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No, that's just you being incorrect.
It's not stupid.
Pawns have value. Better skilled or augmented pawns are worth more.
For example:
https://imgur.com/a/hD798jT
Csaba is a recently converted pirate.
Sekiro and Kalluto are vat grown kids that I've recently started levelling now they are out of the vats.
Everyone else I have had from the start and have just been getting better (and gearing) along the way.
Inosuke has such an exorbitant value because he's augmented to hell and back with implants. The biggest one being a void implant that makes him immune to tox... and makes his life expectancy 3000 years.
Not worth tbh considering the raids I've been getting since then.
https://steamcommunity.com/sharedfiles/filedetails/?id=2380491067
Set it low enough and you should get a fairly consistent low number of low quality attackers, barring Randy shenanigans and quest imposed raid sizes. There will always be a minimum raid size though.
Although frankly I'd say the easiest way would be to just use a custom storyteller setting and switch off all hostile raids whatsoever so that you can spend all the time you want researching until you get around to building defenses. You get way more control over timing when you're doing it yourself.
IOW - Time has an effect in this way, but it's not progressive/linear relative to colony age and doesn't directly work like a standard "Cassandra Classic" difficulty mechanic interpretation.
Phoebe Chillax mega-raids often get criticized as being time-based ramp ups. But, it's just because that narrator has longer periods in-between Events and they don't appear to obey a "gradual" difficulty increase, 'cause they're "bursty" and catch players unwarned, due to no evidence of previous ramp-up, and unprepared.
Look at the "Adaption" table, here:
https://rimworldwiki.com/wiki/AI_Storytellers
That's the sort of "time" sensitive counter that resets once an Event takes place and can seem like a Time-Based difficulty when it happens, but that's just due to the natural progression of the player's game as they are "doing well." :) There are other Adaption mechanics that use time, as well. (Years Until Maximum Threat, for instance) There is a minimum based on time for some, as well, that max-out later. (An early game variable setting a series of raid difficult vs a sort of "(xx)x (years since start)" being used to then set them to standard rates.)
So, in essence, it is a factor, but it is a modified factor that varies depending upon events/results and some other variables. ie: It sort of resets, here and there, when it is triggered and detects another trigger, like a colonist death/etc.
In my opinion, that is... A read-over of the above wiki should clear it up for smharder folks. :)