I think everyone here is circling around the answer without anyone landing on it. The main problem is that the player evolve in a world where the economy is not stimulated. The infiniteness of ressources does not appear problematic to me, as the scale of the world, the playable timeframe and the world population makes ressources essentially infinites; but only the player pawns work is considered in the equation. The fix is then to simulate this work. More explicitely, its to essentially use Mount n Blade system. Gives each villages random ressources generation (that could even influence the random layout of its base). Weight that in with population, with larger pop also meaning more chances of refined product. Since most ressources are somewhat important in rimworld, makes the caravan deal in the surpluses for whats lacking. Make them favor places that will give them the best price, both on buying and selling, factoring faction relation, time to reach, distance and risks. The base dont have to actually work, that would make the game unplayable. But that would fix the economy and gives factions depths. Since it relies almost entirely on a relatively simple algorithm, once the base programation is done its quite simple to adds progressively more elements to complexify it. The real challenge of making this kind of system in MnB was balance, and most mode broke it completely, making trading completely unviable. Happily for us, balance is irrevelant in rimworld, at least at this level, and it shouldnt be. Are trade relations between the us and gabon balanced? probably not, so why should they be between 10 half dead colonists and an intersideral trader, or pretty much every factions that are all stronger on paper? Anyway, you solve the issue of infinite supply, and the value of is up to the market now (with their base value still determined to the silver one, but if a world produce a load of potatoe every 3 day, they never gonna have any real worth, so meh).
The economy is the mother of all conflict, and this algorithm could eventually even play a larger role in factions relation. Lets say that instead of our current weird faction generators we have a system that gives them an area of influences and a random number of more or less important settlements. I think a good distribution would be outlanders in more densely populated pockets, tribal more dispersed, and pirates always centered close to the border of another factions , with, nice twist there, most of their raiding camps inside those border or between two factions, which would make sense (I always hated isolated clusters of pirates). If you take such a system, add the new economy system, and factor in abilities for settlement to trade and raid, you should also give the ability to any given faction to calculate if its not more worthwhile to raid for the ressources they want from another settlement, or in the opposite to buy peace with it, so they can peacefully acquire them. it would also probably be better to weigh up the cost of war as an option to account for the human cost. raiders should simply have a strong malus to production, which would make them raid all the time, but should be befriendable (they can be pretty rich for a time after all). I wouldnt let a settlement be created by npcs or destroyed by anyone, but the option to conquer should be there for outlanders and tribals to access the base ressource gen. pop could be bought down to zero tho, and if not conquered it would just naturally rise up again from new immigrants. Food, clothes and pops should also be intermingled, and the first one especially overvalued if lacking (which would then make violence a lot more likely, which would make raid way more common and human meat way more profitable).
This would be very relatively simple, would flesh out the two must barebones systems of rimworlds, and would keep the so enjoyable spirit of epic randomness of doom that makes this game so awesome. It could lead to a situation where one tribe conquer another one using the advanced weapon it managed to barter with outlander because it happened to generate gold, but then in a twist of history use the new manpower to overpower the world. Think of the possibilities!
The economy is the mother of all conflict, and this algorithm could eventually even play a larger role in factions relation. Lets say that instead of our current weird faction generators we have a system that gives them an area of influences and a random number of more or less important settlements. I think a good distribution would be outlanders in more densely populated pockets, tribal more dispersed, and pirates always centered close to the border of another factions , with, nice twist there, most of their raiding camps inside those border or between two factions, which would make sense (I always hated isolated clusters of pirates). If you take such a system, add the new economy system, and factor in abilities for settlement to trade and raid, you should also give the ability to any given faction to calculate if its not more worthwhile to raid for the ressources they want from another settlement, or in the opposite to buy peace with it, so they can peacefully acquire them. it would also probably be better to weigh up the cost of war as an option to account for the human cost. raiders should simply have a strong malus to production, which would make them raid all the time, but should be befriendable (they can be pretty rich for a time after all). I wouldnt let a settlement be created by npcs or destroyed by anyone, but the option to conquer should be there for outlanders and tribals to access the base ressource gen. pop could be bought down to zero tho, and if not conquered it would just naturally rise up again from new immigrants. Food, clothes and pops should also be intermingled, and the first one especially overvalued if lacking (which would then make violence a lot more likely, which would make raid way more common and human meat way more profitable).
This would be very relatively simple, would flesh out the two must barebones systems of rimworlds, and would keep the so enjoyable spirit of epic randomness of doom that makes this game so awesome. It could lead to a situation where one tribe conquer another one using the advanced weapon it managed to barter with outlander because it happened to generate gold, but then in a twist of history use the new manpower to overpower the world. Think of the possibilities!