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[ Game Experience ] Force Truce

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8 years ago
Oct 11, 2016, 9:06:23 AM

I wonder if this mechanic will make more sense once more of the diplomacy features get added. If you read the rationale on the GDD10 for Diplomacy they seem to imply that they want to make ES2 less focused on war and more focused on diplomacy to make players engage with both systems.


By the way, I am not saying that the force truce mechanic is perfect as it is. There is room for improvement, in my opinion by letting players know the limits they are working within in a war and how they can influence that, if at all. But I don't think the outright removal of the mechanic itself is what the developers are going for. 


If they manage to create interesting diplomatic gameplay in addition to the usual conflict I think it has potential to create a really interesting, if a little different, game.

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8 years ago
Oct 11, 2016, 10:36:48 AM

More transparency in game of what goes into the War Exhaustion turn for turn and a greater measure of active influence on the War Exhaustion by the player would probably go a long way in alleviating the frustration with the mechanic expressed here in the forum.

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8 years ago
Oct 11, 2016, 5:55:37 PM

Hell, as the Vodyani, I had the Cravers declare war on me. I went on to kick their butt halfway across the galaxy, taking three of their systems (One of which was their home system) and laying waste to all their fleets, all without losing a single ship or system myself. When the "force truce" nonsense popped up (Which was already annoying), I was told I had to pay reparations!


The system doesn't make sense lore-wise, and sucks gameplay-wise. Just turf it.

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8 years ago
Oct 11, 2016, 6:08:37 PM
Romeo wrote:

Hell, as the Vodyani, I had the Cravers declare war on me. I went on to kick their butt halfway across the galaxy, taking three of their systems (One of which was their home system) and laying waste to all their fleets, all without losing a single ship or system myself. When the "force truce" nonsense popped up (Which was already annoying), I was told I had to pay reparations!


The system doesn't make sense lore-wise, and sucks gameplay-wise. Just turf it.

Well then either you misread the Forced Truce message or it was a bug. If you truly did not loose a ship and destroyed a bunch of their ships and invaded three systems the result would be them having to pay you reparation if they choose to use the Force Truce.


Edit: Or you lost a massive amount of ground forces compared to the ground forces + ships they lost.

Updated 8 years ago.
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8 years ago
Oct 11, 2016, 6:28:14 PM
Romeo wrote:

Hell, as the Vodyani, I had the Cravers declare war on me. I went on to kick their butt halfway across the galaxy, taking three of their systems (One of which was their home system) and laying waste to all their fleets, all without losing a single ship or system myself. When the "force truce" nonsense popped up (Which was already annoying), I was told I had to pay reparations!


The system doesn't make sense lore-wise, and sucks gameplay-wise. Just turf it.

I have not had this happen to me yet. Usually i end up where i expect on the winner/loser side of a war. But most of my wars have been one sided one way or another. I would lose track really fast if I started winning and losing battles / systems back and forth.

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8 years ago
Oct 11, 2016, 8:45:02 PM

The thing I found most annoying is the closed borders that comes with the truce. I played as the Vodyani against Sophons and Cravers in a Twin Elliptical galaxy. Sophons had the center of the Galaxy. After taking some systems the Sophons forced a truce. Aside from halting my advance on them, this also locked me in my side of the galaxy. Unable to pursue a different enemy. This simply turned it into a waiting game.


It would be nice to have some way around this. Maybe allow free travel without the need of systems, so you can fly around a big chunk of the galaxy. (perhaps limited to bigger ships, excluding the Vodyani Ark) Or limit travel to a single fleet as a diplomatic option. If an enemy can force an entire Empire to a halt, why can't I force a single fleet to pass their territory? 

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8 years ago
Oct 11, 2016, 9:15:40 PM
TsukiraLuna wrote:

The thing I found most annoying is the closed borders that comes with the truce. I played as the Vodyani against Sophons and Cravers in a Twin Elliptical galaxy. Sophons had the center of the Galaxy. After taking some systems the Sophons forced a truce. Aside from halting my advance on them, this also locked me in my side of the galaxy. Unable to pursue a different enemy. This simply turned it into a waiting game.


It would be nice to have some way around this. Maybe allow free travel without the need of systems, so you can fly around a big chunk of the galaxy. (perhaps limited to bigger ships, excluding the Vodyani Ark) Or limit travel to a single fleet as a diplomatic option. If an enemy can force an entire Empire to a halt, why can't I force a single fleet to pass their territory? 

You can still travel through the borders of the faction you have truce with as long as you have the technology to fly outside starlanes. Just target a system on the other side of the faction in question. It will take a while because it is not on the starlanes but it is possible.

Updated 8 years ago.
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8 years ago
Oct 11, 2016, 9:43:42 PM
AndreasK wrote:

You can still travel through the borders of the faction you have truce with as long as you have the technology to fly outside starlanes. Just target a system on the other side of the faction in question. It will take a while because it is not on the starlanes but it is possible.

The empires you get a force truce with are empires you are at war with. Now in 99.99% of the cases you have fleet inside their borders that were sieging their systems - which are then completely impossible to move due to the instant Closed Borders the AI gives you.

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8 years ago
Oct 11, 2016, 9:54:07 PM

I have been sitting on the forced truce concept for some time and with some games under my belt (3 with my new beloved religious fanatical vampires and 1 with each other faction). I will preface this by saying: yes I read the design documents, yes I agree in general that wanting to emphasize the complexity of the game and all it's different branches and aproaches is a good ideea. Now let me illustrate first why Forced Truce goes against their very stated goals in the design documents and why it is a stupid ideea to begin with. But this autistic wall of text will not be just bitching, I also have thought of a practical solution that will go in paragraph 3. So let's begin:

1)Why Forced truce goes against amplitude's stated goals of emphasising all aspects of the game. A number of reasons, most important one beeing it devalues one aspect of the game in favour of another. It makes war and conquest seem lika unwanted punished aproaches to the game and thus races that would thrive on that type of aproach also become inferior and less satisfying to play. It's quite frankly a cheap trick, a proverbial case of blue balls to the extreme. And that is not something you want your players to experience now, is it? Furthermore: how is this option in any fashion emphasising diplomacy? I mean, if the enemy came to me and made an offer of something, maybe do something with my senate, then fine, but right now it's just a random notification that slams your screen and says "Nope, war over, the flying spagheti monster has decreed it so". There is no diplomacy involved, and I do not see how adding more diplomatic options would help. It would still essentialy be the same notification but it will have different text under it.

2)Why forced truce is a bad ideea to begin with. Let me ask you a strange question: how many of you play JRPGs? How many of you are familiar with that sinking feeling of disapointment and boredom that acompanies a game taking control away so it can jerk itself off to completion in lavish cutscenes that last ages while you are supposed to sit there and stare in wonder instead of actualy playing the game you payed money for? And this is why player agency is perhaps one of the most vital qualities of games that sets them apart from everything else. It's us beeing in control that is the defining characteristic of games. And this is a 4X strategy game, one would argue the pinacle of absolute control you can have in a game. Now what does force truce do? It comes around, it rips the mouse and keyboard from your hands and slaps you across the face while yelling at you "NO! You can't do this because I say so!". Player choice out the window. And this is bad. Really, really bad. You do not, ever, under any circumstance and for any reason, no matter how noble you might think it is, take away player control in a 4X. For this reason alone Forced truce is a fundamentaly wrong concept that demands a ton of effort and carefull work to be integrated in any way decently in this type of game. However, what needed a scalpel, here was executed with a sledgehammer.

3)How to fix this. Or at leat what I came up with based on previous experience with 4x, grand strategy and gaming in general. Feel free to critique to your hearts content. To begin with I am not advocating for a complete removal of forced truce, truthfully I can see it beeing an interestig mechanic but only in some specific context. Now how do I propose the goal of prolonging wars is achieved? Rather than warscore, war fatigue. The system would essentialy work like this: you start with a war fatigue of 0, then, as you fight the war fatigue will increase at a fixed rate per turn. This rate will be determined by certain factors, from the senate compsition and leadership as well as type (a militarist tirany for example would acrue war fatigue much slower while a pacifist democracy would have it skyrocket in comparison). This rate would be further modified the skills dependant on the curent leader of that political party and his level. A third factor that influences this rate is the race you play as (vodyani for example would have more of a stomach for war than sophons as such they will grow tired slower - yes I know cravers exist, I will get to them soon). This basic growth level would further be influenced by a ... let's call it war circumstance. Loosing ships and teritory will drive your people to fear for their future and fight harder, keeping war fatigue from growing as fast (and even lowering it) as they try to save themselves, taking over new teritory will not just be a strain on you to control the new population, but it will also increase war fatigue as you start using more and more resources to support the conquest and streching your people. A pacifist people foghting in their teritory only and on the defensive will grow war fatigue much slower than if they went around conquering people, but a militarist one will crave conquest and not want to sit idly by. And other logical things to this effect. Wonderfull so far, but what will war fatigue do? Simply put: nerf the shit out of you. Your population will turn against your leadership and wished and desire an end to the war. Or at least a period of peace to rebuild. This will be illustrated by progressive penalties to FIDS, hapyness, influence growth. As War Fatigue increases even more, people will refuse to enlist (manpower will slow to a trickle or cease) and crews for new ships will refuse to work anymore (you start loosing acces to larger ship classes as people both refuse to build them and crew them). Finaly they may enter open rebellion. Simply put: war fatigue will tear your empire down if you do not manage it properly. All of a sudden you want to end the war as a player before war fatigue gets out of control, but when and how you end it is your choice. You are in command, in full control, you manage the risks and carefully balance the mailed fist of war with the silk glove of diploacy and truce to reach your goals. And this is never a bad thing. In times of truce after a war has ended, the war fatigue will start to decrease at a fixed rate determined the same way growth was but in reverse (militarist people who view peace as more of a time-out to rebuild will be quick to get back into the fight while peacefull races who view war as a traumatic experience will need longer to recover). This process will of course be affected by diplomacy. For example, a pacifist race that has just made heavy concesions and staved off their destruction might not seem like one to quickly recover and be ready for a new war, ah but if they forge alliances and seek others to help them, then their spirits will recover much faster. A warlike people who have just been apeased with great gifts of dust and territory on the other hand may find themselves less inclined to go to war as soon, their warlust sated for some time (and plus all these shiny new lands need to be tended to and their populace ... enlightened). And other things to this effect. This raises a very interesting dynamic. The balance of war fatigue becomes important, the cleve use of diplomacy and war to keep it from becoming a liability, the knowledge and skill to know when to strike and when to call for a truce. It adds depth and intertwines 2 aspects of the game people think are the exact oposites of one other: war and diplomacy. If you truly wish to thrive, you must master both.

Now, I said something about cravers up there somewhere. Cravers would be the special children of this rule. They do not have war fatigue. They have peace fatigue. Oh sure, you can strip planets of resources much faster and grow much sooner ... but can you do that if your people expect fresh mea- ... I mean fresh flufy pets to cuddle with? And they would like you to go spread the news and ensla- ... I mean persuade these new pets to come live with them? I doubt it. Cravers would start seeing war fatigue penalties during peace time basicaly, but grow stronger than ever during war. The mechanic turned on it's head. Rudimentary diplomacy will be seen as weakness, while warlike zeal as strenght.

I also mentioned forced truce not going away. I saw someone sugest it's an ability of the pacifist goverment. I disagree, for the simple fact that it still makes it too generic and it's such a powerfull tool it makes pacifist the de facto best goverment. Also because aparently cravers can get pacifists ... for some reason. No, rather than that, forced truce becomes a racial power that some can employ. A very few some. In a game of 8 factions, I would say a maximum of 2 races have the power to outright force peace. Candidate number 1 I nominate the Lumeris. They could have the option of bribing the political leadership of their oponents to convince them to end hostilities. Candidate number 2 ... well we will get a species of ecologist peace loving hippie fucks I will relish harvesting, they could have some form of racial ability to do such an act. Either mind manipulation, pheromones or spores or whatever, it's a SF universe. Even dust powers or something whatever. Which would translate into doing the same thing lumeris do, but with influence instead of cash.


well those are my thoughts. I'm curios to see how you guys react to them.

Updated 8 years ago.
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8 years ago
Oct 11, 2016, 10:29:21 PM
Sir-Rogers wrote:
AndreasK wrote:

You can still travel through the borders of the faction you have truce with as long as you have the technology to fly outside starlanes. Just target a system on the other side of the faction in question. It will take a while because it is not on the starlanes but it is possible.

The empires you get a force truce with are empires you are at war with. Now in 99.99% of the cases you have fleet inside their borders that were sieging their systems - which are then completely impossible to move due to the instant Closed Borders the AI gives you.

Sure that might be the case, but TsukiraLuna was describing a situation where he was locked in on his side of the galaxy, so my response was in regards to that. Actually I have not encountered the problem you are describing probably always had expanded my influence borders over the regions I was Invading when the truce started. But is it not still possible to fly out as long as you do not use the starlanes? (not that it is a ideal situation)

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8 years ago
Oct 11, 2016, 10:35:57 PM
AndreasK wrote:
Sir-Rogers wrote:
AndreasK wrote:

You can still travel through the borders of the faction you have truce with as long as you have the technology to fly outside starlanes. Just target a system on the other side of the faction in question. It will take a while because it is not on the starlanes but it is possible.

The empires you get a force truce with are empires you are at war with. Now in 99.99% of the cases you have fleet inside their borders that were sieging their systems - which are then completely impossible to move due to the instant Closed Borders the AI gives you.

Sure that might be the case, but TsukiraLuna was describing a situation where he was locked in on his side of the galaxy, so my response was in regards to that. Actually I have not encountered the problem you are describing probably always had expanded my influence borders over the regions I was Invading when the truce started. But is it not still possible to fly out as long as you do not use the starlanes? (not that it is a ideal situation)

It is possible to fly out of a closed borders system with the proper tech, but in many, MANY cases it is not worth it as you will only be spending more time traveling that it would take for the truce to end. This is only avalid option either in era 3 with the best engine techs (asuming you have them) or slightly sooner for the vodyani if you grab the special engine from the lore quest (side-note: do not ever do the "integrate minor faction" quest, it is worthless compared to how much power the engine from the ruin exploration gives you. You will essentialy have the fastest fleets in the galaxy).

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8 years ago
Oct 12, 2016, 12:00:16 AM
AndreasK wrote:
Romeo wrote:

Hell, as the Vodyani, I had the Cravers declare war on me. I went on to kick their butt halfway across the galaxy, taking three of their systems (One of which was their home system) and laying waste to all their fleets, all without losing a single ship or system myself. When the "force truce" nonsense popped up (Which was already annoying), I was told I had to pay reparations!


The system doesn't make sense lore-wise, and sucks gameplay-wise. Just turf it.

Well then either you misread the Forced Truce message or it was a bug. If you truly did not loose a ship and destroyed a bunch of their ships and invaded three systems the result would be them having to pay you reparation if they choose to use the Force Truce.


Edit: Or you lost a massive amount of ground forces compared to the ground forces + ships they lost.

Perhaps I lost more ground troops (As they invaders tend to do), but that still seems ridiculous that the game can suddenly decide "War's over, you lose!" without my input.

Caelie wrote:
Romeo wrote:

Hell, as the Vodyani, I had the Cravers declare war on me. I went on to kick their butt halfway across the galaxy, taking three of their systems (One of which was their home system) and laying waste to all their fleets, all without losing a single ship or system myself. When the "force truce" nonsense popped up (Which was already annoying), I was told I had to pay reparations!


The system doesn't make sense lore-wise, and sucks gameplay-wise. Just turf it.

I have not had this happen to me yet. Usually i end up where i expect on the winner/loser side of a war. But most of my wars have been one sided one way or another. I would lose track really fast if I started winning and losing battles / systems back and forth.

It does this every time for me. Nine times out of ten, I'm the aggressor, because it's an easy way to get credits and technologies from the loser, but all three times I've had war declared on me, I've smacked my aggressor up and down the block, then had to pay reparations without my doing anything.

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8 years ago
Oct 12, 2016, 6:05:34 AM
AndreasK wrote:
TsukiraLuna wrote:

The thing I found most annoying is the closed borders that comes with the truce. I played as the Vodyani against Sophons and Cravers in a Twin Elliptical galaxy. Sophons had the center of the Galaxy. After taking some systems the Sophons forced a truce. Aside from halting my advance on them, this also locked me in my side of the galaxy. Unable to pursue a different enemy. This simply turned it into a waiting game.


It would be nice to have some way around this. Maybe allow free travel without the need of systems, so you can fly around a big chunk of the galaxy. (perhaps limited to bigger ships, excluding the Vodyani Ark) Or limit travel to a single fleet as a diplomatic option. If an enemy can force an entire Empire to a halt, why can't I force a single fleet to pass their territory? 

You can still travel through the borders of the faction you have truce with as long as you have the technology to fly outside starlanes. Just target a system on the other side of the faction in question. It will take a while because it is not on the starlanes but it is possible.

At the time none of those systems were explored. So I couldn't target them. Nor could I get close enough to scan one.  But thanks, I guess I'll just have to explore more before starting conquest.

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8 years ago
Oct 12, 2016, 10:29:56 AM
adelahaye wrote:

Hey guys :)


The current implementation of the mechanic is not final and is currently being worked on! Your patience shall be rewarded 

Dev quote from another thread about the frustration with the truce mechanic. (I am assuming it is about the forced truce even though it does not explicitly mention the forced part)


https://www.games2gether.com/endless-space-2/forum/65-general/thread/21276-the-truce-mechanic-is-frustrating

Updated 8 years ago.
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8 years ago
Oct 12, 2016, 10:41:50 AM
Koranis wrote:

My fledgling Sophons civilization was invaded by Cravers before they could build proper defenses, but not before they could colonize a distant world. They put up quite a fight but their fleet was no match for the aliens. They've lost their homeworld and frankly I enjoyed it.


I had now a stranded group of survivors on a distant world in a far constellation, desperate but determined to take back the fight to those mysterious, brutal aliens. Maybe they would be able to stand up on their feet and retake their planet, or maybe not, but there was a story in the making, emergent gameplay and all that. 


I got more comfortable, sipped hot tea and prepared for a long haul, enjoying every minute of it. While it last.


A couple of turn later I got a message from those "mysterious, brutal aliens".



FORCE TRUCE! 

PAY WAR REPARATIONS YOU MAGGOT. YOU HAVE TO PAY 500 DUST. 

Oh, YOU HAVE ONLY 460? NO PROBLEM WE WILL TAKE IT. 


HAVE A NICE DAY, MAGGOT.





Force Truce has to go. 


That strikes me as a problem more with the AI personalities right now than the mechanic itself. The Lumeris would absolutely be likely to force a truce as soon as they got what they wanted (war is expensive), while the Cravers would ideally consider every declaration of war a fight to the death.

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8 years ago
Oct 12, 2016, 12:23:31 PM

I didn't mind Force Truce in EL but I'm not such a fan of it here, so there's got to be some other factors driving the poor feel of it and some other ways of dealing with it. 


Probably the largest problem, as highlighted here, is the lack of transparency to the system. It's unclear when you're going to face a forced truce, and unclear what you can do about it. Some more feedback about it would be helpful


Another factor is that it's such a common result of warfare. In EL it was pretty rare, being limited to one faction and quite expensive. Here it feels like it's very easy to force a truce (though how the player does it has so far eluded me). Clarste I think highlights an important point: there isn't a lot of reason to spend influence on other things, so you're pretty likely to always have enough influence to force a truce.


I think the best highlighted solution in this discussion so far has been the establishment of a WarGoals system. Especially since War Goals could be tied to the particular type of population that you have. Cravers would prefer annexation related wargoals, while Mavros and Sophons could prefer technology-based reparations as a wargoal, and Haroshem just generally opposed to warfare with increased rate of war exhaustion. That sort of thing.

atejas wrote:

That strikes me as a problem more with the AI personalities right now than the mechanic itself. The Lumeris would absolutely be likely to force a truce as soon as they got what they wanted (war is expensive), while the Cravers would ideally consider every declaration of war a fight to the death.

I actually don't particularly like this meme of the Cravers being an "EXTERMINATE ALL OTHER LIFE" faction. They're not ideologically bent on the conquest of all space, but on the continuous expansion of their people to sate an innate hunger, which includes the possibility of expansion via conquest. While we as outside observers may intellectually realize that the end-game of such an agenda is, in fact, the conquest of all possible space, I don't think that's necessarily how the Cravers themselves perceive the world. Also they LIKE other life - who else are they to enslave?

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8 years ago
Oct 12, 2016, 12:48:35 PM
Sir-Rogers wrote:
AndreasK wrote:

You can still travel through the borders of the faction you have truce with as long as you have the technology to fly outside starlanes. Just target a system on the other side of the faction in question. It will take a while because it is not on the starlanes but it is possible.

The empires you get a force truce with are empires you are at war with. Now in 99.99% of the cases you have fleet inside their borders that were sieging their systems - which are then completely impossible to move due to the instant Closed Borders the AI gives you.

I had the same thing happen to me while fighting the Cravers with my Vodyani. I was sieging their homeworld when the forced truce kicked in. 

Somehow though I was able to invade their system and attack their fleets in space! Maybe this is tied to the Religious forced law, but I don't think it should work while in truce.

Updated 8 years ago.
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8 years ago
Oct 12, 2016, 3:10:45 PM
Romeo wrote:
Caelie wrote:
Romeo wrote:

Hell, as the Vodyani, I had the Cravers declare war on me. I went on to kick their butt halfway across the galaxy, taking three of their systems (One of which was their home system) and laying waste to all their fleets, all without losing a single ship or system myself. When the "force truce" nonsense popped up (Which was already annoying), I was told I had to pay reparations!


The system doesn't make sense lore-wise, and sucks gameplay-wise. Just turf it.

I have not had this happen to me yet. Usually i end up where i expect on the winner/loser side of a war. But most of my wars have been one sided one way or another. I would lose track really fast if I started winning and losing battles / systems back and forth.

It does this every time for me. Nine times out of ten, I'm the aggressor, because it's an easy way to get credits and technologies from the loser, but all three times I've had war declared on me, I've smacked my aggressor up and down the block, then had to pay reparations without my doing anything.

Just out of curiosity where you playing Vodyani all of the three times you experienced this? I suspect this problem is specific to them.

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8 years ago
Oct 12, 2016, 3:45:54 PM

Especially for Cravers, it doesn't fit lore-wise. It might have been better if the cost/reward of a forced truce is higher for Cravers. I get the intention for forced truces but it could have had a better execution, probably more dynamic depending on relationships, factions, and economies.


  • Doing a truce with Cravers? Give them at least one of your systems
  • Doing a truce with Vodyani? Give them up to 10% of your population
  • Doing a truce with Lumeris? Give them up to 80% of your gold income for x turns
  • Doing a truce with Sophons? Give them up to 80% of your science for x turns
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8 years ago
Oct 12, 2016, 4:09:09 PM

Hi guys,


Thanks for the feedback and the great discussion. Like adelahaye wrote, we're going to retake the Force Truce mechanic. I just wanted to give you a few more elements as to why it may feel more prevalent now than it should when the game is complete:

- Currently it's the only condition we put for the AI to end the war: as soon as it can force a truce (winning or losing), it will

- There is no indication that the AI is going to use the force truce, do you think a message hinting towards it (a few turns before it happens) would help?

- The events contributing to the war score computation may be too high in value

- The reparations might not always be approriate


Also, the feature is currently cruelly lacking in feedback, but you do have access to the gauge that lets you know if you or the AI can force a truce soon in the diplomacy screen:



Here I am playing Lumeris and am at war with the Sophons. The red bar indicates that they are winning, and once it's full they will be able to force a truce on me (it changes each turn). On my side however, you can notice the red button next to the Sophons' race icon: it means I can already choose to force a truce if I so wish - in this case, as I'm losing, it will end the war but I'll have to pay reparations.


I hope this helps a little in the meantime, but rest assured we are working on this :)

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