Having third parties take control of your objects preventing you from completing them is kind of a good thing. It wouldn't be a problem if the 3rd party was part of your war as it would count towards the groups wargoals completion. But an independent body in it's own war with its own obiectives should be able to block you from completing your wargoals, it's ups the stakes for declaring war and means you have to keep an eye of the global events (such as 3rd party war declarations) and punishes you for making bad decisions (such as taking ages to invade after declaring war).
You could declare on the third party in order to complete you goals, but then you'll have another war to commit to, and who will that drag into the conflict? Will the rest of the galaxy hate you for declaring war on the 3rd party? Will they all then declare war on you? You don't have the rite to be able to complete your wargoals, that's why you are at war to earn the rite to them, and if someone else blocks you then tough, you've got to make a decision.
either you can;
- Back out completely
- Dig in for another war (with the 3rd party & Co)
- Or compromise on your current obiectives.
The main thing stellaris is lacking is consequences for your actions. The game should not be focused around simple smash and grab wars, it should be about strategy, it's a god damned "GRAND Strategy Game" for crying out loud, it's not supposed to be simple. You should have to really consider whether you can potentially survive with the consequences of your actions, quick easy wins should not exist by default, only stupid mistakes should open up those opportunities.
And if you took that long to invade that a 3rd party took control, then that is your fault for not acting quickly and strategically, and I'll say it again that the game requires consequences. You softened up at target so a 3rd party took the intiative an grabbed what they could before you. If your wargoal is to take control of a planet from an enemy, but that planet is controlled by a 3rd party then you really have no grounds to take control as you don't control the planet, and neither does the party that you are trying to beat in a war.
Come on? Please tell me you see the sense in that? ^_^
Currently you can only keep an eye on whether or not your enemy is at war with somebody, but not on the said war's wargoal. If I could see what the goals are at any point, that might actually affect my choices. Making a war unwinnable because of arbitary mechanic doesn't lead to interesting choices.
Currently the problem in your wargoal system I refer to boils down to the following situation:
1. player A declares war on player B for the control of the first 3 of his 20 planets,
2. player A destroys every bit of player B's fleet and infra and conquers every other planet but the said three, because the first three are occupied by player C
3. player A has a warscore of 0
4. player A can't win the war, even when the player B has no fleet and every planet under enemy occupation
A game like Stellaris is full of mechanics that are designed to make playing balanced, interactive and challenging that might be a bit odd in the real world (even if they try to represent real world), but are necessary for the game to work. Warscore is one such thing, since it prevents snowballing and gives the loser a chance to get his/her revenge at the next war. It might not be totally realistic, but it makes the game better and doesn't strike so unrealistic that you can't get used to it. But I can't understand how anyone can look at the situation I laid down and think that it would make any sense irl or be a good use of game mechanics. It stalls the play of at least two players and all three, if player A controls wargoals of player C who then can't win either. For the very least, player A and C should be able to negotiate with each other on how they want to divine their wargoals, because that would be both a meaningful interaction between players and a logical way to solve the problem they share. I should point out, that this option doesn't take away those three possibilities you mentioned, but adds one more.
What adds frustration, is that those three original goals were probably chosen because they were conviniently close to you and not because they hold any significant economical or tactical gain over any other three planets available. In mid and late game differences between individual planets in terms of production are often insicnificant for the player to care, excluding possible rare resources and possible hyperlane routes.
I do agree that player B shouldn't be able to give you control of planets you or he/she doesn't occupy, but you should be able to pick other three planets, because as I said earlier, mid to late game it usually doesn't matter to player A which three planets he/she at the end gets.
Pie man makes an argument for not discouraging new players with complex mechanics, but there has to be a limit because the easiness of the game will not hold onto people very long as it becomes boring way too fast, I had to turn to modding (which I in turn had to seriously modify to balance them out) just to keep playing. The hardcore mode in this is nothing compared to other games I've played and I had it beat within about a week of the games release and almost the same again when they patched corvette spamming, so it's real easy for me to burn out on this game due to its over simplification for the sake of people that don't have skills or the patience and drive to better themselves and develop them. I didn't get good by playing easy games and I've seen 1990's games with better coded ai than stellaris.
I don't think the point was about not adding complex mechanics, but about arbitary penalties. There is a difference between making a game challenging and hard to beat and game being hard because of bad mechanics. If a boss is frustrating in Shadow of the Colossus, it's because the game is hard and I should stop whining and get better. If a boss is hard in Superman 64 because the controls are bad, then the issue lies in bad controls. Both types of games are frustrating, neither holds your hand, but only one of them is fun to play.