You need to spend a lot of work and add a bunch of behaviours and interacting systems for line to start going back up and arrive in place where games like Rimworld, M&B: Bannerlord or Dwarf Fortress are.
Like if your Radiant AI makes NPCs bandits go and attack NPC caravan, that's not all that interesting, and hell, player might not even notice and think it is scripted. Because aside from some quick loot there is no impact whatsoever on world, you can get rid the world of every banding within 10 mile radius and nothing will change aside from amount of loot in your inventory.
But if you do similar thing in M&B:Bannerlord... there is actual (if simplified) economy there. You CAN starve a city if you just kill all merchant caravans going in, and raid the villages, and the city economy will go down, they will man less guards on siege and have less resources... and on other hand you can make sure local economy flourishes and that will cause prices to go down on stuff, which will cause city that now has access to cheaper weaponry to have more guards.
If killing a bunch of bandits made city prosper a bit more (or vice versa, attacking traders and caravans made it poorer), if clearing local mine made some miners to move in to provide to city, if sabotaging army camp made a dent into political situation (imagine winning Skyrim rebel/empire conflict by sabotage like that), now we're starting into it being interesting rather than a gimmick.