Coverage Radius Planning
Each facility covers a circle; placing circles well beats building more of them.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Planning · Optimization
No.014Valheim01The core loop
Action → feedback → next choice- 01Find coverage gaps
- 02Place a service
- 03Check overlap and holes
- 04Shift or add more
↻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
After expanding east, three blocks lack fire coverage.
- T2
Turn 2 · The player chooses
Relocate the old station to the district border instead of building new.
- T3
Turn 3 · The feedback
The east is covered, but one western block now has a gap.
- T4
Turn 4 · The next decision
Add a small western station once budget allows.
How it plays
Facilities serve by radius or network distance, buffing whatever is inside. Placement previews show coverage; overlap is waste and gaps cause problems. Upkeep stops players from blanketing the map.
What the player weighs
- Few big ones or many small ones
- Central for reach or at the edge for new districts
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Valheim
A workbench has a radius within which you can build and repair, and nearby items like fires and beds combine into comfort for the rested bonus.

Cities: Skylines
Police, fire, health and education services have coverage areas, with info views showing underserved zones.
The difference worth noticing
Valheim's coverage gates your own building actions; Cities: Skylines covers thousands of simulated citizens.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Animals inside a vet's radius recover faster, but packed pastures spread disease, forcing a cluster-versus-spread call.
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
Order of Construction
Build in the wrong order and workers wall themselves in.
- Prototype complexity
- Who plays
- Solo decisions
- 01Queue a set of blueprints
- 02Set priorities
- 03Workers follow the order
- 04Fix whatever stalls
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



