No.018 / 280Build & manage · Building & space

Order of Construction

Build in the wrong order and workers wall themselves in.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Time · Optimization
RimWorldNo.018RimWorld

01The core loop

Action → feedback → next choice
  1. 01Queue a set of blueprints
  2. 02Set priorities
  3. 03Workers follow the order
  4. 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.

  1. T1

    Turn 1 · The situation

    Twelve jobs queued, three workers, bedrooms needed in two days before winter.

  2. T2

    Turn 2 · The player chooses

    Set bedroom walls and roof to top priority and pause decor.

  3. T3

    Turn 3 · The feedback

    Bedrooms finish in 1.5 days, but the storehouse roof is missing and some wood gets wet.

  4. 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

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

RimWorld
R

RimWorld

P1

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
O

Oxygen Not Included

P2

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?

Fusion · Original design proposal · not an existing feature
Order of ConstructionBuilding & space+

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

Building & space

Roads and Entrances

A building isn't open until a road reaches its door.

Prototype complexity
Who plays
Solo decisions
  1. 01Plan a building spot
  2. 02Connect a road
  3. 03Check flow and jams
  4. 04Reroute or widen
Timberborn · Cities: Skylines
Building & space

Coverage Radius Planning

Each facility covers a circle; placing circles well beats building more of them.

Prototype complexity
Who plays
Solo decisions
  1. 01Find coverage gaps
  2. 02Place a service
  3. 03Check overlap and holes
  4. 04Shift or add more
Valheim · Cities: Skylines
Building & space

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
  1. 01Enclose a space
  2. 02Add required furniture
  3. 03The game checks the room
  4. 04Gain a function or resident
Terraria · RimWorld
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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