I also found something else wierd. When AI salvage gets high enough it triggers a reprisal wave, right? However, when the wave launches, it resets the salvage total to zero. This means that anything that dies in AI (or neutral) space between when the wave is announced and when it launches does not count towards ANY reprisal wave.
I was able to repeat that a couple of times, too, by waiting at +!!! until the next natural wave and looking at the logs.
That's odd: it's supposed to only zero out the AISalvage counter on an AI player when a reprisal wave is announced. Not when one is launched. Reprisal salvage that comes in after the announcement (whether it's before or after launch) goes towards the next reprisal wave. Which is announced at least 10 minutes after the previous one was announced (and may be announced much later if it takes that long to reach the minimum quantity of reprisal salvage). Just to be clear, by "announced" I mean the moment it shows up in the alert box.
The circumstances worked out like this: I sent my fleet out, and when about half of it had been killed, it triggered a reprisal wave. Then the other half was killed. I waited until the next natural wave occured, and it said that the "reprisal strength" of that natural wave was zero. I repeated this with several different groups of ships, and it worked out the same.
New though occurs to me: Would it show up that way if the salvage strength was below the 100-strength threshold? I.e., it was reporting '0', but actually meant '<100, so nothing added'? If salvage only gets used when it triggers a reprisal wave, that seems off. I think I'd like it better if salvage was always added to a wave, but had to get strong enough before triggering a new "(Reprisal)" wave.
May I also request that neutral systems not grant reprisal rights to the AI?
I've gone back and forth on that. I agree that having it happen in was-just-a-human-system-a-moment-ago is a problem, as that's a double-whammy. It'd also be nice to not have it be a huge nerf to beachheading (in the sense of permanent defenses adjacent to but not in your territory).
On the other hand, I don't want "losing a huge offensive fleetball" to not cause any significant reprisal salvage just because you popped the AI command station a few seconds before the casualties really started pouring in.
A possible solution that comes to mind is that "if it's a neutral planet, and you have supply there, the AI gets no reprisal salvage from your losses there", which covers border losses and beachheading. But doesn't cover the loss of isolated outposts.
Maybe, something like "If it is a contested planet (both sides have Strength > X), the AI doesn't get anything"? Or maybe "The salvage dispersal ticker always ticks, but no one gets anything if contested." I haven't gotten far enough yet in my current experimental game to test out exactly how much blowback from beachheading Core Turrets everywhere will produce, but it's something I'm concerned about.