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BTW, whole heartedly agree w. you: 'No' should mean 'No', for both Pirates & Monsters.
Complicated solution (for the developer): somehow disable pirates that are integral to story events for some races.
Seems pretty obvious the first is the most likely only solution for now.
But triggering the pirate "trap" cancels that pact and sends us back to a wartime footing, which can often result in bloody shoot-outs very quickly. At which stage, they never forgive me again and I'm left fighting for my life against a pirate faction with whom I already made good friends (and gave lots of money to in the process).
I'm okay if some kind of political incident were to trigger a misunderstanding with pirates from time to time, But that particular event just should trigger something that happens with a pirate faction I've not met yet.