Currently on a company trip, so may not reply to posts in a timely manner (well, moreso than before).
That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.
A mod[ifier] of 1 means an action has its success/detection chance doubled, if the target market has the industry ID present. -0.25 means the chances would be reduced by 25%. Etc.
(note that a building that increases security should thus have a negative success mod and positive detection mod)
The effect is reduced if the industry has a commodity shortage, doesn't apply if isFunctional() returns false. Also some agent actions (IIRC mainly Infiltrate Cell) don't check the modifiers.
Is there a way to blacklist a faction from invading or being invaded and bombardments?
To make it not invade:
canInvade = false in the faction config (will still send raids; set
invasionPointMult to zero in faction config to block this as well)
To not be invaded:
$nex_npc_no_invade key in each market's memory, or you could just add the faction to
InvasionFleetManager.EXCEPTION_LIST (it's a public static HashSet)