Hey guys,
I've been working away on my mod for a while now, and have come across a bit of a snag. Curious as to if anyone knows how to fix this. 
I dont have traditional colonizing frigates in my mod. The frigates have a custom ability that, when activated, deploys a small starbase structure. I have this ability set to cost resources and it's on a large cooldown, so it can't be spammed.
When the starbase item is spawned, it has a second ability called 'Anchor', which captures the nearby neutral planet.
So the flow is like this: Clonizing frigate spawns a starbase, starbase hits the Anchor button, and the planet is taken over for your faction.
This works fine, but I need to add some limitations. I don't want to have planetary bombing in my mod; I want to keep it space-based only.
The gameplay I have in my mind is that a player deploys a starbase and claims the planet for himself, but another player can come by, destroy the starbase, and anchor one of their own. The problem with my current configuration is that since there is no planetary bombing, there is no way to retake a system once it has been claimed. Also, players are able to anchor a lot of starbases in the same gravity well.
1) Is there any way to limit a certain entity type to only one instance per gravity well? This would solve my problem.
2) I am not too familiar with the way the allegiance system works; can someone with a bit more understanding of allegiance mechanics suggest another way for controlling planetary ownership using destroyable structures? If each deployable starbase could affect the ownership of the people on the planet, this would allow rival players to out-tower the enemy and slowly take control of the planet, and they'd be encouraged to defeat the other towers so there is less resistance. This would be acceptable gameplay if it's my best option.
3) How can I spawn an entity (like AbilityDeployCombatTurret) and have it last indefinitely? I can add 10000000 seconds to the expiry time, but it looks sloppy on the infocard. I tried changing expiryTime to both 0 and deleting it all together, but all that does is instantly destroy the object after it is spawned. Is this possible?
4) Is there a way to link a structure's death to destroy the nearby planet/remove ownership?
Thanks for the help, all. 