.

Water pollution, on the other hand, is always a pretty big deal. Maps that have flowing water such as rivers are usually not a problem, but anytime I have to dump sewage into a lake (or even the ocean), it quickly becomes a cesspool. Up until now, there was virtually nothing that you could do about that...

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Master of Orion (2016) - title

The 2016 reboot of Master of Orion kind of shoots itself in the foot a bit with its own subtitle: "Conquer the Stars". When I play 4x games, I like to feel like I'm really building an empire, managing an economy, and conducting diplomacy. All of those things are present in Master of Orion, but I've gotten a pretty distinct feeling that this is yet another strategy game that falls victim to military rushing being the optimal strategy by far. Master of Orion doesn't really want you to build a civilization and colonize the galaxy; it firmly wants you to do what its subtitle tells you: conquer the stars.

Master of Orion III was kind of shit (it was boring, ugly, and completely lacked personality and substance), but at least it made some effort to be new and interesting. Most noticeably, the galactic map was actually three-dimensional. Sure, this was a navigational and UI nightmare for the human player, but it required players to think differently about how they approached expansion and warfare. At a more fundamental level, MoO3 sought to be a game about macro-management, asking the player to manage a vast galactic empire rather than just a collection of a dozen or so planets. The meat of the game, thus, was intended to be in the mid-to-late stages, as developed empires engaged in epic battles for survival, rather than all the fun and challenge being front-loaded in the early rush to colonize all the nearby planets. It didn't work, but at least it was trying to genuinely innovate the 4x genre.

The new Master of Orion isn't anywhere near that ambitious, and seeks instead to simply bring the original Master of Orion concept (in its simplest form) into the age of high-resolution 3-d graphics. It's a scaled-down, bog-standard space-4x game that borrows heavily from Endless Space and Civilization V. But it is at least a competent one!

Conquer the Stars isn't as big, complex, or ambitious as Master of Orion 3, but at least it's competent.

The galaxy itself isn't very big this time around. Depending on the map's size, there's only a few dozen stars, and most of them only have two or three planets. Unstable star lanes and space monsters can lock you out of exploring certain systems until you research certain technologies or grow your military sufficiently large (respectively). Other than that, exploration is over fairly quickly (especially once you start performing map trades in diplomacy).

Planet-management is also fairly easy. You can assign population meeples between one of three different types of output: food, production, and research. Meeples of different jobs and races have different icons, and unhappy meeples on strike have icons that sit down holding a picket sign. It makes it very easy to see what your population's current status is at a glance. There's just not really much to do with them. You don't have to assign them to work specific buildings, and with only 3 outputs to manage, balancing or specializing isn't that difficult.

All the buildings in the game are also one-time builds that don't serve much function other than to provide flat points of one of the three outputs, or to modify the efficiency of meeples in a particular output category. Buildings that have unique functionality (such as the Spy Center, Gravity Generators, or Interplanetary Administration) are few and far between. The only other thing that you do with your planets is to occasionally terraform them in order to boost your max population and unlock additional slots along each of the output tracks.

Master of Orion - conquered planet
Each point of population is of a specific race, which affects the morale of conquered planets.

The tech tree also feels kind of bland and linear. I would much prefer a tech web along the lines of Civilization: Beyond Earth. Master of Orion kind of goes in this direction a bit by including some techs in which you have to chose which of two different items you want to take when you research certain techs. You can then trade for the other via diplomacy if you want to. It's kind of like the leaf nodes in Beyond Earth, but only some techs have them, and I rarely had to think too hard about which one I wanted...

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Cities: Skylines: Mass Transit - title

Cities: Skylines is easily my favorite city-builder of the past decade, but its expansions so far have been kind of lackluster. A big part of this is the fact that each expansion (so far) has had a pretty limited scope, meaning that I could really only recommend them if the expansion's particular theming was something that interested you.

While Mass Transit definitely has similarly tight theming, the effects of that theme are felt at a much broader level. Since Mass Transit seeks to specifically expand your transportation network (and fix some problems with creating transportation networks), and since every city of any size has a transportation network, this expansion has much more universal utility than any of the previous expansions.

Red light; green light

In fact, you'll likely start to see the impact of Mass Transit's new systems immediately upon loading up a city -- whether it's a new city or one of your established metropolises. If you're like me, then you'll immediately be thrilled to see that you can now name your streets. That's a cosmetic feature, but your budding young city will also soon encounter the new road and junction-management mechanics. You now have control over each and every intersection, and can assign STOP signs and traffic lights as you see fit.

Cities: Skylines - new features
As soon as I booted up the expansion, it informed me that it included a feature from my wishlist

Creating a main thoroughfare and want to make sure that traffic flows steadily through it? Assign it as a "priority road", which puts two-way stops on each road that intersects the thoroughfare, allowing traffic on the thoroughfare to move unobstructed.

Have a three-way (T) intersection? You can even assign only the "trunk" of the T to have a STOP sign, forcing traffic from that road to have to yield to traffic in the crossing road. Unfortunately, you can't add a median with a through lane.

Cities: Skylines - 3-way intersection
You can force traffic to yield to major streets.

Even the tiniest of cities can benefit tremendously from this simple enhancement, and large metropolises can definitely see an improvement in traffic throughput with efficient use of priority roads. However, priority roads are really the only useful functionality of this feature. Since the game doesn't model car accidents (not even at an abstract level), there's kind of no point in creating four-way stops (as opposed to simply leaving the intersection without any stop signs at all).

This feature also usually entail some frustrating micro-management, as having to manually assign traffic lights and STOP signs can be tedious if you get stuck having to do it for every new intersection. There's also consistent issues with named roads not maintaining their names when I extend them, which forces me to have to manually extend the label onto the new road segment.

The much bigger benefit, however, is that managing traffic is made simpler by the addition of some new route overlays. Not only can you see how congested an individual road is, but you can also see which direction is most congested and also where all the traffic is coming from. This is another item from my wishlist. You can use this feature to see the sources of traffic driving on the selected road, and you can also use it on individual businesses and homes to see where the people at the home or business are coming from and going to. You can even click on an individual citizen or vehicle and see the route that it's currently following.

[LEFT] Every intersection caused congestion prior to the expansion. Since Mass Transit,
you can use "priority roads" [MIDDLE] to speed up traffic in major thoroughfares [RIGHT].
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Star Wars: X-Wing - wave II expansions

I really enjoy the Star Wars: X-Wing miniatures game, and have been playing it on and off for a few years now. Unfortunately, the core set is very lacking in variety, and so the game really needs to be expanded in order to be fully enjoyed. There's a myriad of expansions available, and they can be pricey. A single fighter ship expansion retails for $15, large ship expansions retail for $30-50, and the huge (epic) ships can cost as much as $90 or $100! If you get into this game, be prepared to spend money.

I never got into much of the Star Wars extended universe, so my interest in expansion ships has been mostly limited to content from the classic trilogy. This allowed me to be at least somewhat frugal in my early expansion purchases, but I still tried to find as much variety as I could. At the time of this review, I own (and have played with) the following expansion: Millennium Falcon, Slave I, Lambda Shuttle, VT-49 Decimator, X-Wing, A-Wing, TIE Fighter, TIE Advance, TIE Interceptor.

I also recently purchased the Corellian Corvette expansion (the foot-long huge ship that stands on two bases), but I've yet to have a chance to play it. I'm also interested in trying out the Imperial Raider, which (as I understand) is a ship that was conceived for the X-Wing miniatures game and then also ported into Armada. I also haven't played the "Most Wanted" expansion, which adds a third faction and could hypothetically allow for three-player games. I don't think that there's an official ruleset for a three-player deathmatch though, so even with a third faction, you'd probably just be playing in teams.

Small ships (fighters)

There's really not much to be said about the small fighter expansions, as they play (mostly) the same as the X-Wings and TIE Fighters that come packaged with the core set. Each ship comes with its own special abilities that add some nuanced differences to how they play, but they still play similarly at fundamental levels.

Star Wars: X-Wing - multi-ship collisions
Be very aware of each ship's Pilot Skill, as the risk of collisions dramatically increases with more ships.

The biggest change (and most obvious ones) is that they allow for larger fleet sizes, which complicates the board and requires more careful management of your ships. With more ships in play, you have to be much more aware of what ships are where, what their respective pilot skills are (e.g. their turn order), and what kind of movements and abilities each possesses. Collisions become much more frequent and harder to avoid as more ships are added, and a careless player will probably also find themself running their own ships into each other -- especially if you're trying to fly tightly-packed formations. Of course, I've never run my own ships into each other ...

Perhaps the most obvious expansion is stand-alone X-Wings and TIE Fighters. These are a little bit more than a simple repackaging of the core game's components...

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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