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As far as the MINOR factions are concerned, there's very little interaction in the base game, which is probably why mods like Reactive World exist.
In the base game, you can encounter bosses for many different bandit factions: Dust Bandits, Swamp Ninjas, Red Blade, etc... Turning them in for their bounty or killing them does not really change a thing. The bandits will still exist and behave exactly the same.
Reactive World is amazing though and definitely warrants it's own separate playthough imo. Be sure to couple it with Realpolitik too. Been playing just those two on an otherwise vanilla setup, with only UI, clutter reduction and minor graphical mods and the changes to inter-faction strategy planning is great.
As a Holy Nation loyalist (a rare breed apparently) they've been invaluable in injecting more depth to my game.
can you explain how it has injected more depth please?
What new opportunities have you had?
One example has been the total eradication of the cannibals after a long and costly campaign, something impossible on a vanilla playthrough, and a great piece of added content for a cannibal hunters rp.
Another is the ability to sow chaos amongst various factions by causing civil wars to start in their lands by eliminating certain high ranking people.
Overall it just feels far more immersive imo. Actions you take can have significant results on the game world and faction dynamics, so it makes considering the outcome of certain factions being destroyed more meaningful to gameplay. i.e. if you take out Flotsam, Rebel Farmers, and some UC cities, but not the cannibal tribes, you could end up with a serious cannibal problem up north etc.