
When I went back to re-download and play Surviving The Aftermath, I also noticed that Surviving Mars was in my library. I guess I must've bought it a while back on sale and forgotten about it. Due to the similarities of the name, I mistakenly thought that these 2 games were developed by the same studio, so I downloaded both. I had also seen some headlines and social media posts about controversy regarding a "Re-Launched" version of Surviving Mars. I wasn't quite sure what was going on there, but I decided to give the original game a test run and see if the Re-Launched version would be something I might like to try. If Re-Launched fixed some of the complaints that I had with the original game, than maybe I would upgrade to that. Or at least, that's what naive me thought.
After playing for a day or 2, I was liking Surviving Mars, so I went to the Steam page to see how cheap the upgrade to Re-Launched is. That is when I realized what all the controversy is about.
Paradox, in it's infinitely consumer-unfriendly wisdom, decided to make Surviving Mars: Re-Launched into a completely new game; it is not an upgrade or update to the original game! Paradox is selling Re-Launched at full price, even if you already have the original game. Worse yet, Re-Launched is basically a "complete edition" of the game, with all the DLC expansions packaged in, and with a slight graphics update. The original game looks fine as is, so I don't think a graphics update was necessary. But they also de-listed the original game, and all of its DLC expansions, so that if you own the original game, you cannot buy any of the expansions!
Re-Launched is not an update to Surviving Mars; it is a separate, full-priced release on Steam.
This is a kick in the gut to anybody who bought the original version of the game. Especially if you never got around to buying the DLC, and are now completely locked out of being able to do so.
I'm sorry, but this is basically strike 3 for Paradox. I gave them plenty of chances to right their ship, but they have now completely capsized and have lost all of my good will. They bungled the premature release of Star Trek: Infinite and killed that game basically out of the gate. They then went on to do the same thing to Cities Skylines II, and then fired Colossal Order from its own series. And now there's these shenanigans with Surviving Mars. This is all on top of all the older controversy involving Paradox's greedy piecemeal DLC pricing, releasing updates to games that make old saves incompatible, and releasing games that felt generally incomplete.
I have had it with Paradox! I don't think I can buy another game from Paradox, and I am actually starting to feel guilty for playing the Paradox games that I already own. It's a shame too, because Paradox, as a publisher, sells games that are right up my alley. They specialize in strategy, management, and simulation games -- often with historic or sci-fi themes. Now I feel like I can't play any of these games, or else I'm giving money and support to a company that might very well be the sleaziest, greediest, and overall worst game publisher on the market right now. Possibly as bad or worse than the likes of Ubisoft, Activision, EA, and 2K.
I don't know, maybe Ubisoft, Activision, EA, and 2K are still far worse. I haven't been keeping up as much with news on those companies since I haven't been on social media as much, and since I actively avoid their games (other than buying used copies of EA's football games). On top of all that, Stephanie Sterling hasn't been making new Jimquisition episodes (now rebranded as "High-Steph") to tell me all about the evils of these companies and their executives. Well, except for a recent episode that reminded everyone of former Activision CEO Bobby Kotick's close association with convicted pedophile Jeffery Epstein...
[More]
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Tags:Surviving Mars, Paradox Interactive, Haemimont Games, Steam, PC, colony, city management, city simulation, strategy, science fiction, Mars, space, exploration, Surviving Mars: Re-Launched, expansion, corporate culture, DLC, SpaceX, Elon Musk

I already reviewed the other expansions released between 2019 and 2023 (the Andorians, Vulcans, and Breen), but I wanted to save the Dominion for a separate post because the Dominion come with a whole host of additional features beyond just the new faction. Technically, the expansion is called "The Dominion War". In addition to adding the Dominion faction, this expansion adds rules for new Gamma Quadrant system discs, a wormhole system that connects the Gamma Quadrant to the rest of the map, and a team-based variant game mode with different setup and several new rules.
The Dominion faction can be played with or without the Gamma Quadrant rules in play. But for the most part, I'm going to assume that if you're playing with the Dominion, you're probably playing with the wormhole and Gamma Quadrant as well. Maybe that's a safe assumption; maybe it's not. It's how we've always played the Dominion.
The Dominion War expansion replaces the Bajor system disc that was included with the Cardassian expansion. The new Bajor is a larger piece that combines the Bajoran system, wormhole, and Idran system into a single cardboard "disc" which is placed at the center of the board during setup. This system is fixed and cannot move, and every player knows exactly where it is located. Further, Bajor is a level 3 wap-capable civilization with its own starbase, which makes Bajor very difficult to conquer or hegemonize until the late game.
The combined Bajor / wormhole / Idran system is always located in the center of the board.
Combining Bajor, the Wormhole, and Idran into a single system severely limits the possible configurations of the board when using the Gamma Quadrant. Thus, Bajor has to be at one edge of the Alpha/Beta quadrant portion of the galaxy. Bajor cannot be centralized (like say, being in between the Federation, Cardassian, and Ferengi territories).
I think I would have preferred if the Wormhole tokens were separate pieces that could be attached to any system similar to Starbases, or if they are special effects written on otherwise normal system discs, and that they simply treat the two systems as if they are adjacent. If I recall correctly, this is basically how the Borg Transwarp Conduits work. This would allow the Gamma Quadrant systems to be more of a separate play-space altogether, and the Alpha/Beta quadrant could still organically grow around wherever the wormhole happens to be. This not only more closely resembles the geography of the canon Star Trek galaxy, but it allows for a much wider variety of board configurations and greater replayability.
The Dominion coming through the wormhole
The Dominion is similar to the Vulcans and the Breen, in that all 3 feel kind of like they are simultaneously the hardest factions to play, and also the easiest. Much like with the Breen, the Dominion (if using the wormhole) has tremendous potential to be a turtle faction. The wormhole serves as a bottleneck, and it is very command-expensive to traverse that bottleneck. Ships and fleets must stop at Bajor or Idran, and then spend an additional command to cross from Bajor to Idran (or vice versa). Idran is also a level 5 hazard, which means any ships crossing the wormhole must also survive a die roll. This makes sneak attacks against the Dominion very difficult to pull off, since it may take an entire turn for a player to move fleets through the wormhole, only to not have enough commands left to actually attack any of the Dominion's holdings. Further, if any player takes control of Bajor, then that player serves as the gatekeeper to the Gamma Quadrant, and can potentially block other players from entering the wormhole to threaten the Dominion.
Crossing the wormhole can be very costly.
If the Dominion can build 3 or more culture nodes in the Gamma systems and fortify the exit of the wormhole, they can easily go into turtle mode and secure a relatively un-contested victory. And if the Alpha Quadrant powers fight amongst themselves over control of Bajor, with the Changeling Infiltrators interfering with everyone's movements and making their play less efficient, it's easy for the Dominion to sit back, cleanup whatever is left of the Alpha fleets, and coast to victory This might be why the Dominion does not have any abilities that grant opportunities for free culture (like every other faction has).
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1ea476be-0536-42c0-bdfb-ca958f6d4166|2|4.5
Tags:Star Trek, Star Trek: Ascendancy, Gale Force Nine, board game, expansion, Dominion, Gamma Quadrant, Founder, Changeling, infiltrator, wormhole, Bajor, Idran, team, war

Star Trek: Ascendancy must be a more popular game than I thought. Usually I think of Star Trek games as being pretty niche and unlikely to find widespread success. But Ascendancy must be doing well because 8 years later, Gale Force 9 is still pumping out expansion packs and new accessories. Ascendancy deserves it. It's a fantastic game! In fact, it might very well be my favorite tabletop game at the moment.
The Vulcan and Andorian expansions were both released a few years ago, in 2019. But I couldn't review them near their release because I hadn't had an opportunity to play either of them until this past year or so. That's partly due to the fact that Gale Force 9's distribution isn't the best. The expansions were delayed several times, and my pre-orders were also late arriving. By the time I finally had them both, schedules just weren't favorable for playing. I had an opportunity to play with either faction within a few months of purchasing them, but we ended up sticking with the Ferengi and Cardassians.
We expected to play again soon and break in the Andorian and Vulcan sets, but then COVID happened. Ascendancy wasn't the only victim, as several other games (including Bloodborne, Tapestry, and U-Boot) have also sat un-opened or un-played since the summer of 2019.
Several games (or expansions) have sat un-opened or un-played since 2019 and 2021 thanks to COVID.
Now, GF9 has released another pair of expansions in 2022, with the Dominion War and Breen. This time, I didn't want to wait and risk letting them sit un-played for another 2 or 3 years, so we made sure to find time to play. Though reviews were still very late because I had 4 expansions to play and review instead of just 2. Which means it took quite a few play sessions to play everything and get a decent feel for it all.
It certainly helped that I introduced the game to some new players in the year or 2 following COVID, and they all loved it. I've now played with all the new factions and have impressions on all of them. I'll discuss the Dominion in a separate post, since the Dominion is a lot more complicated than simply being a new faction. It includes new rules for the Bajoran wormhole, Gamma Quadrant systems, and also includes a team variant game mode based on the Dominion War of Deep Space Nine. So for now, I'm going to cover the Andorians, Vulcans, and Breen.
Pre-Federation factions
The pair of 2019 expansions were both themed around Star Trek: Enterprise, offering versions of Federation-member cultures that represent their pre-Federation empires. I have to say, I was very surprised to see these factions be announced. Partly because they are both members of the Federation, and so don't seem like "big enough" galactic powers to warrant their own factions. To me, it seemed comparable to seeing the Virginia Commonwealth or Republic of Texas show up as a playable civilization in Sid Meier's Civilization.
But it was also a confounding release because I was expecting to see the Tholian faction that was promised by the base game's "Crystalline Entity" exploration card. I would have expected to see factions like the Dominion, Tholian, Gorn, or maybe even a Delta Quadrant faction like the Hirogen or Kazon, before seeing the Vulcans and Andorians show up as factions. Nevertheless, both introduce novel new gameplay mechanics and concepts, and show the development team at Gale Force 9 is getting quite creative with its faction concepts. [More]
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Tags:Star Trek, Star Trek: Ascendancy, Gale Force Nine, board game, expansion, Vulcan, Andorian, Breen, Dominion, lie, ambassador, research, isolationist
A video retrospective of the last few years' of Cities: Skylines expansions and DLC is on YouTube.
I recently published a new video essay to my YouTube channel about the last few years' worth of expansions and DLC for Cities: Skylines. I will not transcribe the entire essay here, since most of what is in the essay has already been presented in my various reviews of the relevant expansions and DLC. This video features my impressions of the Campus, Sunset Harbor, Airports, Plazas & Promenades, and Hotels " Retreats expansions, as well as the World Tour DLCs (including the Financial Districts mini-DLC and content creator packs).
In summary, while most of these expansions were even more limited in scope than the earlier Cities: Skylines expansions, they started to show some signs that Colossal Order was starting to address some of my long-standing complaints and criticisms with the earlier expansions. Most notably, the newer expansions started to back-port new features and mechanics into the older expansions, such as adding new buildings if players have other expansions installed, or adding new mixed-use transit options that combine transit methods in the new expansions with transit options found in old expansions. It's a lot of subtle stuff, but it goes a long way towards making all the expansions feel more robust and homogenized.
In addition, the newer expansions and content creator packs started introducing assets that I had been asking for for a very long time. These include native parking lots and garages, sports parks such as baseball diamonds and football fields, and new sports stadiums. Sadly, we still don't have public beaches, water parks, or golf courses.
These subtle changes to the way that the expansions also expand other expansions has me very excited and optimistic that Cities: Skylines II will learn lessons from the original game's expansions' faults, and will offer much more robust and complete expansions. [More]
3d066878-8bea-4b2b-9fa2-9e1a9cfbe25f|0|.0
Tags:Cities: Skylines, Cities: Skylines II, Colossal Order, Paradox Interactive, expansion, Cities: Skylines: Campus, Cities: Skylines: Sunset Harbor, Cities: Skylines: Airports, Cities: Skylines: Plazas and Promenades, Cities: Skylines: Hotels and Retreats, YouTube, Patreon

I might have been a bit unfair to X-Wing when I originally reviewed the Star Wars: Armada core set. I gave Armada a pretty glowing recommendation and praised it for giving the player more meaningful decisions and for fixing a handful of complaints that I had with X-Wing. But I kind of neglected the fact that the Armada core set has pretty much the same fundamental problem that stopped me from giving a similarly high grade to X-Wing: the limited content of the package.
X-Wing had three small ships, and a handful of alternate pilots and upgrades to add some replayability. But the game really needed some expansions to really come into its own. And I pointed that out in my review of X-Wing's core set, and docked its final score.
Don't get me wrong, Armada does offer more content in its core set than X-Wing did! It also has three ships, along with alternate ship cards and upgrades. But those three ships are different sizes and strengths, and there's ten fighter squadrons to go along with them. Armada's core set also includes the objective cards that helped to give that game more structured play, while X-Wing only had a couple of scenarios. So I still think that the Armada core set offers more value than the X-Wing core set.
However, I also knew that having a roster of expansion ships would improve the game, and I baked that assumption into my review for Armada. This may have been unfair to X-Wing, especially considering that the Armada core set has other problems that X-Wing doesn't have.
The core learning scenario doesn't do the game justice
It's been difficult for me to get friends into playing Armada. X-Wing has always seemed to be the more popular game. It took me a very long time to finally figure out why. During the past couple years of the COVID pandemic, it hasn't been viable to get together large groups for bigger board games, so I focused more on playing smaller, 2 and 3-player games to limit the number of people over at once. Games like X-Wing and Armada were ideal for that situation. In doing so, I tried a new technique for introducing friends to Armada that would hopefully get them up to speed faster, and which also seems to be much more successful than my earlier teaching attempts using the Learning Scenario.
Put simply: Armada's learning scenario is kind of crap. After teaching friends and co-workers to play the game through the learning scenario, their responses to the game has always been a resounding "meh". I then have to spend thirty minutes or an hour explaining [in vain] the merits of the full game to people who have already lost interest.
The learning scenario takes most of the strategic decisions away from the players.
The problem with the learning scenario is that it puts pre-configured fleets up against each other with no upgrade cards, no objectives, and no obstacles to navigate around. Without upgrades giving ships special abilities that can turn the tide of a game, and without objectives that give the players something to fight over, the early-game decisions of setting the starting queue of commands are really the only significant decisions in the entire game. Unfortunately, the learning scenario takes those decisions away from the players by recommending a default starting queue of commands! Once ships have been pointed at each other and met in the middle of the board, the last 3 or 4 turns of the learning game easily degrade into a passive process of drifting ahead and mindlessly rolling attack dice. Or the players forget to queue up a Navigate command, and the ships fly past each other in round 3, and spend the rest of the match trying to circle back around to get back in firing range.
Sid Meier, the designer of the original Civilization PC game has defined a game as "a series of interesting decisions". By that definition, the learning scenario of Star Wars Armada isn't even a game at all because all of the interesting decisions have already been made by the rule book before the players have taken a single turn. [More]
560a66ce-81de-4e24-8622-af57cd62681e|0|.0
Tags:Star Wars, Star Wars: Armada, Fantasy Flight, board game, miniatures game, expansion, capital ship, squadron, Imperial Raider, Star Destroyer, Interdictor, Home One, hyperspace, hyperdrive
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