Okay, so, awhile back, Director Ten Shells thought it would be a good idea to extortionate me for all of my treasury and mineral stockpile. At the time I had no military as Iw as focusing on only teching-up, so I paid his danegeld.
Later on, I get another such ultimatum, but this time I have a military and invite him to go shove it in his cloaca. He promptly declares war, and gets turbocurbstomped, which is what happens when the best you have is lasers and you're facing antimatter torpedoes and vindicators.
Then, after a while of successfully prosecuting this war - glassed some planets, captured others - the Imperial Ashdar join in because I'm "persecuting their friends, the Orthin!"
Not that they do anything much, they just declare WAAAAAGH.
And this goes on. And on, and on. Every time the AI sues for peace, I'm like "sure, this is bonkers, let's end it," and then the next turn, or maybe once the turn after that, they declare war again because I'm at war with their best carapace-bud.
By this point, the Orthin homeworld is under my control and I can only credit the fact that they have an empire at all to that huge extortion giving them resources to crash build a colony fleet and expand north of me.
Eventually they both fell out of contact with me, but then something or other brought them both back in at once. I say "cool, whatever."
So this time, the Ashdar sue me for peace, and I accept - and I then immediately, same turn, spend the influence to get Ten Shells to agree to peace.
The start of the next turn, it's right back to war! That's absurd. I spent influence for nothing, but somehow being a treaty-breaker doesn't cost Ten Shells anything?!
Most 4Xs have some kind of lockout on hostile actions after a war. The best ones let you break your word but massively damage your standing in the eyes of everyone else. This? This is just nuts. I'm on the verge of just going and Exterminatusing every damn Orthin in the galaxy who isn't already under my control.