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The vast majority of raids are "stupid" raids. These are your bogstandard raiders that'll just beeline for the inside of your base through the first unobstructed path they find. Do note this, UNOBSTRUCTED. They're fine with slogging through water, mud, swamp, mine fields and turrets so long as they don't have to deal with any walls or closed doors along the way. But if they can't find any, they'll make their own entrance.
Then you have the raids led by a sapper. These are "smart" raids. They'll check your base out, try to figure out where the defenses are lowest (by checking where you have turrets and where you don't), and try to get there and bust down whatever wall or door you're hiding behind. Do note that only the sapper can do this - if you manage to take out the sapper, the rest default to "stupid raid" mode.
Either of these can and will dig through mountains if they need to in order to get to you, just like how any caravan you attempt to trap can dig their way out when the AI says "I need to get from this point to that point but there's no way to get there".
But mainly I build a line of turrets and sandbags a short distances for this C shaped wall opening. This was because for this play through I wanted to try and keep my Pawns out of Harms way by relying more on automated defenses. The turret wall is far enough back that it can't even hit stone wall but leaves no cover for enemies. And the enemies can walk around them as it's just a row of turrets thrown down for ease going into mid game.
When the raids spawn on the front of the base where the C is they do seem to walk right into the opening and get chewed up by the turrets. If the spawn on the other side of the base they just dig through mountains or break down walls. If the spawn on the either of the sides it's like 50/50 chance they walk around the corner to go into the giant opening.
But the thing that makes any of my Kill Box efforts feel wasted is the numerous ways the AI renders it meaningless. Like drop pods into the middle of your base, insect swarms if you build underground, mecha drops which patrol around crash ship that negatively effects your colony, sieges where the enemy just setups mortars to bombard you base, and etc.
As none of those have to do with AI not doing pathfinding and more with having to be able to deal with enemies on the fly and go on the offensive.
And there are mods for all of these threats to disable them. Some you can even do straight in the scenario editor, no mods required. Play the game the way you enjoy it. :)
a killbox is in a utshell nothing else than a very fancy kind of path. you need an acess and a bait. the bait can be within the killbox but personally i prefer using an exit instead. as long as the raiders have somethin to path to (the bait) they should go through the KB.
if theres nothing reachable they will turn to sappers instead pathing directly to their target.
if bait and target are both provided the normal raids should work just fine.
All you'd need for repairs is to fill in the damage to the mountain with granite walls and you are all set. Usually, for me, bombardment brings them to their senses quickly and they start moving to my main entry killbox in order to not be sitting ducks.
PS: also, if you'd rather have a solution than an argument how it's good for you, check out the terraforming mod that lets you dig out deep water, and build an impassable moat around your base, forcing them into your killbox.
Sappers do not see walls as inhibiting movement at as high a value as other raiders. That's why they can choose to take a path through them.
https://www.youtube.com/watch?v=gXFVTjaBzOk
(There are other vids in that series and it's all really good info. Thought some has changed, most of the general info is still applicable/usable.)
Only sapper/digger and drop-pods raids will do that. IOW - There are several different types of raids.
What is your "clear path?"
A clear path is also one that is out of turret range. Primitive Raiders can not "see" turrets when they decide on a path. Other Raiders can and will determine their path based on that. If your turrets are fully covering a path into your base, it's not really a "clear" path.
On different raid spawning positions - The raid that spawns from a direction that tends to yield sapper raids is likely in the same direction as an advanced hostile faction. You'll tend to see raids spawn on sides of the map that are closest to the faction they're coming from. (When that applies, AFAIK.)
Traps: The need to leave a "clear path in" that's outside of turret ranges is why there are "maze traps." As you probably know, raiders can't see traps. Raiders that escape where their raid encountered traps will communicate that info to their faction, meaning future raids will avoid those tiles. If you have had some raiders escape your defenses, moving the traps they triggered or setting things up slightly differently is a good choice.
Inside the walls of the base is farm land and separate buildings with various functions as you'd expect. So when they are clear path to your base I figure it leads into the open courtyard with all my buildings.
Maybe if I re-arrange base layout so the storage room is next to the kill box they would be more likely to go there. Also is there items more likely to attract the enemy raiders if put in store house?
I do want solutions which is why I keep bringing up issues I've had when trying some of the suggestions as I feel I might be missing something.
Over the years working at various places trouble shooting issues I find people tend to leave things out either because they assume the other person knows it and is already doing it or it simply slipped their minds. And the person needing that info doesn't know what they don't know and thus can't ask about that info.
So you often end up with cases where person is saying something doesn't work and the instructor ask are you doing A & C because that is often what is wrong. The person with the issue says they have done as the instructor told them and it still isn't working. The instructor insist they must be doing A & C wrong only to find after much frustration on both parties part that the person was doing as told A &C but they needed to be doing A, B, & C.
Yeah I often put a couple turrets in to support the fire power of my pawns in my killbox in the past. In the current setup they can enter the box and then hug the outside wall to stay away from turrets as it's not really much of a box just an opening with a line of turrets near the farm land as the base was fairly new and didn't build a proper box yet.
Also when I first started Rim World I used the cheesy long hallway with spike trap base entrance which worked quite well during the start of the game. But it seems to have different levels of success as the game progressed. Animals would always run through but some raids would bust in the walls while others would still run through the hall of death traps.
I didn't realize that survivors report back to their faction about trap locations which would explain a bit. I stop using the hallway of traps because it was unreliable as late game stuff was tougher that even if they did use it I would end up burning through stone replacing all the traps. Since heavy armor targets would go through several traps and I tend to play in plains/hill regions without much stone. Though I suppose I could get mod that lets you mine more stone. This play through I went for mountains though to try something new.
Mostly I have been using a core group of worker pawns and then recruiting every other pawn I could, giving them a gun, and using them as cannon fodder against attackers. As long as my core 8 workers survive the other dozen+ can die horrible deaths. ;)
I mean the guard pawns still work the fields, mine, clean/haul, and generally work for their upkeep but I don't worry to much about them as the dedicated workers I want to max their skills so they produce higher quality stuff.
The issue I have with this tactic is late game I would end up with so many cannon fodder animals and pawns the game would slow down a bit. So this time around I figured I'd try my hand at kill box again with more focus on turrets rather than disposable pawn soldiers. Plus I figure I wouldn't have to deal with all the Mood hits when like 3-4 Pawns die to a raid of 20-30 bandits.
EDIT: Also, while inside your base you want highly efficient traps because space is very important, there are usually areas outside the base that are likely to see enemy traffic. This is usually valleys between hills or bits of firm land bordered by mud or soft sand. Those are the places I like to put wooden traps if the biome is tree-rich. One such trap might not kill an enemy, but it'll still do damage and can cause him to lag behind the main group and/or be much less effective in battle.
Also, this is the mod I mentioned earlier, which lets you dig impassable moats, if you really want a fool-proof way to force enemies into your killbox:
https://steamcommunity.com/sharedfiles/filedetails/?id=2036488024&searchtext=bridges