
A couple years ago, I wrote about the show that I wish Star Trek: Enterrpise had been. Enterprise completely dropped the ball as a prequel and as a bridge between our time and the time of the original Star Trek, by screwing up at fundamental levels of its conception and design. But Enterprise wasn't the first Star Trek series to do this. Its immediate predecessor, Star Trek: Voyager had already started this trend, which has sadly carried onto into all incarnations of Star Trek since.
I rarely talk much about the reasons that I think Voyager is an inferior show to Next Generation and Deep Space Nine. The closest I've come so far was my rant about the Borg, a brief retrospective as part of the 50th anniversary, and a few off-hand jabs at Voyager in some of my other Star Trek posts. This past summer, Steve Shives published a video on Youtube called "What's My Problem with Voyager?" in which he vents some of the same complaints that I have. Steve has some pretty excellent content on his channel, and I highly recommend checking him out if you enjoy my Star Trek content. Anyway, his video inspired me to vent some of my own frustrations with Voyager that he either didn't cover, or for which I feel I have additional insight.
Steve Shives, creator of "Trek, Actually", posted his problem with Voyager on Youtube.
Just like Steve, I want to start by stressing that I don't hate Star Trek: Voyager. I don't think it's as good as its predecessors, but it's perfectly watchable.
When I first started drafting this, it was going to be a short list of complaints. However, as I re-watched the show, the post ballooned with examples. As such, I'm going to split this into several parts. This first part will probably be the longest (so bear with me please) and will focus on what I perceive as a failure of Star Trek: Voyager to adequately build upon the foundations of its premise. The next post will be about how I perceive Voyager as a lazy copycat of The Next Generation.
At a conceptual level, Voyager begins with two foundational pillars: the ship is stranded on the opposite end of the galaxy; and a quarter of the crew has been replaced by Maquis freedom fighters and terrorists instead of trained Starfleet personnel. The show almost completely whiffs on both of these concepts. I would say that there are also two other foundational pillars of the show, but each of these only lasts for half the series. In the first half of the series, a major source of conflict is the fact that Voyager possesses technology far superior to the races and civilizations that it encounters; thus, bringing the Prime Directive into sharp focus and testing the crew's resolve to obey the Directive in such desperate circumstances. In the second half of the series, we have the Borg (which I will be discussing again).
Voyager is isolated and alone, without the resources of the Federation or a starbase.
All four of these are very strong concepts and well worth exploring. Unfortunately, Voyager almost completely abandons its two initial foundations, and (again) completely whifs when it comes to the Borg (though, admittedly, a big part of that is Star Trek: First Contact's fault). The only concept that Voyager really sticks the landing on is the idea of technological disparity between Voyager and its foes in the first couple seasons. [More]
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Tags:Star Trek, Star Trek: Voyager, Star Trek: Enterprise, U.S.S. Voyager, Delta Quadrant, Starfleet, Maquis, Kazon, Hirogen, Borg, Kathryn Janeway, Seven of Nine, Jeri Ryan, The Doctor, Kes, Chakotay, Tuvok, Neelix, Tom Paris, B'Elanna Torres, Harry Kim, Joe Carey, Lyndsay Ballard, Ensign Jetal, Borg Queen, Gilligan's Island, Prime Directive, Steve Shives

One of the weaknesses of Star Trek: Ascendancy (in my opinion) is the simplicity and irrelevance of the game's "minor races". They just sit there waiting to be invaded or hegemonized. They don't even have ships in orbit to defend themselves from attack (or provide the Klingons with an opportunity for some easy culture). I had hoped that there'd be an expansion pack that would give at least the warp-capable civilizations a little bit of agency. Sadly, that hasn't happened yet, but Gale Force 9 has released an expansion that does add an NPC faction: the Borg.
How do Borg allocate damage between multiple fleets?
The Borg are not a player faction (like the excellent Cardassians or Ferengi expansions). The Borg are a non-player "A.I." entity that use a deck of cards to define their behavior. They act in opposition to every player in the game, and are intended to add some extra player-versus-board challenge. The Borg expansion also adds rules for solo and 2-player games, though I'm not terribly happy with how either of those variants plays.
The big problem is that the rules for the Borg cause a lot of confusion. The non-player element of the Borg creates a lot of strange edge cases that the rulesmakers just didn't seem to think through very thoroughly. Some rules leave the Borg's actions somewhat ambiguous, and there are no rules for determining how to resolve such situations. For example, if a Bog cube is battling multiple fleets belonging to the same player, how does it determine which fleet takes damage? We generally house-rule that the Borg attack the largest fleet first, and that the player who activated the cube decides any ties.
The enemy of all my enemies
The bigger problem, however, is that the Borg movement rules lead to considerable balance issues once the Borg are connected to one player, because that poor player now faces the brunt of the entire Borg Collective. Once the Borg have a path to any one player's systems or homeworld, the Borg will exclusively funnel all of their ships down that one path, since it's the only "connected" route available. The only way this will change is for the targeted player to go out of his or her way to try to create another, shorter path to one of the other players (essentially painting a huge target on that player's head). Or I guess one of the other players could accidentally create a shorter path while they're exploring, if they're dumb or not paying particularly close attention. In any case, the problem is that once the Borg become connected to any one player, the Borg stop exploring and looking for the other players, which randomly puts the single player in a disadvantaged defensive position while the other two players are free to build up without much threat of being targeted by the Borg.
Having the Borg in play gives further reason for players to cooperate.
The game tries to offset this by making it so that the Borg become more powerful if they assimilate any worlds (including warp-capable civilizations), or if they assimilate any one player. If your homeworld is assimilated by the Borg, you even get to take over as a Borg player, taking a whole extra Borg turn in which you get to influence how they behave. This is a fun and thematic way of allowing an eliminated player to continue to participate in the game and seek some degree of "revenge" against the other player.
The idea here is that the players shouldn't let the Borg concentrate on wiping out a single player, and we should all partially co-operate in order to keep the Borg in check. There is no actual co-operative victory, so you're only co-operating with each other to the ends of stalling the Borg long enough for you to achieve a victory, at the expense of the other players. There is no "defeating" the Borg.
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It took forever for me to get a chance to play Star Trek: Ascendancy, thanks in large part to its hard three-player limit. I had a feeling that I would really enjoy the game when I first opened it up and skimmed through the rules. A good Star Trek-themed 4-x game is something that I've been craving since Birth of the Federation on Windows 98. Sure enough, after playing Ascendancy, it immediately became my favorite Star Trek board game on the market. The friends that I've played it with have also all loved it so far.
The base game included an insert advertising the first two expansions: the Cardassians and Ferengi. After the first play-session, I put the two expansions on my wishlist. Each expansion adds an additional faction and support for an additional player (for up to five, if you have the friends and the time). The Borg expansion came out around the same time, and I picked that one up too, as I was curious to see how the NPC Borg faction would play out. We decided to stick with the more basic expansions first though, as the Borg added extra complexity (and difficulty) that we weren't sure we were ready for. So I'll be reviewing the Borg seperately.
Star Trek: Ascendancy came packaged with an insert for the Cardassian and Ferengi expansions.
I had hoped to get a review of the Ferengi, Cardassians, and Borg out last year. And I don't mean like "in December" last year; I mean I had hoped to have this review out last February! Unfortunately, the difficulty inherent in getting four or five people together to play a six-hour board game, combined with packing up the house and moving last summer, meant that I got a couple early games in with the Cardassians, but never got a chance to play as the Ferengi until this winter. I didn't want to write a review of one faction without playing the other, since they are kind of inversions of each other in many ways.
The core game comes packaged with turn order cards for up to ten players, so I initially guessed that meant that Gale Force 9 was anticipating at least seven expansions. The Vulcans and Andorians will be released imminently, and the Borg rules actually allow the Borg to use up two turn order cards, which means there's only one space left to fill! Judging by the cards present in the base game, it looks like the Tholians are set to be the last expansion. If that's the case, this would leave some significant players on the Star Trek galactic stage out in the cold. The Dominion would be the single, most conspicuous absence from the game's roster. I also had hoped to see the Gorn as a faction, and at least one Delta Quadrant faction (such as the Kazon or Hirogen).
Well, I can take a guess what the next (hopefully not last) planned expansions is...
Though, I guess there's nothing stopping Gale Force 9 from releasing more expansion factions than there are turn order cards. I mean, I doubt anybody's going to be playing this game with nine or ten players anyway. Good luck finding a table big enough to even play such a game to begin with! GF9 could also just package an eleventh or twelfth turn order card in any future expansions if they feel it's necessary. So there's no reason why they would be unable to release the Dominion, Gorn, or other factions.
In any case, the first three expansions complete the Birth of the Federation roster of playable Federation, Klingons, Romulans, Ferengi, and Cardassians, as well as an NPC Borg faction.
There's not much in the way of new rules for either of the new factions. Both come with 10 new system discs (including the faction's respective homeworld), all the faction's ships and control nodes, advancement decks, some extra resource nodes and tokens, and ten new exploration cards. Everything slots pretty seamlessly into the core game. The only new mechanics are associated with some of the new exploration cards in the Ferengi expansion, but the card texts are pretty self-explanatory. There's a tiny rules insert anyway, in case you need more clarification.
I was expecting a Dominion expansion, and had hoped for the Gorn and at least one Delta Quadrant faction.
The seamless integration and lack of new rules does not, however, mean that the new factions feel dull or uninteresting. In fact, both the Cardassians and Ferengi have a very distinct (and very fresh) feel of play. Both have very potent unique boons and banes that separate them tremendously from the three factions included in the core set. In general, they both are dependent on using their ships and fleets to fuel their respective economies, which gives their ships uses beyond just exploration, research, and military action. You have to be very deliberate with your ships and fleets, since proper use is essential to keeping your economy running. As such, I don't recommend that a novice player jump into playing as either the Cardassians or Ferengi. You could probably muddle your way along, but it's better to have a firm grasp of the game mechanics (playing as the Klingons or Romulans) before you try your hand at the expansions.
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Tags:Star Trek, Star Trek: Ascendancy, Gale Force Nine, board game, expansion, Cardassian, Ferengi, labor camp, production, occupation, invasion, trade, culture
Oh boy, there's been a lot of Star Trek news and rumors over the past half year or so. They've been coming in so rapid-fire that it's been hard to take any of them seriously. But now we actually do have confirmation from CBS that new Star Trek projects (aside from Discovery) are in the works.
While it might sound nice to have new Star Trek in the works, the news isn't necessarily good. If you're like me, and did not like the direction of Star Trek: Discovery, then the news of new Trek projects from CBS is probably not very promising. In fact, it may all sound like a train wreck waiting to happen.
Discovery still can't get its shit together!
Let's start with the show that already exists: Star Trek: Discovery. The production of season two has so far been just as rough as the production of season one. CBS fired the showrunners mid-way through filming the second season. The studio claims that the showrunners were causing the show to go overbudget, and that they were mistreating staff. However, it's also the case that there were extensive reshoots (which apparently involves giving the Klingons their hair back), which may imply that the studio was meddling in the production, and that there were creative differences between the showrunners and the studio execs. Sounds a lot like season one all over again.
Discovery is going through a major pivot, and it's production is not going well.
The series is apparently trying to course-correct and is pivoting hard by bringing in the original Enterprise as a last-ditch effort to try to win back the support of long-time fans. But, as a long-time fan, I don't want to see the Enterprise again. I especially don't want to see any extensive, canon-breaking retcons to the characters or history. However, it looks like that's what we're going to get.
I'd rather see Star Trek go to new places and try new things, as long as they are consistent with the established canon, and are consistent with the cerebral, hard science fiction theme of the series. Basing the entire series on magic trans-dimensional fungus that allows instantaneous teleportation to anywhere in any universe is consistent with neither.
I want to see Discovery explore new ideas; not retcon Original Series characters and history.
It isn't just Star Trek that's in trouble, the CBS corporation has also gone through its share of troubles this year. Its chairman and CEO, Les Moonves, was forced to resign after accusations of sexual improprieties. Moonves was one of the core champions of Star Trek: Discovery, who saw the series as the flagship program for CBS' All-Access streaming service. Moonves also notoriously doesn't like or understand science fiction -- let alone Star Trek -- and it was creative disputes between Moonves and original showrunner Bryan Fuller that resulted in Fuller being fired, and in the direction of Discovery pivoting to what it was.
With Moonves out, Discovery might not have the protection of the CEO of the company anymore, which might result in budget cuts and other limitations in the show's production that will almost certainly reduce the quality of the product. The high production qualities were pretty much the only thing that Discovery had going for it (as far as I was concerned). Things are not looking pretty for the future of Star Trek: Discovery.
Patrick Stewart is back as Jean-Luc Picard
The big news, however, is the announcement of two new Star Trek series. The first and foremost is a new series featuring Patrick Stewart in the role of Jean-Luc Picard.
Had the writers even started planning Picard's
show prior to announcing it?
It's unclear, however, what this show will be about. In fact, it looks like the writers didn't even start thinking about that until after the series was announced. That isn't promising. It means we have a studio grasping at straws, without a clear vision for what they want to create.
Apparently, Stewart (or Alex Kurtzman) suggested that Picard may not necessarily be the captain of a starship in this new series. This lead to an early rumor that Picard may instead be an instructor at Starfleet Academy. I can't find any links to this rumor, so maybe it was my own idea that I'm mistaking for a rumor...? In any case, I would much rather see Picard be more of a cameo character in a show that isn't squarely about him. Making him a professor at the Academy, teaching cadets who are the main characters actually sounds like a half-way decent idea with a lot of promise. Rumors of CBS being pitched ideas for a Starfleet Academy series have been circulating for a couple years now, so maybe this gives them an opportunity to finally pursue that idea.
Another interesting idea that I had would be to make Picard to have retired from Starfleet and taken up a new career as an archaeologist. The character had a profound interest in archaeology throughout the series, and even gave lectures about the subject in at least one or two instances.
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Tags:Star Trek, CBS, Paramount, Alex Kurtzman, Kevin Fiege, Nicholas Meyer, Star Trek: Discovery, Star Trek: Lower Decks, Patrick Steward, Jean-Luc Picard, Khan Noonien Singh, Starfleet Academy, Mike McMahan, Quentin Tarantino, animated series, cinematic universe, the Orville, Rick and Morty, all access, streaming television

Here's something that I've never done before: a review of a game mod! I don't play mods very often. When I play games, I usually want to play the game that the creators created in order to get a feel for what their intent might have been. For some of the more sandboxy PC games that I play (like Cities: Skylines or the like), I might try some small mods.
There has yet to be an official game quite like Microprose's 1999 release, Birth of the Federation.
For this one instance, however, I'm making an exception because this particular mod fills a very specific niche desire for me that has gone unfulfilled for around 15 or 20 years. The "New Horizons" mod for Stellaris is finally allowing me to play a full 4-x strategy game set in the Star Trek universe. I haven't been able to do that since Star Trek: Birth of the Federation, developed by Microprose for Windows 98!
The creators seem to have been inspired by BotF.
Yes, there have been other Star Trek mods for other games in the past, and there's even some community projects to create spiritual successors to Birth of the Federation (such as Star Trek: Supremacy). The problem is that I've yet to ever see one of these get finished. "New Horizons" for Stellaris is still a work-in-progress, but it is mostly functionally complete and fairly robust. Since Birth of the Federation holds such a special place in my heart, I'm going to take a stab at reviewing "New Horizons" and see how it compares to my personal favorite [official] Star Trek game of all time.
Built on the back of Stellaris
"New Horizons" is, of course, a mod for the PC game Stellaris (developed and published by Paradox). Because of this, it takes advantage of most of Stellaris' strengths, but it is also hamstrung by many of Stellaris' faults.
"New Horizons" makes excellent use of the massive size and scale of Stellaris' maps by featuring a detailed recreation of the canon Star Trek galaxy, and including a surprisingly exhaustive roster of Star Trek races and factions -- all of whom are playable. Yes, of course, the big players like the Federation, the Romulans, Klingons, Cardassians, Ferengi, Dominion, and Borg are all here. As are all the expected ancillary empires like the Gorn, Tholians, Orions, and so forth.
The playable roster is surprisingly vast and exhaustive.
It doesn't end there, though. This mod also features a crap-ton of "aliens of the week" as fully-featured, playable empires. They aren't "minor races" like what we had in Birth of the Federation or the city states of Civilization V or VI. They don't just have one planet and a handful of ships just waiting for a "major faction" to conquer or absorb them. The obvious choices like the Vulcans, Andorians, Bajorans, are all there. The game also features empires like the Sheliak, Anticans, Selay, Caitian, Cheron, Dosi, Hirogen, Kazon, Krenim, Kelpian, and more! If you have a favorite space-facing civilization from any episode of Star Trek (including Gamma Quadrant aliens from DS9 and Delta Quadrant aliens from Voyager), there is a very good chance that it's a playable faction in "New Horizons"... [More]
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Tags:Stellaris, Star Trek, New Horizons, Stellaris: New Horizons, mod, PC, Steam, 4x, strategy, user interface, space, exploration, war, starship, starbase, warp drive, glitch, casus belli, Star Trek: Birth of the Federation, Star Trek: the Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, Star Trek: Enterprise, Star Trek: Discovery, Star Trek: Beyond, Star Trek II: the Wrath of Khan, Star Trek VI: the Undiscovered Country, Federation, Klingon, Romulan, Cardassian, Ferengi, Dominion, Borg, Gorn, Tholian, Orion Syndicate, Vulcan, Andorian, Tellarite, Kazon, Hirogen, Alpha Quadrant, Beta Quadrant, Gamma Quadrant, Delta Quadrant
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