sven wrote:Would you upload this game? Right now, I *think* the only way an AI should end up in conflict with the Marauders is if the AI believes it can capture the Marauders' planet, so it starts a fight. My guess is that in this case an AI started such a fight unwisely, and got itself into a problematic conflict. I'd like to verify that though. There's a chance things aren't quite working as I imagine. Also, perhaps, the AI's judgments about whether or not it can indeed take out a Marauder base could use some tweaking.
Uploaded as game_7532
The attack is initated by the Marauder fleet at system Dubhe: it seems they attack with their transports as well - this should be the issue
As they later decide to retreat the transports from the battle, they are pulled off from the system - they should probalby not attack with transports (even for the purpose of potential boarding) as these kind of ships are too flimsy for that. By leaving out transports from the attack like is the default behaviour when the player attacks and enemy fleet, this issue should be resolved
After the attack is succesfull, they go on and invade the planet: I would suggest that Maraduers always only raid and never invade. This would serve two purpose:
1. AI empires are not hurt that much by raids then by invasions
2. The Marauders should serve as occasional flavor so that they do not become boring quickly. By taking planets, their presence is more pronounced on the map.
Suggest to only have a small chance of direct conflict for these to same reasons: by having either side paying off the other, the AI gets more breathing room, and over time the Marauders will likely take some slaves anyhow before their hopefully inevetable (but somewhat prolonged) demise by AI fleets
I haven't seen any cases yet where the AI attacks a Marauder base since the update, but will keep an eye on it