Others like yourself see the AI giving up after two battles. This makes it very hard to pinpoint why the AI is behaving like it is. Its not a consistent bug.
I've actually done experiments on this before. The biggest factor appears to be fleet size. If your fleet is under 250 command, the AI never surrenders. No matter how beaten and broken it is it keeps fighting, even if it has no money, all its units are dead, and its only planet is a dead asteroid. (
Yes, I've actually seen this happen). However, as fleets grow larger the AI becomes more willing to surrender.
I find that usually the "hair-trigger" surrenders occur in very long games (2+ hours, at least) where the player amasses a giant fleet of doom and the AI is more or less just running away from it. The AI
really was already beaten long ago, and the exact straw that breaks the camel's back can feel quite arbitrary as a result. Usually at this point you outnumber the AI at least 2:1, if not more, and its economy is starting to buckle under the upkeep and continual casualties.
In practice, short of just disabling this feature, there's no real way to solve it. Some people want an AI that fights to the bitter end no matter how hopeless, others want an AI that makes its last-stand relatively early and then throws in the towel. We're never going to get a "one size fits all" for both groups here.
Speaking of autocast superweapons, could the default state of superweapons be set to autocast OFF? It's annoying as hell to build one, then have the first shot get fired at random.
YES PLEASE
The deliverance is really the only superweapon I ever set to autocast, and even then I usually have a target in mind upon completion...
Aye, I'm looking into this now. It's definitely too micro-heavy.
Great news! Advent mines have always been way too much of an annoyance tactic.