Right now it is really easy to stockpile energy, food, etc. This is not good as it makes it too easy to turtle. I have thought up some ideas to make it harder:
1. Batteries lose their charge over time. In real life batteries lose their charge, why not in Rimworld? This would make it so that you couldn't just have rows and rows of batteries unconnected to the powergrid waiting for emergency, you would have to recharge them every once in awhile. This wouldn't remove the strategy of having back-up batteries, just make it less effective/easy. Additionally battery leakage could be made a thing, and different types of batteries could always be introduced with varying properties such as how much stored energy they lose, their chances of leaking, their internal resistance controlling potential power output, etc.
2. Preserving food. Berries can be made into jam. Meat can be smoked. Potatoes? I have no idea how to preserve potatoes without a freezer. Preserved food would provide less happiness/nourishment to colonists than fresh food. It would also require time to preserve the food. This way you don't have vast reserves of food piling up that never goes bad.
3. Weapons jamming. This isn't really related but I just thought of it. A weapon can randomly become jammed and needs cleaning to use. When a weapon becomes jammed it turns into a "jammed weapon" and your character automatically unequips it and in order to re-equip it must first be cleaned to turn it back into a "weapon". This could promote having more weapons lying around in case of a fight and you want to just grab another weapon as opposed to taking the time to clean your current weapon. Could also be used to help balance certain weapons where changing other weapon parameters wouldn't make sense.
1. Batteries lose their charge over time. In real life batteries lose their charge, why not in Rimworld? This would make it so that you couldn't just have rows and rows of batteries unconnected to the powergrid waiting for emergency, you would have to recharge them every once in awhile. This wouldn't remove the strategy of having back-up batteries, just make it less effective/easy. Additionally battery leakage could be made a thing, and different types of batteries could always be introduced with varying properties such as how much stored energy they lose, their chances of leaking, their internal resistance controlling potential power output, etc.
2. Preserving food. Berries can be made into jam. Meat can be smoked. Potatoes? I have no idea how to preserve potatoes without a freezer. Preserved food would provide less happiness/nourishment to colonists than fresh food. It would also require time to preserve the food. This way you don't have vast reserves of food piling up that never goes bad.
3. Weapons jamming. This isn't really related but I just thought of it. A weapon can randomly become jammed and needs cleaning to use. When a weapon becomes jammed it turns into a "jammed weapon" and your character automatically unequips it and in order to re-equip it must first be cleaned to turn it back into a "weapon". This could promote having more weapons lying around in case of a fight and you want to just grab another weapon as opposed to taking the time to clean your current weapon. Could also be used to help balance certain weapons where changing other weapon parameters wouldn't make sense.