Order of Construction
Build in the wrong order and workers wall themselves in.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Time · Optimization
No.018RimWorld01The core loop
Action → feedback → next choice- 01Queue a set of blueprints
- 02Set priorities
- 03Workers follow the order
- 04Fix whatever stalls
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Twelve jobs queued, three workers, bedrooms needed in two days before winter.
- T2
Turn 2 · The player chooses
Set bedroom walls and roof to top priority and pause decor.
- T3
Turn 3 · The feedback
Bedrooms finish in 1.5 days, but the storehouse roof is missing and some wood gets wet.
- T4
Turn 4 · The next decision
Roof the storehouse next.
How it plays
Workers complete blueprints one by one, each needing hauling and build time. Dependencies and spatial order matter: walls first can trap paths, digging low first can flood. A priority system lets players steer the sequence.
What the player weighs
- Production first or defense first
- Micromanage priorities or let workers sort it
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

RimWorld
Colonists pick jobs by a priority table and distance, players can force someone onto a blueprint, and materials must be hauled first.

Oxygen Not Included
Every build and dig order has a 1–9 priority; careless dig order can release liquids or gases, and duplicants can trap themselves in their own builds.
The difference worth noticing
RimWorld focuses on staffing; Oxygen Not Included stresses spatial and fluid order risks.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Workers carry limited weight per trip, so high-priority heavy builds need a staging pile next to the site.
Prototype this combo in Yoroll→Follow the next idea
Roads and Entrances
A building isn't open until a road reaches its door.
- Prototype complexity
- Who plays
- Solo decisions
- 01Plan a building spot
- 02Connect a road
- 03Check flow and jams
- 04Reroute or widen
Coverage Radius Planning
Each facility covers a circle; placing circles well beats building more of them.
- Prototype complexity
- Who plays
- Solo decisions
- 01Find coverage gaps
- 02Place a service
- 03Check overlap and holes
- 04Shift or add more
What Counts as a Room
Four walls are not always a room; meet the rules and it starts working.
- Prototype complexity
- Who plays
- Solo decisions
- 01Enclose a space
- 02Add required furniture
- 03The game checks the room
- 04Gain a function or resident



