If you know me or have read my reviews over the years, you know that cooperative or multiplayer solitaire games are my usual jam. I typically do not like interactive, competitive Euros. I tried Terra Mystica. It was good, but I sold it. A few years later, I had the opportunity to try Gaia Project. I cannot explain why, but I was hooked. It might have been the theme. It might have been the variable map. It might have been the techs. All I know is that I immediately purchased it and it has remained in my collection ever since.
Now I have given the opportunity to review Gaia Project’s long-awaited expansion, the Lost Fleet. To be upfront, I am not an expert at Gaia Project. I enjoy playing it whenever I can; however, I do not know the optimal opening moves based on the board layout and my faction. This review will be for the more recreational fans of Gaia Project. Dedicated fans of this game will have already acquired this expansion.
Expansion Overview:
Lost Fleet is packed with new content. There are four new factions (two for each new color, turquoise and pink), which utilize the two new planet types: proto-planets and asteroids. There are four of the titular Lost Fleet ships. They add new options as well as having the QIC actions that were previously available as a standard action for all players (you have to visit the ship to use these actions). The map has more variability due to the new open spaces in between the boards (interspace) and the new spaces at the edge of the board (deep space). These new spaces are used for the two new planet types. Finally, there is more “stuff,” such as new round boosters and scoring tiles, as well as faction adjustments to better balance the game.

Game Experience with the Expansion:
My favorite addition to the game is the Lost Fleet boards. They are powerful but have a cost. First, they need to be within your range, similar to building mines, for you to even explore them. Second, launching shuttles to explore them and have access to their actions costs five victory points (seven for one of the factions). Third, you cannot explore every ship, so you must choose wisely. In a two-player game, there are three ships, and you have only two shuttles. In a three or four-player game, there are four ships, but you only have three shuttles.

Another reason I appreciate the Lost Fleet ships is that they provide more flexibility to a very rigid base game. One of the ships allows players to spend three credits for a terraforming step, while another allows players to spend one knowledge for plus three range. These provide races that may have extra credits or knowledge ways to improve their terraforming and exploration. This does not completely change the Gaia Project “if they go there before me, I will lose the game” experience, but it does slightly loosen up the game in a way that makes it more enjoyable to me. Besides, you are not handed these actions. Remember, you have to explore the ship that has the actions you want, and then still pay their costs.
There are four new factions included in the expansion, bringing the total number of races to eighteen. Again, a ton of content. What I liked most about the new races is the addition of the new planet types they are associated with, along with the new map variability that they create. I cannot tell you if any of the new factions are overpowered or not. I do not have the games played count to speak intelligently to game balance yet. I can tell you that I liked the Tinkeroids the most. I lost when I played with them; however, I really enjoyed trying to figure out which Tinkering tile of their six to use each round.

Finally, the expansion is easy to integrate. Add the components and go. I see no reason to keep the expansion content separate, and every Gaia Project game I play will include the expansion, even with new players. The expansion is seamless to add. I would also argue that the Lost Fleet ships actually make the game slightly easier for newcomers.
Note for solo players: you cannot play against any of the new factions; however, you can play as them. I wanted to call this out for those that love this game for solo play.
Final Thoughts:
I really enjoyed the Lost Fleet expansion. Not only did it add more to an already content-rich game, but it is also so easy to integrate. The new Lost Fleets are an excellent addition, as is the fact that the game is slightly more open. That being said, the base game already has so much content that, unless you have played every faction at least once, it is not a required purchase. This is not an Eldritch Horror “I have seen all 16 cards after two games” situation. So, if you are new to the game, you can certainly buy this expansion. The additions are excellent; however, you may not appreciate it as much because you have not played the base game enough.
As for you dedicated fans, how are you enjoying the Lost Fleet?
P.S. As with almost every expansion ever published, if you did not like Gaia Project, this expansion will not change your mind.
Hits:
• Lost Fleet
• Slightly more open
• New factions
• Ease of integration
Misses:
• Not necessary until you have played the base game many times
• You cannot use new factions as opponents in solo games