Is it mostly because you want to engage in early conflicts that you find it to be too fast, or do you find it to be too fast even for, let's say, a xenophilic empire?
We're certainly open to changing to the times, and internally its been talked about, for example, changing the phases to 50 days, up from 30.
It's unlikely we'll make drastic changes to first contact by adding more complex interactions like some ideas have been mentioned here (albeit cool ideas), so let's focus on what can be tweaked to make the experience better.
That makes perfect sense. While it's fun to noodle around with bigger mechanical change ideas on the forum, you guys only have so many hours in the day.
With a caveat that so far I've only played 3.x for about an hour, so take my criticisms with a huge grain of salt, I think my first impressions are:
Is it mostly because you want to engage in early conflicts that you find it to be too fast, or do you find it to be too fast even for, let's say, a xenophilic empire?
I find it to be too fast in general. I love the idea of having first contact give the map more mystery, and having it emphasize exploration well into the game. While I think the potential for conflict is a good
part of the first contact system, so is that Star Trek feeling of bumping into the stations and colonies of an unknown people. But of the five empires I've met so far, first contact wrapped up before my science ships got much past their first systems, and certainly long before I had any reason to send warships.
That's doubly true, literally, because the other empire also has envoys they're using to scout you. So even when I was out of envoys, first contact resolved itself pretty quickly anyway.
Finally, I'm not sure I understand what the conflict drivers are supposed to be in first contact. Setting aside the metagame of players who actively want to create a first contact war for its own sake, I don't feel like I see where the system creates conflicting wants or need beyond the existing land rush of the early game. (And the answer may be that it doesn't. First contact may just make it easier for aggressive empires to start a conflict without starting a war.)
It's unlikely we'll make drastic changes to first contact by adding more complex interactions like some ideas have been mentioned here (albeit cool ideas), so let's focus on what can be tweaked to make the experience better.
My thoughts would be, with again the grain of salt that I've only just played with the system a little and I'm absolutely not sure what's a practical tweak vs. a big change:
- Make first contact longer in general. I love the air of mystery and exploration it gives to the map, I'd really like that to last.
- Have dramatically different first contact times for different empires. I'm sure this exists already, but I like the idea of having some empires remain an enigma well into the game. (To continue the Star Trek reference, how the Federation had been exploring Dominion space for ages before learning what this "Dominion" even was.)
- Borrow from archeology's system of occasional zero-sum choices. Specifically I would suggest events that can set back your first contact process and others that might drive conflict. "While visiting a station belonging to the Rho Aliens, their commander offered Envoy McFribbles something on a plate." Randomly for any given instance it might be a
translator and advance contact, poisonous to our species and kill the envoy, or the commander's offspring and tank relations if McFribbles eats it. Or just something as simple as "Envoy Davenport's expedition has stalled out. She is requesting additional resources. Spend X Energy/Influence/Alloys or add X time to first contact."
- Finally, while considerably outside the realm of "tweaks," consider integrating first contact into the survey/anomalies mechanic.
I've always loved the idea of integrating the anomalies system more into diplomacy. While randomly specific, I kind of think The Prince is one of the best events in the game because of how well it does this. By the point you find it, the resources vs. opinion shift are generally both pretty consequential. Too, yet again returning to Star Trek, I feel like this would give the sense of your explorers and captains driving your empire's story forward.
Small events could be a pop up with a bit of story that advances/sets back first contact a little. Large ones could be something like choices about whether to spend resources/influence, take sides in a conflict, or even recognize a mysterious empire's apparent claim over a system. ("While there is no outpost here, the Jinx has spotted numerous Rho Aliens operating local mining operations in the Boxcar System. We can still claim this system for our own, but it will likely anger this species. // "While there is no outpost, we do see what appears to be some sort of artistic or spiritual installation orbiting the moon of Boxcar III. Its material composition is similar to that used by the Rho Aliens. We can still claim this system for our own. How the Rho Aliens will respond remains unknown.")
Again, I like The Prince as a model for this.