Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/30279-alliance-voting?page=1#post-272449
Same thing happened to me. I'm just playing my first game and this was one of the things that was blatantly sticking out. I have 20ish systems, the enemy AI is left with 1-2, loosing badly, and offering truce if I give them all my cash :)) Are you serious ?!? Also, trying to trade for like 20-30 luxres, and they (friends and allies mind you) are asking for 2-3 tier 3 techs... Absolutely stupid.
Regarding the AI truce issue, it is indeed disruptive, but all you have to do is use your influence to immediately re-declare the war. I see my AI allies refuse truce offers all the time, by the way -- I think it has more to do with whether they have enough influence to turn down the offer than it does with them being natural wimps. Admittedly the mechanic looks a bit awkward, in that there is a truce and then you have to re-declare the war, but netting it all out all you are doing is using your influence to force your alliance to keep fighting. I try to always keep a healthy influence reserve during a war for just this purpose. If the devs would simply give you the opportunity to use your influence to continue the war instead of announcing the truce first, it would be a cleaner approach.
This is one reason, by the way, that I generally wait for a siege to reduce the defenders to zero before invading, instead of launching an invasion and fighting it out over multiple turns. With an immediate re-declaration of war the siege continues uninterrupted, while with an invasion your troops pull back, there is no siege damage for that turn, and you have to wait until the next turn to re-invade.
This is a very good point. Question: if your ally truces, and you re-declare, or vice versa, does the ally get pissed at you for overriding them?
And this is very good to know!
Edit: PxxIxxSxxSxxExxD gets censored??
Not that I have noticed. My relations with allies have never changed immediately after a re-declaration, anyway. The thing that really irks them is when you don't pay attention to their attack/defend flags; if you take care of those they seem to stay reasonably happy with you no matter what else happens. Well, watch out for intermingling systems, too...border friction and "systems covered by influence" can be a big negative if you don't pay attention to that.
Maximum number of alliance members is:
Total player/2 (round off)
Examples:
3 players/2 = 1,5 = max. 1 player in one alliance = no allinace possible
4 players/2 = 2 = max. 2 players in one alliance
5 players/2 = 2,5 = max. 2 players in one alliance
6 players/2 = 3 = max. 3 players in one alliance
7 players/2 = 3,5 = max. 3 players in one alliance
8 players/2 = 4 = max. 4 players in one alliance
and so on...