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.
Is it intentional design that when you have Religious as your leading politcal party you automatically siege any system that is not at Peace with you? I find that to be needlessly frustrating because it leads to diplomatic situations where you end up upsetting an AI faction when you had no intention of being aggressive. Most commonly, a player's explorers are orbiting a system only to harvest the curiousities or simply passing through (but stop on an AI's system), nevertheless because they have a starting weapon module, they will auto siege the AI (when Religious) and tick them off. I don't believe this is an intended aspect of this law.
From what I can tell, the only way to not auto siege another faction while having the default Religious law (in Cold War) is to remove all weapon modules from your explorers/ships. It seems to me to be a side effect (unintentional) of the game code putting you in a state of war (having access to all mechanics as if you are) without actually diplomatically being in war. I'm guessing no one really ever complained about it, so its just gone on. It's always bothered me. Shouldn't siege be an activatable ability on the hotbar instead - tied to Guard perhaps?
Weapons on starting scouts is to fight pirates, not to operate in foreign space. Religious super law is a cause of siege, but AI will be upset even without it. Civil ships should always be stripped of weapons/armor for AI to ignore it.
The weapons (and hull for that matter) on scouts aren't even suitable to fight pirates, at least not on a higher difficulty; unless a player creates several of them, with a variant loadout, particularly for that task in the early game. But regardless, however functional or not we view weapon modules on scouts, its irrelevant to whether a law is intentionally designed to auto siege a system and result in the diplomatic costs of doing so. If so, its the only default political party law that comes with a negative.
I'd be curious to see what the code reads, because while I agree that the AI isn't happy to see a scout in their soveriegn space, the impact is nothing compared to the negatives that a siege causes.
If I'm looking at the XML files correctly, I think Major factions diplomatically ignore fleets that have less that 60 Atk, which a scout with starting Slugs would.
Yes, this auto siege is indeed a problem. However...The main problems with this law lies in a bit different domain. AI ships and especially Academy`s ones. Normally they don`t attack your ships, but they definetly like from time to time to stop on one of your systems and cause that siege status. And sometimes they may decide to drop some troops...and even if they don`t have any chance...they will fly above and drop reinforcements prolongating theirs extermination for several turns...
Yes, this auto siege is indeed a problem. However...The main problems with this law lies in a bit different domain. AI ships and especially Academy`s ones. Normally they don`t attack your ships, but they definetly like from time to time to stop on one of your systems and cause that siege status. And sometimes they may decide to drop some troops...and even if they don`t have any chance...they will fly above and drop reinforcements prolongating theirs extermination for several turns...
Am I understanding you right that you are saying the Righetous Fury law is causing the Academy and AI to do those things? How does this law relate?
While I am not absolutelly sure that it`s the case for the Academy, but mechanicaly they seems to be pretty similar. The only difference is, there is no way to deal with Academy without angering them. AI with this law also like this trick, but It can be dealth by diplomacy or force...at the same time, it`s...complicated with Academy.
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