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An expansion of non-colony stuff like trading, quests, settlements, and caravanning, would go a long way towards making multiplayer more feasible. I'd also like to see an expansion on tribal/medieval level.
Neither of these mechanics function as intended in Multi-player.
So no multiplayer.
Both viable multiplayer mods prove this statement isnt true.
Zenrith Co-oP means both players control game speed.
Open world means one player per colony.
Base multiplayer would likely be Open world style rather than zenrith, though, simply because its far easier to implement than co-op (which would need to use steam multiplayer services to keep everyone at the same tick, as well as throttle the maximum tickspeed so everyone is the same).
Spoken like someone who has never played multiplayer rimworld with their friends!
Its hard to understand how enjoyable it is to run a colony together, and how different the experience can be until you actually try it with the intent to have fun.
Last time i did a long multiplayer run with two other people we delegated using ideology; One of us focused on combat, one of us focused on agriculture, and one of us focused on production. We all had an ideology position and it was a lot of fun to vie for construction projects and resources... we even had spin the bottle, lots, raffle, and lottery mods for ideology specifically to give us an in game way to decide things.
Imagine you playing coop with a friend or against!!!
Spoken like someone who hasn't acknowledged Rimworld is built from the ground up with singleplayer-only design in mind. Games where multiplayer fits already have it nowadays and I see little point in obsessing over having it added literally everywhere since games that don't have any form of multiplayer are the same games where it doesn't make much sense to have it in the first place.
By all means, use the multiplayer mod if you insist... But no thanks, I don't need my modlist broken by an official update adding something that completely doesn't fit.
Now, it would definitely work differently here on the Rim, but it's something I think could be done for the people who want it, as well as not having to rely on a mod that will most certainly have dozens of conflict issues.
And in the 1-player per colony mod, that does not address the fact that it would make accurate trading and interaction impossible, if the players game clocks were not synchronized.
There has not yet been a single multi-player mod that has shown a commercially viable method to integrate time controls and still preserve the game experience.