You would think! However, construing it in this manner does not create a story based on [b]Circumstance[/b] but rather [b]Convenience[/b]. Allow me to explain. There are three civilizations, named A, B and C respectively. A and B jump into the same system and A (who is RP'ing a militant faction), declares war on B. Their initial contact has ended in hostility. The very next turn A and C meet each other. 9/10 Player A will opt for peace with that nation, because he is at war with another nation. The aspect of chance here is represented by the fact that while you [b]represent[/b] your civilization, you do not control the utmost decision making of every single person/construct within it. This is not undermined by an inability to make peace following initial hostilities, however. So have no worries. If need be, ask yourself what you would do -- were you a soldier -- and you were guarding the President of the United States when an alien space shuttle landed somewhere in the domestic United States. You're ordered by your superior to protect the President at all cost, and the aliens walk down the ramp with what appears to be assault rifles in hand and body armor on. They point it at the President. What do you do? Right, right. You just started an intergalactic war and all that alien was trying to do was get a seismic reading on the planet on which he had just landed. Or maybe you don't shoot, and he blows the fuckin' Presidents head off. History is made of impulsive stuff.