If i trade for a bunch of materials my actual power goes up but my "wealth" estimate goes down sharply. The storyteller seems to interpret these trade events as losses on my end, and after i got a solid 20k silver and continuous hiring caravans to come i ended up without a significant raid for 100 days as seen on the history screen.
This is one example of how annoying it is to have to worry about accidentally cheaping out a storyteller that tries to to baby the player. I wish there was just a mode that presented threats in a way that made sense within the world without any kind of special sense for how the player is doing population and defense wise, this doesnt mean "randomized" either. For example, wealth would attract pirates in scale of the amount of wealth without any regard for fairness with number of colonists you had to defend it, lots of high tech items and electronics could give off EM that attract mechanids, and lots of food/excessive hunting might attract tribals. These kind of things give the player choices and guess how they need to best defend. This would be done without first checking when the last raid was or if the player's defenses are okay.
Rimworld is advertised as a storyteller driven game but does this kind system really make the most sense for player enjoyment? I have a lot of fun in rimworld, this is just one of those things that gnaw at me, often it feels like im supposed to be playing a metagame instead of the game itself. Oh, also spawning insects on top of your colonists and instakilling them because the storyteller thinks your bored is pretty cheap.
This is one example of how annoying it is to have to worry about accidentally cheaping out a storyteller that tries to to baby the player. I wish there was just a mode that presented threats in a way that made sense within the world without any kind of special sense for how the player is doing population and defense wise, this doesnt mean "randomized" either. For example, wealth would attract pirates in scale of the amount of wealth without any regard for fairness with number of colonists you had to defend it, lots of high tech items and electronics could give off EM that attract mechanids, and lots of food/excessive hunting might attract tribals. These kind of things give the player choices and guess how they need to best defend. This would be done without first checking when the last raid was or if the player's defenses are okay.
Rimworld is advertised as a storyteller driven game but does this kind system really make the most sense for player enjoyment? I have a lot of fun in rimworld, this is just one of those things that gnaw at me, often it feels like im supposed to be playing a metagame instead of the game itself. Oh, also spawning insects on top of your colonists and instakilling them because the storyteller thinks your bored is pretty cheap.