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I will agree there needs to be deeper faction interactions though. I think most long time Rimworld fans will admit that's one of the game's biggest weak points. We got one faction with unique mechanics with Royalty, but since then all we got was xenotype and ideological variations of default factions, and a hidden raid only faction. The default faction interactions never really got an update.
That said, I'm not entirely sure what exactly should be done to improve them.
I'd rather see them milk it into eternity. Upgrading the base game is what a DLC is for, and they've done a great job of incorporating new aspects to it. All of them provide an excellent base for modders to build from, which is ridiculously rare in the video game industry. As long as the content is unique and original, it is definitely welcome. IMO at least.
The only thing really missing in the DLCs is cross-DLC interaction. There could be a lot more of that. There is some, but I think that the DLCs should be more interactive with each other.
So I had hoped 1.5 released with the storyline-driven Anomaly DLC would feature a serviceable story engine for modders.
More water stuff would be nice.
1. More resource materials - advanced resource tiers.
2. Invasion of mechanoid facilities since they are a bane of our existence in game for so long.
3. Late game Ocean exploration, it can have its own risk of deep sea terrors.
4. Under ground exploration, diamonds, rubies, gemstones, etc used for studying, making laser defense systems.
5. Multiple floor levels with structural integrity allowing for outside of window sniping as well as look out towers to spot incoming raids sooner.
6. More big game disasters that can affect the entire game world for many days, like hurricanes, tidal waves ((making living next to coastal regions more risky)) Area flooding affecting movement speed of caravans, volcanic eruptions allowing for more distribution of new resources.
7. More trap options/types
8. Overhaul to medical and disease system, more diseases.
9. New Enemies/enemy designs, accentuating on the xenotypes from the bio DLC.
10. TANKS.
11. Accentuate on the prisoner system, add torture for getting information in order to find whereabouts of the enemy raiders encampments to start quests to destroy them or offer peace talks.
Making Z levels ""interactive"" ((I.E A turret on Z level 2 shooting a pawn on Z level 1)) between all Z axis elements is the tricky part, but currently there is an easy work-around to making multi-level floors in the same sense you can have several colonies within the game at once, in addition to the void space from the warped obelisk.
Basically you can set up an "Exit" and "Entrance" to allow going in and out of that space which would teleport you somewhere else, but would not actually be below or above your current axis but would just be a seperate tile set. Simple locomotion would not be difficult.
Creating multi-layer floors is relatively easy especially for tile-based games however.