ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
Clicking invade should really trigger a diplomatic request to whoever is guarding the system, to let you have a crack at invading if they aren't already. AIs should always accept if they're friendly.
But at the absolute, absolute least, being friends with the pirate league while they guard a system you could easily take should be fixed. I spent much of the earlygame devoting my hacks and income to getting friendly with them, which seemed like a good solution given I was Horatio surrounded by 3 aggressive factions and 4 pirate lairs. The guard interaction seriously took the fun out of that strat.
It's also super frustrating when one of your allies poitnlessly siege orbits a pirate lair late game that sitting on your trade route to their empire and only take 20 manpower a turn, forcing you to help them siege rather than nuking it in a single turn battle...
I had a game where I was allied with a Vaulter AI that was besieging the last capital we needed for a Supremacy victory, the last capital sat with 85 Manpower for 11 turns with my entire fleet parked there because they were engaged in a "ground combat" battle and apparently kept stalling out.
I eventually got tired of waiting, left the alliance and sacked both capitals in the same turn but seriously that was frustrating.
I was in a similar situation recently. Only this time around I was in an alliance with three other artificial idiots (ahem... AI empires) and TWO of them were besieging enemy capitals simultaneously for several turns, seeping away the defenders by a mere 2% per turn. Imagine my frustration. My patience eventually ran out and I had to leave the alliance to destroy all three along with two enemy capitals. Did cost me a small fortune but luckily managed to get a supremacy victory before someone else could sneak in an economic one.
We really need a way to be able to tell our allies to stay away from an enemy system unless they can capture it within a few turns.
I've come across the 'guarding system' shinanigans as well, and was left with a somewhat bitter taste (especially with allies doing it and no interaction possibility)
Seems like there could be a 'power' check so if your fleet is more capapble, you get priority to 'guard', similar to how it auto checks which fleet is 'strongest' in the system for you to target when attacking.
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