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The problem you speak of though is due to being allianced and them having a higher claim on the system.
If you want it to be yours, you need to have a higher claim, or equal claim. (Equal claim will do what you said. Whoever gets there first wins).
I claim all my enemies systems. But another empire has claimed some of them as well with intent to go to war. But I get there first and wipe out my enemy. But the other empire (who is NOT an ally or a in a federation with me, and did not fight at all), gets my system I just fought for. I even fight the ground war. So why should an AI be able to take an enemies planet after YOU fight for it?Then at the end when I tried to get him to surrender to conquer it said -3000 for trying to claim planets I did not occupy. FIX: I think if you fight for a planet and win, then YOU should get to claim that planet/system (Like the synth option) If the other empire has a claim on it but does NOT fight for it then they should not get it. Can you make a fix like that? I love making huge fleets and storming the galaxy. But its not fun when you do all that work and the other wimpy race claims half your spoils for doing nothing.
RIght now the domination tree and playstyle is completly useless.
This doesn't fix that. I am not sure how too.
Nobody is at war though
Yea I did. The problem unfortunately is due to how everything is setup. Their logic works technically.. but doesn't at athe same time. Its working as intended, but creates problems like my example above, espcially with the new hyperlane only change.
For example, add yearly event to check if -- a) all future-vassal (using_war_goal) planets were occupied - b) claims on its allies occupied too - c) def_war_exhaustion_sum >>> off_war_exhaustion_sum or major attacker fleet superiority -- and if so, have defenders concede.
Static bonus/penalty due to wargoal doesn't seem to take many things into account, as indeed having allies fight Total War for some tiny vassal when there are no claims on them and little chance to win seem to be kinda broken.