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// - objects to add behaviors to
// --- harvesters
// --- transporters
// --- spawns
// --- expansion flags manager
// - structure playbook checklists
// --- spawn with expansions
// --- forts and outposts
// - ai execution
// --- early tick and late tick events
// --- non tick related (event driven) executions
// - creep motivation
// --- plausi check if a task can be finished -> path permanently blocked? penalty tasks that were obstructed
// --- quick wins, let creeps consider fast clearance tasks to be more rewarding