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Also, I should mention that you can disable raider factions and all other permanently hostile factions while creating a new colony. You can then reasonably make peace with every other faction by giving gifts, releasing prisoners of that faction, attending peace talks, etc.
A lot of the raids you will face are in fact scouting parties sent out from hostile camps that happen upon you.
I like combining it with Dynamic diplomacy making you not the only target.
https://steamcommunity.com/sharedfiles/filedetails/?id=1875168898
Those mods people suggested seem very interesting. They seem to be very much what I'm looking for.
As for raiders, I wouldn't like to disable them completely. That doesn't seem realistic either. Rather I'd like to disable "timed" automatic raids and be raided only when someone has an actual reason and means to raid me.
If a trader comes through and sees your armor and weapons, your comfortable chairs, and the gold flooring, you better believe word will spread and they'll be back to you, to take what you appear to have.
lets also not forget the rimworld is often post apocalyptic - while not a glitterworld, there is still a functioning archotech network that people can and do access alongside a coordinated global communications system. It makes perfect sense for there to be information about your colony floating about the planet, even if youre on a secluded island in the middle of the ocean.
As for the OPs "timed raids" thing, i dont think any vanilla storyteller will give you a raid after x days, although they do have an internal cooldown on how often you can BE raided. The size and weapons of the raid, however, are determined by time/colony wealth within the factions tech level. Tribals will never come at you wearing power armor, but VFE pirates can drop pod in 50 warcaskets with mini-nuke launchers.
I realize it may be unrealistically complex and unfeasible, but still the optimal solution IMO would be, that all factions had to obtain their resources by the same mechanics as the player does. Raiders shouldn't get automatically numbers and gear scaled to the state of the player's base. They should need to work for their resources and work even harder to replace resources lost it battle. Then the AI would have to actually determine whether it's worth it to even attempt an assault.
I'm sorry you're removed from the immersion. The game is not what you're wanting yet, but maybe some mod may provide.
If you want something different, play something different.