

This + the way raid difficulty ramps proportionally to the value of your settlement and has nothing to do with where you’re located or anything else.
It sorta makes sense as you’re a more attractive target, but it feels way too artificial and gamey, at least when i played. You can be out on an ice sheet in the middle of nowhere and get raided by a bunch of shirtless guys that all freeze to death as soon as they spawn on the map. Or how you can feed valuable objects into an incinerator and that sends out a telepathic signal that your base value is lower. Aside from the immersion issues (“immersion” is not exactly the right word for it, as I think this kind of artificiality actually kills systems based gameplay, not just the atmosphere of the game) this is also auto-scaling difficulty, which has never felt good in any game ever.
To be honest I dislike a lot of the design of rim world, which presents itself as a sandbox game but actually has all kinds of heavy handed difficulty ramps and guardrails built into it. You can make it somewhat better by switching to Randy Random, but the whole game is riddled with that design philosophy, not just the event timing system.
I mean, if we’re making up a story about a kind of demon it probably shouldn’t be a healthy relationship.
A succubus sucks your soul out through your crotch, which feels great until it doesn’t. That’s why its supposed to be a scary monster.
The post says, “until you die of natural causes”, but for a counterpart to a succubus I think it would much more appropriate if it was able supernaturally influence you to reduce your worries and make you more and more dependent on it (just as a succubus can supernaturally charm its victims). Gradually you care about less and less as you lose all motivation, and at the end you don’t even bother to struggle as your soul is ripped from your body.