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It sounds like you're on a difficulty above what you're comfortable with. Bump down the difficulty under storyteller options until you hit a point where you're happy and having fun. Everyone learns and loves the game in different ways and it's perfectly fine if you want weaker raids.
If you need to, you can even customize the difficulty and reduce raid scaling. It's usually wealth scaling that gets players, because it's so easy to produce wealth, but a fair bit more difficult to turn that wealth into military power. Stacks of drugs are nice, but until you can trade them for guns and body armor, they have limited combat utility.
as for the first 2 lines - both fit the scenario it plays in. youre stuck on a lawless planet where everyone can do what they want. survival of the fittest does apply here. take what you want and if you dont want something taken from you - defend it.
the tribal example does resemble real life wquite nicely. if youre outteched or outnumbered by your enemy you have to fight smarter. this is why killboxes became a stable in basedesign. you can do without them but its more risky and takes more work from the player.
the feeling i get from the post is that youre trying to play too high a difficulty if you want a peaceful experience and not adjusting storyteller settings (or the scenario) to your needs.
rimworld is marketed as a story generator and for that it has to cover a wide spectrum of potential scenarios. this also means the more defined you want your story to be the more you might wanna adjust the starting scenario and the storyteller.
well, I am on Cassandra "Adventure" 1 step above "comfortable builder"....
but though I am far away from enemy camps I get often attacked, by
- pillagers which try to burn anything with molotvs and other grenades
- snipers with long range rocket launchers, and I have a tribe start where it isn't easy to counter this.
with the right tactic i can beat them, but often with 3-4 reloads and it feels non-tactically as one attack fails, the same attack pattern next move is a win.
Killboxes don't work against both types of attackers. The ones lay fire everywhere,
the second use distant grenade launchers...
I have found tactics against both reloading several times and trying differrent attack patterns. But I personally don't enjoy it. It doesn't feel good controllable, more like pure luck. With a tribe start you have ofc not the security armor and belts you need for this.
I will go back 1 step again, but this feels somehow broken for me.
Raid difficulty scales with a few different factors but a big one is your colony's wealth. If you're quickly finding yourself fighting enemy's with doomsday rocket launchers and you're still using great bows, there's a very good chance that you're a little bit too good at building an economy for your own good.
It's also worth noting that if you're using mods, they can screw with scaling and difficulty quite a bit. Or if you've cheated in resources.
Hopefully turning off wealth scaling will improve your experience a fair bit.
Well.... I understand. I have built a pretty prospering village. So raids scale on prosperity, not on tech level and equipment.... I understand.
1. dont build them out of wood or steel and instead use stone if possible. (takes care of the molotovs)
2. have the entreance into the killbox take a turn right before entering the killzone. this is breaking line of sight and giving your enemies little to no cover.
3. give your fighters good cover and space them out preferebly out of range of grenades when they enter. the more those enemies have to walk the more time you have to react.
https://imgur.com/XLmtHRB
this one is a very basic killbox and its not feature complete (the yellow dots are sandbags or barricades). the barricade in the entrance is blocking the spot that allows the enemy to use the wall for cover. in this scenario you'd end up with at worst 2 snipers standing in the entreance shooting (they should stillb e in your range though) but without cover. alternativly they would walking into the killbox enabling you to attack them with melees.
alternativly if grenades are not a thread in the raid you could move everyone up front to the entrance and deal with them there having the melees act as cover and let them hit whoever comes close.
The snipers I mentioned built stationary grenade launchers which shot from far at my base doing devastating damage while they hided behind barricades they created with precision snipers. Only way i saw was going straight in a line behind each other on melee sending war animals in front b4 they built the launchers and the barricades. In melee they sucked.
The others (pillagers) concentrated totally on laying fire and spam grenades and molotovs. I finally beated them luring a part away fro the base while killing th erest. I changed now the outlay of my base so laying fire isn't easy anymore.
In both cases I cant see what a killbox should help. Especially as both parties were only interested in laying fire and destroy, not rob something.
But its very useful to know that attackers scale with your wealth, not with your position on map (are attacker camps near) or with your technological level or your equipment. And you can change this.
Thanks to the answers!
sieges can be shut down with relative ease at the setup stage. harass them enough and they will abandon that approach and turn into a normal raid. if you get your hands on 1-2 lances (shock, berserk - either works) its quickyl done regardless of pawn skills. we're talking about an investment of about 350 silver per enemy (2 charges - a lance usually goes for 700).
you make molotovs seem more like a problem than they actually are. grenades in general are things you wanna micromanage midcombat if they get close enough. either keep them locked in melee or move out of the way when they throw.
sappers can be forced into the killbox as well by removing the leader early on. sapper raids focus on a single enemy who's responsible for taking down walls. if that pawn is down they usually try to get in the traditional way. if the raid is bigger you might have multiple of those leaders.
ok, this is very useful; thanks!
I like to play tribal starts with quite slow research, for example, because I like to prolong a playthrough. That means I can build up a pretty decent amount of wealth while still using just those clubs and bows.
The game's custom settings for wealth independent difficulty progress doesn't account for the fact that your research could be faster or slower depending on many different factors and I personally don't want to have to futz with it to try to dial it in so instead I just use a mod that limits the tech level of what factions will raid you based on what your own tech level is.
I set this mod once to suit my exact preferences and it works on every playthrough, no matter the variables to game progress, research speed, etc. are specific to that playthrough. Much better than the having to muck with settings to try to dial them in every single playthrough.
https://steamcommunity.com/sharedfiles/filedetails/?id=2554423472
There's also a dozen other mods that let you adjust all kinds of other factors which the game's settings don't give you access to, but for me, the above mod does what my own preferences desire.
Personally I enjoy both sides of the game a lot, very much not a player that strays below Blood and Dust, and a majority of my colonies are about raising kids and building cute little homes with minimal defence setups. I enjoy using my knowledge of the combat system to dominate just as much as running a little family of eccentrics on the rim.
I do not find the whole "Tower defence" as you put it fun though. The combat system is a lot of fun and incredibly skill expressive especially with all the dlc, I feel like kill tunnels and the like drain all the fun of using all the mechanics available. Why learn how to aim cancel raiders if they all walk into a flaming box and die without any challenge?
im not a fan of dedicated killboxes either but i dont condemn the concept of it. i usually just ditch the box itself and rely on multiple, shorter trap paths and a lot of chokepoints. think of it more like urban combat.
the idea of a killbox is to improve your situation in for favor. the idea itself always applies in RW. a (traditional) killbox is just a static approach to it (which does exist IRL).
there is one skill though you have to at least know about - managing wealth. the richer you are the bigger and more dangerous raids become. if you feel like there are too many raiders you might wanna get rid of some stuff. best way to do that would be simply gifting it to other factions to improve relations.
with that said - there is no right or wrong way to approach everything just more or less efficient ones. same as there is no "winning" the game just experiencing the story.