That double raid event is a bug. (I think?)
I note that in this test, you're playing the Haakonish, which happens to be the race associated with the Clan of Superiority. When encountering the associated pirate faction, those 4 races have a unique popup message (as seen in another thread conveniently spelling it out at this time), which this time was:
Haakonish wrote:"May pleasing odors fill your nostrils, lost siblings! We see you have unshackled yourselves from a life of gravity and unfiltered air! We are the Clan of Superiority. Once we were soil-pounders like you, but now we are free. Our ancestors were early offworld miners who stumbled upon some ancient ship technology. That allowed us to leave our home system and the limiting tether of land and sky. You inferiors still cling to the old way. The Clan of Superiority is unbound and prosperous. Still, you are Haakonish and not unlike us. We will consider trading with you if you are willing to invest in our mutual prosperity. It is an opportunity you should not miss! If you reject us, you are no Haakonish, but rather filth to be expelled into vacuum, and we will not countenance your presence in our space."
It doesn't tell in a narrative manner that your empire is inferior, so that is a fair consideration. I'm not sure you're speaking fairly in calling this sociopathic, though it certainly is threatening. The other texts are:
Human wrote:"Hail, Dirtsider! We are the Ghost Fleet and we have long watched over your primitive world. Our old legends tell us that many, many years ago, some our ancestors settled among you.
As a result, of all the plague-filled dirtballs in the galaxy, we've been a bit protective of yours and we've generally discouraged other of the clans from raiding your system. Now, this has cost us over time as some of the clans are fairly ultra-violent.
Anyway, the legends also said that someday you would take to the stars again and that when that day came, we would be able to re-join our dirt-based ancestors in one happy new clan. Well, seeing as this has now happened, we figure it's time for a chat.
The only thing is, we've been re-reading the legend and also talking over the cost of protecting your dirt-ball over the generations and the legend says that re-joining you will "return us to prosperity".
We figure this means you need to pay up and if you do, we'll know the prophecy was right and we'll join up with you.
Otherwise, well... I guess we all know not all stories turn out to be true. So what do you say?"
Teekan wrote:"Intruders, this salvage belongs to the Airless Wanderers. We claim no soil. All of space is ours. Respect our territory, and we will have no problem with you, dirt-dweller though you may be. Encroach on our claim, and we will destroy you."
Zenox wrote:Due to extreme spoilers involving the Zenox, I will omit this one.
It seems as though you're being ornery about your position that you should be able to fight back at first. I've already demonstrated that it is explicitly the intent that pirates are dangerous to starting empires. As though you're fishing for examples where it doesn't explicitly tell you that the pirates are overpowering. In your original experience, *
it did spell it out to you.* Even without the explicit advice, the threat is plain in all cases, and even a 'noob' should be aware that pirates are dangerous without it, your empire has barely achieved jump drive travel and
*boop* here are some warships equipped with inter-system drives showing up.
HOWEVER, the idea of tweaking to make defiance viable? Say more. The idea that they raid less doesn't make much sense, but there might be something here.
Perhaps a successful raid could provide a colony with a 'raid defiance bonus' for some time. Not eliminating stolen credits and materials, but at least mitigating it. Or pushing the odds that nothing gets stolen in the empire's favor. Perhaps an empire that has refused any protection agreements could have a smaller bonus like that. ((I vaguely remember that raiders or raided targets get a 'buff' that prevents it from happening again for a time, contrary to the bug you experienced))
Perhaps pirates could offer a temporary mercanary-like contract to fight on your behalf after a successful raid provided the diplomatic value with them isn't too far in the red, similar to what the Ghost Fleet claimed they were doing for the human empire before they ascended. Of course, that should be more pricey than a mere protection agreement, but less than paying off a bunch of pirates (not accounting for the damage from a successful raid). I don't think this should give the player control of the pirates, but it makes the target empire's colonies and bases as though it were belonging to the pirates and interrupts the pirate's usual routine for making trouble for other empires.
Whatever the case, it should be clear that resisting is an inferior choice to giving tribute. So no tweaks might be the best approach.