I don't see this mentioned much since it has come online but I'm curious to see how people feel about the new mechanics. Personally I was quite keen on this being touched up, since it hasn't changed really at all since 1.0 and I never liked how early the map was fully revealed. Unfortunately I'm not entirely satisfied with how it currently plays.
The benefits I feel it has over the previous system are that the information about other empires and the galaxy are delayed and that you gain "first contact skill" making each subsequent contact a bit faster(this should be an envoy skill level in my opinion).
These are the problems I have with the gameplay of first contact in 3.0:
Edit: I forgot you now get a bit of influence(~24) from marauder and space fauna contacts. I can't remember if you received influence for meeting enclaves pre 3.0. Probably a net gain of about 100 influence per game on average.
The benefits I feel it has over the previous system are that the information about other empires and the galaxy are delayed and that you gain "first contact skill" making each subsequent contact a bit faster(this should be an envoy skill level in my opinion).
These are the problems I have with the gameplay of first contact in 3.0:
- Most of the information about an empire is still presented up front, it just takes longer to do the multistep investigation vs the situation log society research.
- It doesn't really tie into Intel(maybe base 10 is too high?). This is what I know about this empire immediately after contact which I feel doesn't leave much to the imagination. All their important borders with me are revealed as well as their homeworld.

- Envoys don't gain any traits or levels like a normal leader so the only thing that affects the first contact mission is luck and some choices in empire creation. This can be the difference between 200 influence to you or 200 influence to your direct competitors while borders are still being established. The outcome isn't much different from how it was pre3.0 but back then it was determined entirely by your research output, which I feel was more fair than the current system as most empires started on a similar footing for resources.
- Losing construction and science ships with their scientist to random events is a mechanical regression. We already established how annoying it is to replace your ships, crew, and give them all new orders after a negative anomaly result, yet it was brought back in 3.0 so that now you can randomly lose a construction ship putting up an outpost on the chokepoint between you and your neighbour; the same empire who sometimes gets to shoo them away or outright destroy them with no refunded materials or influence while they move in to build their own. I would say this happens at least once a game to me. The empire has already gone hostile to me at this point, so adding these events was mostly redundant too.
- Because it takes so long to establish your first few contacts, and most empires only have 2 envoys to employ, there is a significantly longer time before you can effectively close your borders to other empires which means additional competition with their science ships for anomalies before they sterilize everything in your vicinity. Going hostile solves this, but I feel most peaceful empires need the early game boost anomalies can give more than the conquerors do. I'm biased on this one though as I've always hated the change of AI empires sterilizing surveyed worlds, and stopping cheesers from getting a second chance at an anomaly has always seemed like a poor excuse.
Edit: I forgot you now get a bit of influence(~24) from marauder and space fauna contacts. I can't remember if you received influence for meeting enclaves pre 3.0. Probably a net gain of about 100 influence per game on average.
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