Enclave Expansion
How about overtime, Enclaves Hostile or Friendly will grow and expand. Let's say they start building facilities once you become you become allies with an enclave, complete they're project all that stuff. But now that they have completed their project and have settled down. They now expand, building to building. Creating their own little town. With Hostile Enclaves. With them being able to expand and get more members. They become even more dangerous. So taking out a hostile Enclave that is a threat will actually be a threat. For example.
Hostile Enclave Beginning of Game:
The Homesteaders:
3 members
1 building
Reason for being Hostile: We didn't give into their extortion.
Mission: Execute the Homesteaders
From this point your like. Oh whatever. I'll deal with them later. But enough time goes by and the mission goes away.
Hostile Enclave Mid Game:
8 Members
3 Buildings
Base Town pretty fortified.
They have sent raiding parties to attack your base and have killed 2 of your people.
You're pissed but don't have the time to take them down so you push it off again.
Hostile Enclave After Plague Hearts:
15 Members (This is if they increase Survivor capacity)
6 Buildings
They have grown from other hostile Enclaves and other members who you turned away or kicked out. As well as betrayed.
Base is to fortified to attack with one person.
You eventually decide that it's time to take them down and call on your allies. (Allies when they become strong enough will aid you on taking down plague hearts and hostile enclaves whether or not what their enclave project entailed.
So now you and two ally enclaves attack them and it becomes a war between you, your allies and this Enclave. But they have an ally too and they attack. So now it's a real war between 5 Enclaves. Dynamic Enclaves should also include being able to declare war, invite allies to fight. (Base allies answer on their strength and size) Combine Enclaves. Peace Negotiations. (Could also be another leader Legacy being a peace negotiator. As well as Ally Enclaves being able to betray you to work with the "winning" side.