

The whole mechanics of power usage is way more interesting now that you start with less but can gain more. They changed how power is charged slightly based on only the largest building 2 distance away they added QIC's which are used for a variety of things including temporary distance increases Added gaia Planets that are neutral planets everyone can jump on if they have QIC's The action that takes a turn for the transdim planet(purple) to become a Gaia planet They overhauled the cult track and made the tech track which is far superior. Also added mechanics that benefit for being on different planets.(end game scoring, qic action for points, regular and advanced techs that take advantage of this. They removed partial terraforming thus you didnt need the tile for every single race everytime you terraformed. The only thing is that I would play Terra with 3-4 player count only. But for an owner of Terra, what would you so that is so great about Gaia that I should also get a copy of it while owning Terra? I do like the space theme, but I also like the Fantasy theme. If I have the opportunity to play Gaia again I will definately do so, just because I love Terra so much and I also rated it a 10. But if it isn't harder or easier, I guess it's just more of the same? I'm not saying that it should be simplified. same for the blessings (they work with energy if I remember correct? and power (that was far less but can be acquired?. For example they scrapped the terraforming with the tiles (it is still the same but without the fysical tiles), and they added the real terraforming that takes a whole round. I didn't find it more streamline nor simplefied. It is a while ago since I played Gaia, but I didn't really saw the benefit of getting Gaia while already owning Terra. What bothered me a bit was that they took some of the stuff out, to put more (complicated) stuff back in. The explaination Gaia sounded pretty familiar.

I played Terra about 20 times so I think I can say I have a very good understanding of how the game works. I'm also a big Terra Mystica fan, and I have only played Gaia 2 rounds on a convention due to time issues. Some people feel the changes are added complexity that don't add to the depth and therefore a negative yet I have read opinions the other direction that any complexity changes have a large payoff. TM fans looking for something new see Gaia Project as a rethemed and tweaks TM which happens to be even more expensive, so little upsell. It is like moving from Chess, where mastering openings is huge, to Chess 960 that seriously diminishes the investment in openings and moves the skill balance in a different direction.

There is a built in tension here regarding the map as veteran TM players have a vital skill (game opening) completely deprecated. Likewise, learning new mechanics creates a compare and contrast situation where if you really love how an old game does something anything new that is complex has an uphill battle to win your affection.įor those prone to like Gaia project, the variable setup and player count scaling, tech track improvements, faction rebalancing, and other tweaks are huge. The biggest one I hear is about being blocked off in that TM was super tight and cut throat whereas with Gaia Project you have more options. Indeed, you will be prone to nitpick changes viewed as watering down the game. screwing with a good thing only makes it worse).įor Terra Mystica fans if you like the fantasy theme, if you had no issue with the cult track, if you enjoy mastering fixed game position openings, if you felt the balance was acceptable, then what Gaia Project doesn't offer you much. Any time you try to change a popular formula you will get mixed feedback especially among those invested in deprecated skills and/or think the original is essentially perfect (i.e. The Terra Mystica v Gaia Project debate seems to fall upon a spectrum of preferences and expectations.
