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For one person, there would actually be a lot going on, and he has to do it all. The only caveat is that if he gets downed by some raiders or manhunters and doesn't get back up by himself, you'll have to reload or restart, depending on how you want to play it.
I didn't think it was boring because one of the challenges of most Rimworld colonies is to get it going from the start...after you get many people and established food and steel chain for things, then it's actually not as exciting to me, though I'll still play it to keep making the colony better.
With 2 colonists you have a small base (house) in the middle of nowhere still and you practically can sole the problem of getting your colonist downed alone, but you still don't have to much extra workpower, also, you can just make your 2nd colonist to be a good housewife or husband.
Also, for the problem of getting downed, the tamed animals are guite a good solution, especailly muffalos. In a small value (cheap base) you won't get too hard things coming to you, and even a single muffalo you tame will be an excellent helper, not to mention more... when you can just send them out to the 2-3 raiders, that come to you and they will handle them alone.
I'm doing some practice in a 6 man (fix) tribal game, I'm practicing to keep my bases value low and so far I was succesfull in that and only less than 10 tribal enemies attacked me at max, which is quite good, compared to how large my base already is (I'm playing rough).
Legendary items worth 10 tiems the normal ones, but only gives 1.7 times the combat/beauty/rest effect/etc. values only, so it does not worth using legendary and masterwork items (masterwork is 5 times the normal value). Excellent or maybe only just superior are more than enough as quality boosts compared to normal.
Also if you create a brain implant, or just delete the negative things from the neurostimulator and or use a mod, that gives you a good artificial brain replacement, then your colonists can practically life forever, since the current game mechanics does not kill your colonist through age, but through age relevant diseases, but if all your body parts are artificial, you can't get those diseases, like bad back, heart attack, etc. The vanilla game currently only has no solution for old age brain degeneration, like dementia, and the likes, without having some negative effects, but haven't tried it out with a simple painstopper yet, because I always start with super young colonists and haven't reached 70+ years for my colonies yet :D
Constantly had to wait for orbital traders because none of the other factions would turn up because it was too cold.
Colonists being able to treat themselves is a godsend, but they still can't perform surgery, so no bionics.
At least on Sea Ice I never had to worry about diseases - THAT would be terrible. Unless your colonist has the new Trait that gives them a stronger immune system, forget what it's called.