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sometimes it's b/c they're not building enough anchorage to start, sometimes it's actually the maintenance costs that slow them down (or lack or rare resources), while sometimes they'll just randomly get stuck on some other economy priority.
most fundamental though is just that human players will happily go 100%, 200%... hell, 500% over their command limit. the ai deprioritizes ships as soon as they reach command limit.
problem is getting them to do it w/o otherwise killing their economy. though often, just trying to get them to build defenses, I'll look and they're just sitting on 10k alloys or some dumb shit.
the events are all new, and are fired from new triggers.
most AI mods change things like defines file that dictates overall AI behavior, and this mod doesn't touch any of those. so only way it could conflict is if someone used the same event name and numbers as me.
in fact, when i pulled this out of the larger mod I was working on I removed the new resources i'd added myself, just in case.
the export/import trade are done with modifiers, same as when player buys rare resources from an enclave, and only fire every 2-5 years (since they're meant to be long-term). and the one-time trades to prevent deficits, that's why I said "are more likely" to sell before actually reaching deficit. they're not running every day or month, meaning AI can miss the opportunity.
building checks are more frequent, but also random so it's not every planet being checked every month. rather, it's spacing them out that way.