Magic "can't invade for a full year no matter what you have" rule sounds pretty absurd tbh.
I'll probably just make a successful invasion steal the player's cash (representing looted commodities) or somesuch, and make successful invasions apply the defender preparedness bonus (currently only failed ones do).
Cool, there should definitely be a lot more penalties to losing a colony and lot more ups for actually founding or capturing one, like maybe the fleet-size over the minimum 30 being determined by a function over the sum of market levels the player or the faction currently holds and some other "stuff" i guess. This would however require a split/drill of AI Fleet size to AI Fleet size per faction and a lot of method adaptations.
Yeah, next version it should try to make industries the faction doesn't have yet.
That would be a cool fundament, considering that some faction mods add their own industries and hopefully also will be able to add custom resources with custom industry dependencies i petition that one could create profiles based on their own faction(lorewise) through which one could determine;
1) which Goods a faction hopes to archive a monopoly in.
2) which Goods a faction is willing to neglect to reach (1)
This would give grounds for additional triggers for disputes (1) and would lead to a more realistic faction dependency (2) where favorable and dis-favorable dispositions are impacted by actual economic concerns... bla bla ... bla.