No.100 / 280Growth & bonds · Progression & legacy

Research Prerequisite Chain

The tech you want sits deep in the tree; light up the path to it first.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Progression · Economy
FactorioNo.100Factorio

01The core loop

Action → feedback → next choice
  1. 01Pick a target tech
  2. 02Queue its prerequisites
  3. 03Feed resources to research
  4. 04Unlocks open new needs

↻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

    Oil processing needs Fluid handling, which needs Automation 2. You make 10 science packs a minute.

  2. T2

    Turn 2 · The player chooses

    Double science output to 20/min first, then queue the three techs in order.

  3. T3

    Turn 3 · The feedback

    Expansion took 8 minutes but cut total research time roughly in half.

  4. T4

    Turn 4 · The next decision

    Oil unlocks, but the next science pack needs plastic, so the factory changes again.

How it plays

Techs form a dependency graph; each requires its prerequisites plus research points, materials or time. Completion unlocks buildings or recipes that often produce the inputs for higher research.

What the player weighs

  • Beeline vs breadth: rushing one line can leave you missing basics.
  • Research vs expansion: resources fed to labs can't build more factories.

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

Factorio
F

Factorio

P1

Research runs in labs that consume colored science packs, each requiring a more complex production line, tightly coupling the tree to factory growth.

RimWorld
R

RimWorld

P2

Colonists spend work time at research benches, and some advanced projects require a hi-tech bench or extra equipment.

The difference worth noticing

Factorio pays for research in manufactured goods; RimWorld pays mainly in colonist labor time.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Research Prerequisite ChainProgression & legacy+

Timed contracts require an unresearched tech, so players judge whether they can clear the prerequisite chain before the deadline.

Prototype this combo in Yoroll

→Follow the next idea

Progression & legacy

Paid Respec

You can undo your build, but every undo has a price.

Prototype complexity
Who plays
Solo decisions
  1. 01Spend points on a plan
  2. 02Test it in play
  3. 03Pay to refund points
  4. 04Reassign and try again
Baldur’s Gate 3 · Grim Dawn
Progression & legacy

Stacking Challenge Tiers

After winning, you add handicaps; each extra layer earns more recognition.

Prototype complexity
Who plays
Solo decisions
  1. 01Clear current tier
  2. 02Unlock or stack a modifier
  3. 03Adapt strategy and retry
  4. 04Earn reward or badge
Slay the Spire · Hades
Progression & legacy

Death Drains Skills

Hard-earned skill drains away on death, so every risk gets weighed.

Prototype complexity
Who plays
Solo decisions
  1. 01Raise skills through use
  2. 02Take risks with them
  3. 03Death strips some levels
  4. 04Retrain or play safer
Valheim · Project Zomboid
yorollGAMEPLAY ATLAS

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

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