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Combolands: Roguelike Citybuilder · Buildings · Guide

Combolands All Buildings — Trigger Types, Range and Combos

A Combolands all buildings guide to the 120+ building cards: guild pools, trigger types, range versus adjacency, and combos like Composter and Manure.

By the New Game Wiki team · Updated 2026-10-04

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Combolands: Roguelike Citybuilder ships with more than 120 buildings, and this Combolands all buildings guide explains how that pool actually reaches the board rather than listing every card as a fixed tier. The official Steam page advertises "120+ buildings to construct your town," and buildings behave like cards: you draw from a pool shaped by the two guilds you picked, then place them for score, adjacency and trigger effects. Because the pool is filtered per run, no single run shows every building, and a complete tier list is not something the public sources currently support.

What the Building Pool Contains

The pool is not one global deck. Guild choice decides which building cards can appear, and one guide notes that starter cards repeat early in a run before later offers widen the pool. That means your first few placements are usually drawn from a common opening set, and the more distinctive guild buildings arrive once the run is underway.

Building groupExample cardsDocumented effect
Crop and productionSunflower Field, Wheat FieldScore scales with nearby crop fields or the building's timer (to confirm)
Range supportTown Bell, WellTown Bell gives adjacent buildings +1 range; a Well speeds crops next to it (to confirm)
Removal and mulchComposter, ManureRemoval in range adds a farm multiplier; adjacent Manure is removed and pays Gold (to confirm)
Military and trainingBarracks, Training RingScore from terrain and from triggering training neighbours; placement rules apply (to confirm)

Placement source also matters. The v1.0.6 patch notes fixed an Inn effect that failed to work when the building was placed from a blueprint, which is a reminder that the same building can behave differently depending on how it entered the board.

Combolands buildings placed on a procedural island
A Combolands island with mixed guild buildings

How Triggers and Timers Work

Most of the depth in Combolands comes from trigger timing rather than raw card stats. Sources describe buildings that fire when they are created, when they are removed, and on a weekly timer, and some fire when an adjacent building is created or transformed. The same community thread that covers agriculture notes that a building can trigger only a limited number of times per week, so stacking every bonus onto one tile has a ceiling (to confirm).

Trigger typeHow it behaves
On creationPays out once, when the building is placed
On removalPays out when the building or a neighbour is removed
Periodic timerFires every few weeks while it sits on the board
Neighbour-drivenFires when an adjacent building is created, removed or transformed

Combolands trigger chain during scoring
Trigger chains firing during a Combolands run

Range, Adjacency and Placement

  • Range is an effect radius shown on the board; adjacency means the tiles directly touching a building.
  • A range effect such as the Town Bell can pull extra tiles into a chain you already have, which is often cheaper than adding a new building.
  • Some buildings carry placement restrictions, such as sand-only military buildings reported by players (to confirm).
  • Railway tiles are described as counting as adjacent to all connected railway, which can link distant buildings into one network (to confirm).
  • Transformation and paint effects can change a tile's type, which may break a chain that depended on what used to be there.

Named Building Examples Worth Knowing

A handful of buildings come up again and again in community and guide coverage, and they are useful anchors when you are learning the trigger system.

BuildingWhat sources say
ApiaryFires on a timer and is boosted by nearby flowers; the strongest version uses the Honeypot item (to confirm)
Sunflower FieldScores from nearby crop fields and is a steady turn-by-turn generator in agriculture builds (to confirm)
ScarecrowThe main agriculture payoff that absorbs bonuses from surrounding fields (to confirm)
GranaryHarvests crops in range and resets fields back to empty (to confirm)
WatchtowerFires when nature is created; the v1.0.6 patch fixed tree creation on plateaus when a watch tower is removed
  • Removal is a real mechanic, not just a correction: some buildings pay out or multiply farms when they or their neighbours are removed.
  • Transformation changes a building into another one, which is how some chains restart.
  • The in-game Compendium added in update v1.0.5 shows buildings you may have dismissed from the pool for the current run.

FAQ

How many buildings does Combolands have?

The official Steam page advertises 120+ buildings to construct your town, and the independent guide site repeats the same figure of 120+ buildings at launch. You never see all of them in one run, because the card pool is filtered by the two guilds you pick.

What is the difference between range and adjacency in Combolands?

Range is the highlighted effect radius a building projects onto nearby tiles, while adjacency means the tiles directly touching a building. A guide site keeps separate pages for both, and range effects such as a Town Bell can extend a building's reach without changing what it physically touches.

What trigger types do buildings use?

Community and guide sources describe triggers such as when a building is created, when it is removed, and periodic triggers every few weeks, plus triggers that fire when a neighbour transforms or is created. A building that fires on a short timer is usually worth more than a larger one-time payout.

What is the Composter and Manure combo?

The independent guide describes Composter as turning removal into a farm engine: removing a building in range gives each farm a +0.1 multiplier, and adjacent Manure is removed automatically and triggers for +1 Gold. Treat the exact numbers as to confirm until you reproduce them in your own build.

Do all buildings in a run come from my two guilds?

The pool is guild-driven. The official store says the seven guilds have unique buildings and that two guilds are picked per run, and one guide notes the starter cards repeat before later offers widen, so what you can draw depends on your guild pairing and where you are in the run.

More in Buildings

More buildings pages in Combolands: Roguelike Citybuilder.

References

Facts on this page are compiled from the references above. Items marked "to confirm" are single-source and not yet verified.