>>712762792 (OP)The genius of Rimworld is its tastefully coarse simulation, the deliberate omission of needless friction like socks and toilets and seeds and ammunition. DF already exists for your autistically detailed world and cities of 200 automatons. Instead, they chose to provide an accessible and compelling experience focused on a handful of colonists on a single tile.
Yes, the world at large is mostly a mirage, you will continue to be raided by 200+ procedurally generated ghosts even if you destroy 99% of your enemy's settlements, and those hordes of roving guinea pigs aren't part of a realistically simulated ecology-- because none of that really matters to your colony, and those systems probably wouldn't lead to emergent gameplay worthy of their cost in dev time.
Perfect simulations can easily fall victim to the "Spore Problem": when you allow the scope to zoom in and out, it crosses genre boundaries and effectively splits your dev team into completely separate games. Sure it would be cool if you could form armies and conquer the planet in Rimworld-- but that would obliviate all the choices you made before reaching that scale; you may as well boot up Hearts of Iron instead. If you want more detailed character motivations and personalities, go play a JRPG or a Visual Novel.
One common criticism I can relate to, though, is that endgame sort of just peters out and becomes boring. I think this DLC will help to flesh out the "mirage" of the planet, and I'm looking forward to the new systems and content, but I expect it will be similar to Starbound in that once you've visited each of the biomes, you've seen all there is to see. I just don't think the answer to boredom is MORE DETAILS, MORE SIMULATION, MORE CHORES.
Realistically I think the next breakthrough in this genre will lean heavily on generative AI to create interesting and unique playthroughs, but there will be a deluge of slop before someone manages to do that justice.