Possible Solution for War Score with Allies

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A very common problem in Stellaris is when war is declared against an enemy with defensive pacts or is part of a federation. You can completely obliterate this said enemy, but you will normally be forced to accumulate a significantly higher war score than you could get from the single empire due to the alliances. The worst part of this happens when AI alliances are forged across massive spans of the galaxy, normally with no way of even reaching an ally when war breaks out in the first place.

Possible Solution:
After an empire in a alliance has been blockaded, a plea for help is sent out to their allies to fend off the attackers. Any allies without war demands against them individually can decline (removing themselves from the war and negatively impacting the relationship) or take up arms. Allies have X months to impact war score (either negatively or positively). If no impact to war score is made by an ally after X months, they are removed from the war and the relationship is negatively impacted for lying. Coming to an allies aid by impacting war score will result in positive relationship benefits, regardless if they were helpful or not.

Note: Once an ally pulls out, it removes any war demands they could have received from the pool.

Why this could help:
Currently, allies rarely remove themselves from alliances because it simply makes them less of a target (wars are assessed by the sum of all allies fleet power). A big problem is when alliances are being formed across major spans of the galaxy, making it unreasonable for there to be any assistance given if war was to occur. In this case, empires will be given means to remove themselves from "worthless" alliances, as proven by the war.

By removing these empires from the war, the need to capture planets beyond the defender's should decrease. If no ally was willing to help after X months, it is just you vs them. Furthermore, the alliances will be shaken or shattered, making the map more dynamic mid-late game.
 

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A very common problem in Stellaris is when war is declared against an enemy with defensive pacts or is part of a federation. You can completely obliterate this said enemy, but you will normally be forced to accumulate a significantly higher war score than you could get from the single empire due to the alliances. The worst part of this happens when AI alliances are forged across massive spans of the galaxy, normally with no way of even reaching an ally when war breaks out in the first place.

Possible Solution:
After an empire in a alliance has been blockaded, a plea for help is sent out to their allies to fend off the attackers. Any allies without war demands against them individually can decline (removing themselves from the war and negatively impacting the relationship) or take up arms. Allies have X months to impact war score (either negatively or positively). If no impact to war score is made by an ally after X months, they are removed from the war and the relationship is negatively impacted for lying. Coming to an allies aid by impacting war score will result in positive relationship benefits, regardless if they were helpful or not.

Note: Once an ally pulls out, it removes any war demands they could have received from the pool.

Why this could help:
Currently, allies rarely remove themselves from alliances because it simply makes them less of a target (wars are assessed by the sum of all allies fleet power). A big problem is when alliances are being formed across major spans of the galaxy, making it unreasonable for there to be any assistance given if war was to occur. In this case, empires will be given means to remove themselves from "worthless" alliances, as proven by the war.

By removing these empires from the war, the need to capture planets beyond the defender's should decrease. If no ally was willing to help after X months, it is just you vs them. Furthermore, the alliances will be shaken or shattered, making the map more dynamic mid-late game.

"Facepalm"

Just give planetary occupations ticking warscore like they are supposed to have, there's a mod on the workshop for this and it solves this dilema perfectly.
 

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First Lieutenant
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While that is indeed the easier solution, it doesn't solve the fact that alliances are being made over arbitrarily large distances. Giving back the war score just leads to alliance bloat and a stagnant mid-late game. Both the ticking war score and a new alliance breaker are needed in the game.