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1) There is a certain amount of finagling regarding making claims prior to declaring war you need to do in order to secure the enemy capital. I can't quite remember how it goes, but yes, I too have been caught out in a similar way.
2) I'm not sure but in regards to the magical fleet's that turned up after war was declared, remember now that mercenary fleets are now available to hire. Again, I've been caught out in a similar fashion, as well as having been in a position where I've hired mercenary fleets which have turned the tide of what looked like a one sided conflict.
Hope this helps.
It's not. Those are fleets that ran away returning.
I managed to annihilate their combined forces with the powerboost from edicts. I wiped that basterd of the map, so he could never pull that again. This was also on ensign since i haven't played many games yet (despite quite a bit of playtime, this game feels slow...)
Do these kind of events not happen on higher difficulties?
I parked a fleet in orbit around a star I wanted to seize. I placed a claim on the system, declared war on my opponent, and was surprised that my fleet instantly vanished in a puff of smoke thanks to the "fleet in occupied territory at start of war" rule that I knew nothing about.
Of course my fleet disappears for over a year, during which the AI proceeds to pound the snot out of me with his fleet. Ragequit, new game.
The rules in this game are... bizarre, to say the least. I'm starting to miss MOO3. I get that Stellaris trying to do more diplomacy / strategy than spaceship combat, but it really should try harder to not be so counterintuitive.
But the stuff you have mentioned aren't necessarily it cheating.
As a example; For the fleet power jump. There is a effect that boosts you in a defensive war. There are edicts and the like that boost your fleets while spending rare resources. Etc. The AI is rather good at turning on every boost it has available the moment its in a war.
When it comes to sudden fleets appearing when they shouldn't be able to build one it may be a fleet returning from being "lost" (aka having retreated), it might be a hired mercenary fleet, etc.
This is an extremely common rule in most strategy games, and one of the most intuitive. Of course you can't park your fleets right on top of the territory you're about to seize and then declare war. It's not the rule that's baffling but your reaction to it.
Most decent strategy games have said rule, precisely to prevent what you were trying to pull. Does it make sense from a realism perspective? Of course not. But from a balance perspective it's crucial. Imagine if the AI did the same to you: fly in to your capital, declare war and immediately decapitate your empire. It would be outrageous and have people spamming threads to complain.
Just put your ships at the closest system, then declare war and rush in while they're unprepared. Similar effect, without the extreme cheese.
Stellaris is still all about war when you get down to it (or more accurately an economics game so you can have a bigger fleet), but it's got some sensible rules in play to force you to actually play said game.
An alternative rule they could have imposed to make it more realistic is to block any armies from ever entering another's territory, but then open borders would be pointless.
The correct way to handle that is to be punitive with diplomatic ratings, everyone in the universe is immediately aware that I'm completely untrustworthy. Not make my fleet disappear.
Sending my fleet packing to my nearest star might have made some sense. But penalizing an attempted Pearl Harbor by sending it off into the void for a year is just perverse. But, it is what it is, so I'll manage... also amusing to think I can make any AI fleets in my territory vanish just by declaring war, I'll make sure to remember to take advantage of that.