Individual duties change real dispatch decisions
Each Builder can use general duty, construction and upgrades, all repairs, or dedicated-building repair. Changing a duty immediately releases incompatible work and triggers reassignment instead of applying a cosmetic label.
Dispatch priority favors the Command Hall and critical repairs, then frontline fortifications, urgent construction, workforce expansion, logistics, and ordinary upgrades. Distance breaks ties but does not override battlefield urgency.
Reachability is part of construction
A worker may enter the footprint of its own construction or repair target, but cannot walk through unrelated buildings, walls, enemies, or guards. When work ends, everyone inside the footprint withdraws to a nearby open position before accepting another task.
Multiple Builders use stable work offsets instead of visually collapsing into one person. Equal-priority sites receive one worker each before extra helpers stack onto the same project.
Why this rare mechanic changes base defense
A remote breach may be cheap in materials but slow to reach. A blocked workshop may have supplies but no available path. The player therefore manages labor capacity, travel routes, battlefield safety, and construction priority together—an unusual intersection of RTS worker management and tower defense.