I checked how the xenons behave after the 8th update.
Don't take into mind OOS bugs/features with turrets, only logic.
About month of game with SUV, all faction warfs and ports are blocked via docks whenever possible, all plots done exept Borons.
Logic in the Southwest remains broken: free unprotected systems that the Xenons don't even try to claim.
Current map:
That is, in the last three major updates, the Xenons have been made so stupid that even with the player's help and kicks in the right direction, they move with difficulty.
This is crucial for long-term play to avoid universe overcrowding (for example, when Splits build 30-50 stations per sector). The save file grows to over a gigabyte, and at a certain point, the save simply stops loading. Not to mention the lag during gameplay with factions-owned universe.
At the same time, the Xenons typically build no more than four stations per sector: two defense stations and two powerplants. Therefore, if you give the Xenons the entire universe, leaving each faction with two or three systems, you can play for a long time without lag or the fear that saves will not loading. And the saves themselves will be about 500-600 megabytes.
PS: And one more thing. The work of S/SE ships does not play a big role. To check, you can start a custom game with XEN reputation +30 and begin too feed xenons warfs and ports with energycells, ore and silicon. Nothing will change. Xenons at center and NE will start high expancion, at SE, N and NW with madium expansion and xenon at SW will continue to be dull and remain stuck on the handbrake. Warfs and ports full of resources and absent adequate tryings to claim free free neighboring sectors.
And if you kill xenons warf and port at SW they will build new anywhere except SW sectors. So the game scripts/logic prevent the xenons progress
PPS: I just thought: there are more than 24 factions in the universe, 17 of which have built ships hostile to the Xenons. The Xenons can have no more than 7 warfs and 7 ports. We could add an increase in the counter of maximum Xenon ship producing stations depending on the alliance between the factions.
For example: if the Argon and Antigone are friends - the Xenons get +1 port and +1 shipyard; if the Paranid and the Holy Order are reconciled - the Xenons get another +1 shipyard and +1 port...
Similarly we could increase the coefficient for the maximum numberof ships available for construction also.
This way, we can get a little closer to parity: avoid the imbalance when 6-7 ports of one faction unsuccessfully try to resist 10+ ports of factions alliance.
This is not to mention that the Xenons simply can never win due to the presence of invulnerable objects in some factions (the problem is discussed in a separate thread)