1. If your enemy begin to spawn neutrals around your planets (forgot the name of the tech) they will help a rebel player defending instead of attacking him.
2. If you play a loyalist vs rebel game with pirates, the loyalist will always get the Pirate raid if the rebel has researched the right tech.
3. A rebel cant get the occupationvictory at the beginning if he has researched "friendly neutrals". he need to wait until someone other wiped out the neutral colony.
Solutions:
1. Dont spawn neutrals with the tec research. spawn headhunters with "no neutrals" flag. Use them for the occopation planet too. maybe just a virtual another player.
2.let the payed pirates still attack the rebelplayer as headhunters. let them arrive from sun if they are for a rebelplayer and make them weaker.
3. make it possible to deaktivate a research feature temporaly. I would like this option for heavy nukes too, so u can colonize a planet without waiting for disapearing strong radiation.
Another designproblem is in the head of the players
most old players will switch off pirates in multiplayer. so rebel have a nerf. Maybe an option in which the rebel still can pay for small piratesfleets if pirates are switched off would be nice.
Or an option that a powerful artefact will be placed on the piratebase. So rebel players can get them without get attacked by the pirates that are stationed there.