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[Hide] (3.4MB, 3963x4559) Reverse >>217591
I do the same every now and then. It's impossible to find a good difficulty balance, it's either journalist-difficulty creative mode, or nonstop ass rape.
I want hostile forces to have a fixed difficulty, exist in the map somewhere, and have specific motivations for attacking you instead of just killing and destroying randomly. Like bandits demanding money or making you produce drugs for them, tribal people wanting a quality statue for a ritual or to get food, giving out any human (including prisoners), dealing with your enemy's enemies or doing other quests for them, etc. And they would want what you can actually give, for example if you have a lot of money but not a lot of colonists, they'd always ask for money, and if you have the opposite then they'd ask for something labor-related like farming drugs for them. They'd only come to mess with you if you can't meet their demands, and they should always have an "unfriendly" relationship status unless you fight them long enough to make it hostile.
You should be able to make them stop with diplomacy or by going over there and getting rid of their base. Small bandit camps you could just go out to defeat. With medium bandit camps you have to consider your options. With large bandit camps you'd have to continue to meet their demands, move away, get help from another faction and become indebted to them instead, or have a very strong colony to fight against them on your own.
Large mechanoids or large groups of mechanoids should never come to your map on their own, they should mostly function as an environmental effect like the crashed ships (except smaller so it's not game over-tier if you ignore it), or preventing you from going somewhere.
Infestations should only be able to happen in darkness and tiles without a proper floor, and they should always be weaker than your colony.