Academy
Triggers every 5 weeks: 30 points for each Training or Healing within range 4
- Base range
- 4
- Terrain
- Ground
Unlock: Martial level 4
Search 152 Combolands building entries by name, guild or effect. Compare ranges, terrain and unlocks with matching pixel art from the game.
Includes buildings, natural features and hazards. Matching growth-state duplicates are grouped under the main crop entry. Terrain labels are the base surface rule; extra placement conditions appear in the effect text. Read the beginner guide or check guild unlock rewards.
152 entries
Triggers every 5 weeks: 30 points for each Training or Healing within range 4
Unlock: Martial level 4
Triggers every 5 weeks: 10 points for each Flowers within range 3
Unlock: Agricultural starting pool
Triggers every 4 weeks: Create 1 Herbs on a random adjacent tile Passively: Nature within range 3 is considered Healing and give 1 Gold when removed
Unlock: Commercial starting pool
Triggers every 4 weeks: 30 points for each Husbandry or Woodworking within range 3
Unlock: Martial starting pool
Triggers every 3 weeks: 1 Removes Can only be created adjacent to Fortification
Unlock: Martial starting pool
Does nothing When triggered: transforms into Campfire
Triggers every 3 weeks: Rotates to face a random direction and triggers the tile it is facing
Unlock: Martial level 2
Passively: other buildings within range 4 are considered Luxury
Unlock: Commercial level 6
Triggers every 3 weeks: Trigger 1 random adjacent tile -150 points if a building is triggered in this way
Triggers when a building within range 4 gains Reroll or Remove : Gain 1 Gold
Unlock: Commercial level 8
Triggers when removed: Give each adjacent building +0.3 Mult
Unlock: Martial starting pool
Triggers every 3 weeks: 20 points for each Rocks within range 2
Unlock: Martial starting pool
When triggered by Picker's Hut transforms into Empty Bush
Triggers every 8 weeks: 80 points for each Manufacturer or Training within range 4 Passively: removes adjacent Ore to reduce max cooldown by 1
Unlock: Industrial level 2
Triggers when created: 10 points for each Nature or Resource within range 3
Unlock: Commercial starting pool
Triggers when a building within range 2 transforms: 50% chance to trigger 1 random adjacent building
Unlock: Commercial starting pool
Passively: provides +1 Mult to all adjacent buildings In 5 weeks: transforms into Ash
Unlock: Frontier starting pool
Passively: Counts as Ocean Can be built over
Unlock: Maritime level 10
Triggers every 4 weeks: 20 points for each Woodworking or Ship within range 2 Passively: removes adjacent Lumber to gain +1 range
Unlock: Industrial level 4
Triggers every 4 weeks: 30 points for each Sacred within range 5
Unlock: Civic level 2
Triggers when a building within range 4 earns Gold : 20 points for each Residence within range 4
Unlock: Commercial level 4
Triggers every 5 weeks: 1 Gold for every 3 Trader Manufacturer or Luxury within range 4 (rounded down)
Unlock: Maritime starting pool
Triggers when a building within range 3 is removed: Give each Farm within range 3 +0.1 Mult Passively: automatically removes any adjacent Manure at the end of the week
Unlock: Agricultural level 4
When triggered: Trigger up to 2 other buildings within range 3
Triggers every 5 weeks: Remove 2 random buildings within range 2 Then, increase range by +1
Passively: buildings within range 2 cannot gain Reroll Remove Dismiss or Gold Triggers every 5 weeks: increase range by +1
Passively: increases the cooldown of buildings within range 2 by 2 Triggers every 5 weeks: increase range by +1
Triggers every 5 weeks: Create 3 Rocks on random tiles within range 2 Then, increase range by +1
Passively: buildings cannot be placed within range of Corrupted Obelisk Triggers every 5 weeks: increase range by +1
Passively: buildings within range 2 have -2 range Triggers every 5 weeks: increase range by +1
Triggers every 5 weeks: Remove 2 random buildings within range 2 Then, increase range by +1
Triggers every 5 weeks: Transform a building within range 2 into a random building of the same rarity Then, increase range by +1
Grows (transforms) in 3 weeks and then triggers: Give each adjacent building +0.2 Mult
Unlock: Commercial starting pool
If a Ship range overlaps Crane add the Crane range to the Ship
Unlock: Maritime starting pool
Triggers when created: 20 points for each Husbandry Fishing or Healing within range 4
Unlock: Commercial starting pool
Triggers when Resource is created within range 5 : Remove it and create a copy adjacent to Depot
Unlock: Industrial level 8
Triggers after 5 weeks: Removes itself and triggers each adjacent building
Unlock: Martial starting pool
Grows (transforms) after 4 weeks
Triggers when created: 0.2 Enchantment Can only ever be placed on Ground adjacent to a cliff
Highest level of House When triggered: 250 points
Triggers every 7 weeks: Open a free random pack Can only be created adjacent to at least 5 Industrial
Unlock: Industrial level 10
Triggers every 7 weeks: Trigger 1 random adjacent building
Triggers when created: 30 points for each adjacent empty Ground Create Manure on a random empty adjacent Ground
Unlock: Agricultural starting pool
When triggered: Give each Healing or Training within range 3 +0.2 Mult
Unlock: Martial starting pool
Triggers every 3 weeks: Create 1 Fish on an empty Ocean tile within range 2
Unlock: Maritime starting pool
Triggers when created: Trigger all Fishing within range 5 excluding other Fish Trap Counts as Fish
Unlock: Maritime starting pool
Triggers every 4 weeks: 20 points for each Nature within range 2
Unlock: Maritime starting pool
Passively: Fishing within range 5 have additional Mult equal to the Mult of Fishing Hut Does not affect other Fishing Hut
Unlock: Maritime starting pool
Triggers every 3 weeks: Create 1 Forest on a random tile within range 2
Unlock: Frontier starting pool
Triggers when a building within range 5 is removed: 30 points for each Fortification or Ship within range 5
Unlock: Martial level 10
Triggers whenever an adjacent building transforms: 10% chance for 1 Gold Crop adjacent to Fountain grow in 1 week
Unlock: Civic starting pool
Grows (transforms) in 3 weeks and then triggers: 70 points Passively: has +1 Mult if adjacent to Apiary
Unlock: Agricultural starting pool
Triggers every 5 weeks: 60 points for each Martial within range 4
Unlock: Martial level 8
Triggers every 5 weeks: Create a copy of 1 adjacent Nature on a random tile within range 3
Unlock: Agricultural starting pool
Triggers when removed: 1 Gold
Triggers when created: 2 Gold Can only be created adjacent to Forest
Unlock: Commercial starting pool
Triggers every 5 weeks: Gain a Blueprint of a random adjacent Farm Blueprint gained by Grain Silo only have 1 charge
Unlock: Agricultural level 10
Triggers when created: Harvest all Crop within range 3 transforming them back into empty fields
Unlock: Agricultural level 2
Triggers whenever an adjacent building is removed: Gain a random Blueprint of the same rarity
Unlock: Civic level 4
Triggers when created: 20 points for each Farm Crop or Residence within range 4
Unlock: Commercial starting pool
Triggers every 3 weeks: 1 Rerolls Can only be created adjacent to Forest
Unlock: Frontier starting pool
Triggers when a building within range 4 is removed: Trigger 1 random adjacent building
Unlock: Martial starting pool
Triggers when another building is created within range 2 : Trigger 1 random adjacent building
Unlock: Agricultural starting pool
Triggers when created: 1 Rerolls and trigger all adjacent Healing excluding other Herb Garden Passively: counts as Herbs
Unlock: Frontier starting pool
Triggers when created: 30 points for each Herbs within range 2
Unlock: Frontier starting pool
Triggers whenever an adjacent building scores: -100 points and 1 Gold
Triggers when in range of or adjacent to Healing or Trader : 130 points and transform into Tenement
Triggers every 3 weeks: 10 points for each Forest within range 2
Unlock: Frontier starting pool
Triggers when in range of or adjacent to Provisioner : 100 points and transform into Homestead
Triggers when created: Your next roll is guaranteed to contain Rare or better buildings Can only be created adjacent to Residence or Training
Unlock: Civic level 8
Other adjacent buildings are considered Farm Must be created connected to Reservoir or Irrigation Does not connect diagonally Crop adjacent to Irrigation grow in 1 week
Unlock: Agricultural level 8
Triggers every 3 weeks: Remove 1 random adjacent building to give all equipped Heirloom +1 sell value. If the building is Luxury give them +3 instead
Unlock: Commercial starting pool
Triggers when an adjacent building is removed: 1 Gold
Unlock: Martial starting pool
Triggers when removed: 1 Rerolls
Unlock: Maritime starting pool
Triggers every 4 weeks: 10 points for each Common within range 4
Unlock: Civic starting pool
Passively: reduces the cooldown of adjacent buildings by 1
Passively: reduces the cooldown of Ship within range 8 by 3
Unlock: Maritime level 10
Triggers when created: Gain 1 random Residence Blueprint from any unlocked guild
Unlock: Commercial level 2
Triggers every 4 weeks: Create 1 Lumber on a random adjacent tile Can only be created adjacent to Forest
Unlock: Industrial starting pool
When removed: Gain a random Potion
Triggers when removed: 1 Gold
Triggers every 5 weeks: Trigger all adjacent Stall When created: gain a random Stall Blueprint
Unlock: Commercial starting pool
Triggers when created: Gain 1 random Building Upgrade Can only be created adjacent to another non Nature building
Unlock: Civic starting pool
Triggers every 4 weeks: Create 1 Ore on a random adjacent tile Can only be created adjacent to Rocks
Unlock: Industrial starting pool
Triggers every 2 weeks: Remove 1 random Nature or Resource within range 3 50 points for each removed
Unlock: Industrial starting pool
Triggers every 3 weeks: Removes itself and creates a Nomad's Wagon on an adjacent tile
Passively: any buildings adjacent to Obelisk have +0.5 Mult Can be created on top of another Obelisk to give adjacent buildings additional +0.5 Mult
Unlock: Civic starting pool
Triggers every 5 weeks: Create 5 Kelp Field on random tiles within range 5 Passively: Nature within range 5 is considered Sacred
Unlock: Maritime level 4
Triggers every 4 weeks: Trigger a random adjacent building if Outpost is the only other building adjacent to it
Unlock: Industrial starting pool
Passively: any tile inside an enclosed area of Palisade is considered to be Frontier instead of its original guild Does not connect diagonally
Unlock: Frontier level 6
Passively: Nature adjacent to Park is considered Residence and Common
Unlock: Civic starting pool
Triggers when any Berry Bush is within range 2 : 20 points for each Berry Bush within range 2 and transform each into Empty Bush
Unlock: Agricultural starting pool
Triggers every 3 weeks: -100 points and create 1 Treasure Chest on a random tile within range 5
Passively: Counts as Ground Can be built over
Passively: buildings adjacent to a Plaza ignore range placement restrictions
Triggers when in range of or adjacent to Irrigator : 80 points and transform into Hut
Unlock: Civic starting pool
Triggers every 5 weeks: 30 points for each Ship Trader or Luxury within range 5 When created: gain a Plateau Blueprint with 2 charges
Unlock: Maritime starting pool
Any tile adjacent to any Portal is considered adjacent to all Portal
Whenever the tile directly below a Post Office triggers: Trigger the tile directly above the Post Office
Triggers every 3 weeks: Create 1 Rocks on a random tile within range 2
Unlock: Industrial starting pool
Other adjacent buildings are considered Ship Must be created connected to Port or Crane or another Quay Does not connect diagonally
Unlock: Maritime level 2
Passively: Any tile adjacent to a Railway is considered adjacent to all connected Railway Does not connect diagonally
Triggers every 4 weeks: 40 points for each Husbandry within range 2
Unlock: Agricultural starting pool
Triggers every 3 weeks: points equal to 30 times your equipped heirlooms' total sell value (30 x total equipped Heirloom sell value) Can only be created adjacent to Rocks
Unlock: Commercial starting pool
Triggers when created: Gain Irrigation Blueprint Crop adjacent to Reservoir grow in 1 week
Unlock: Agricultural level 8
When removed: Gain a random Building Upgrade
Triggers every 3 weeks: Trigger up to 1 Engineering or Manufacturer within range 3 Passively: removes adjacent Lumber to affect +1 more targets
Unlock: Industrial starting pool
Passively: Any building created on Scaffolding gains +1 Mult Can be built over
Triggers every 5 weeks: 30 points for each Farm within range 5
Unlock: Agricultural starting pool
Triggers every 5 weeks: 10 points for each empty Ocean within range 2
Unlock: Maritime starting pool
Triggers when created: Remove all adjacent non Infrastructure
Triggers when another building within range 4 gains Reroll : 20 points for each Frontier within range 4
Unlock: Frontier starting pool
Triggers every 3 weeks: points equal to 50 times your current Rerolls (50 x number of Reroll ) Can only be created adjacent to at least 3 Nature
Unlock: Frontier level 10
Passively: every week, each connected Slums has a 30% chance to create another Slums on a random tile connected to the group
Unlock: Industrial level 6
Triggers every 3 weeks: 40 points Passively: removes adjacent Ore to gain +1 Mult
Unlock: Industrial starting pool
Triggers when created: 1 Removes and trigger all Training within range 3
Unlock: Martial starting pool
Passively: buildings adjacent to a Stable gain the Stable range Does not apply to other adjacent Stable
Unlock: Martial level 6
Triggers when created: Gain Council Vote for 1 random councillor already on your council Can only be created adjacent to Nature
Unlock: Civic starting pool
Triggers when created: 10 points for each empty Sand or Ground within range 2
Unlock: Industrial starting pool
Triggers whenever Nature is created adjacent : 1 Rerolls
Unlock: Frontier starting pool
Grows (transforms) in 3 weeks then: Triggers every 3 weeks: 30 points for each other Crop within range 3 Passively: counts as Flowers
Unlock: Agricultural starting pool
Triggers when created: 20 points for each Manufacturer Training or Engineering within range 4
Unlock: Commercial starting pool
Triggers every 4 weeks: 30 points for each Husbandry within range 5
Unlock: Frontier level 4
Triggers every 5 weeks: Transform 1 random House within range 2 into Plot
Unlock: Civic starting pool
When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed
Unlock: Civic level 6
When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed
Unlock: Civic level 6
When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed
Unlock: Civic level 6
When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed
Unlock: Civic level 6
Triggers when in range of or adjacent to Entertainment or Training : 170 points and transform into Townhouse
Triggers when Resource created within range 4 : 10 points for each Engineering Woodworking or Resource within range 4
Unlock: Industrial starting pool
Passively: buildings adjacent to Town Bell have +1 range
Triggers when created: 50 points for each Residence connected to the Town Hall
Unlock: Civic starting pool
Triggers when in range of or adjacent to Luxury or Sacred : 220 points and transform into Estate
Triggers every 5 weeks: 10 points for each unique building within range 5
Unlock: Maritime level 8
Triggers when created: 10 points for each empty Sand within range 2
Unlock: Martial starting pool
Passively: other adjacent buildings are considered Husbandry
Unlock: Frontier level 2
Every 5 weeks: Trigger 1 random Fishing within range 5 Must be created at least 2 tiles away from Ground or Sand
Unlock: Maritime starting pool
Triggers when removed: 5 Gold
Triggers when another building within range 7 earns Gold : Trigger 1 random adjacent building
Unlock: Civic level 10
Triggers every 3 weeks: points equal to 10 times your current Gold (10 x Gold count ) Cannot be placed adjacent to anything else
Unlock: Commercial level 10
Grows (transforms) in 3 weeks and then triggers: 1 Gold
Unlock: Commercial starting pool
Passively: Any tile inside an enclosed area of Wall gains +3 Mult Does not connect diagonally
Passively: whenever another building within range 3 scores, add that score to Warehouse (excluding other Warehouse ) When triggered: score equal to the stored score
Unlock: Maritime level 6
Triggers when created: 10 points for each Nature within range 5 When removed: create Forest on each adjacent tile
Unlock: Frontier starting pool
Triggers every 5 weeks: Trigger 1 random adjacent building Passively: counts as Railway Every time Neutral is created adjacent reduce current cooldown by 1
Passively: Crop adjacent to a Well grow faster, taking 1 week instead of the usual duration
Grows (transforms) in 3 weeks and then triggers: 1 Rerolls and 1 Removes
Unlock: Agricultural starting pool
Triggers whenever an adjacent Crop transforms: 40 points for each Residence or Training within range 4
Unlock: Agricultural level 6
Triggers whenever another building is created within range 3 : 50 points for each Healing or Sacred within range 3
Unlock: Frontier level 8
Triggers when created: Gain 1 random Potion Cannot be placed adjacent to anything else
Triggers every 3 weeks: 80 points and remove 1 Forest within range 2
Unlock: Frontier starting pool
Triggers when Resource removed within range 4: 1 Gold
Unlock: Industrial starting pool
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Names, descriptions, base values and unlock rewards use the Windows game snapshot checked on October 11, 2026. Later updates may change these values. Game text and artwork belong to Crux Games and their respective owners. Official Steam page · Source summary.