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So the loop would be to keep your fighting capable pawn numbers and equipment up while limiting the number of incapable for violence grandpa's your colony have.
Killboxes are used because easy to setup and efficient.
* Mid-base drops
* Breachers
* Siegers
* Infestations
That's the value, where you don't really need kill box.
I just wish we could just defeat them, you know. That by sending so many people to die they would have fewer to send next time and we don't hear from the for a while. But they only get bigger and bigger.
How to get to the ship? Be more nomadic. Use your little base to tech up your research, then pack it all up on pack animals and go mobile. Find suitable locations for temporary bases along the way, scrapping them when you leave for your next. Keep one base as a honeypot for raids - although as the wealth of that colony will be small the raid will be pathetic, but it means the raid is not where you are. It's a very different style of play which I've come to enjoy.
Or wall up, build a singularity killbox and make your own spaceship.
I'm recruiting as many soldiers I can, 1-2 scientists, 1 artist, 1-2 wardens (if any of these are decent soldiers too, that's makes it better).
All my other workers are slaves.
Usually I have 10+ soldiers just to protect the colony and a tacteam (5-10 soldiers) to go missions.
Killboxes are unnecessary. At higher difficulty levels (Strive and above) the player is expected to utilize asymmetric warfare, by which I mean mortars, launchers, mass psycasts.
Mortar shell doesn't care if it hits a raid of 20 or 200. If anything, larger numbers mean higher casualty rate for the raiders, forcing a rout that much sooner. Same with mass psycasts like Vertigo Pulse or Berserk Pulse. It is also important not to be stingy and invest and routinely use artifacts like Shock and Insanity Lances and Low Shield Packs. Those allow for quick and efficient neutralization of dangerous pawns carrying launchers.
I haven't used a killbox in ages.
Don't think too hard about it; it's a game design issue. Without it you'd be essentially playing Stardew Valley. The original game was mostly about people trying to get the hell off a thoroughly hostile hellhole before they got overrun, not settling down permanently. Tynan may have introduced more systems that allowed you to enjoy the colony-building aspects, but ever-growing raids being a reality of life never really changed.
Most non-raid related threats are manageable: with a reasonably good doctor and some herbal meds at minimum you can deal with illness, manhunters can be ignored by hiding behind walls, toxic fallout with roofs, and insects by staying outside mountains. Temperature is largely a non-issue in most biomes, and starvation only a real problem at the start.
If raids were too small they'd bounce pointlessly off your defenses, and if they were easily discouraged you'd have no combat at all. You could add natural disasters like hurricanes and earthquakes, but then you wouldn't have many ways to actively mitigate them, and if relied upon too much would face the same problem as raids. Having relentless mechs that care not for losses might be more believable, but who wants to fight only mechs? They're also more of a mid to late game threat anyway.