If not enough water space can be found inside the base perimeter, stop the AI from trying to build naval production buildings permanently until it deploys another construction yard.
If enough water is available within the base perimeter, check whether any
building that provides buildable area (for adjacency) is close enough to
water, otherwise don't even start producing this naval structure.
This was extremely borked:
The priority overrides for refinery, production and silo ignored power completely and never checked whether the structure might drive the AI into low power state; whereas the check for regular building checked whether the structure's power -exceeded- MinimumExcessPower (previously just 0). The catch is that power draw is represented by negative numbers, so the only buildings that would trigger this were - power plants.
Now it checks whether the sum of building power draw (negative) and AI's current power level are lower than MinimumExcessPower, if not, build the structure, if yes, build a power plant instead.
Additionally, this check is now performed for the early-game priority overrides as well.
Last but not least the AI would not(!) give power plants priority if it was already low on power. This has been fixed as well.
To prevent the AI generating lag spikes by issuing too many orders in a single tick, it is now limited in how many orders can be issued per tick. Extra orders are queued. This allows the performance hit of issuing multiple orders to be spread out over several ticks.