Wiki · Windows snapshot · October 11, 2026

Combolands Buildings Database

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

Martial

Academy

Healing · Residence

Triggers every 5 weeks: 30 points for each Training or Healing within range 4

Base range
4
Terrain
Ground

Unlock: Martial level 4

Agricultural

Apiary

Nature · Husbandry

Triggers every 5 weeks: 10 points for each Flowers within range 3

Base range
3
Terrain
Ground, Sand

Unlock: Agricultural starting pool

Commercial

Apothecary

Healing · Trader

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

Base range
3
Terrain
Ground

Unlock: Commercial starting pool

Martial

Archery Range

Woodworking · Training

Triggers every 4 weeks: 30 points for each Husbandry or Woodworking within range 3

Base range
3
Terrain
Ground, Sand

Unlock: Martial starting pool

Martial

Arsenal

Manufacturer

Triggers every 3 weeks: 1 Removes Can only be created adjacent to Fortification

Terrain
Ground

Unlock: Martial starting pool

Frontier

Ash

Does nothing When triggered: transforms into Campfire

Terrain
Ground, Sand
Martial

Ballista

Engineering

Triggers every 3 weeks: Rotates to face a random direction and triggers the tile it is facing

Terrain
Ground, Sand

Unlock: Martial level 2

Commercial

Balloon Trader

Trader

Passively: other buildings within range 4 are considered Luxury

Base range
4
Terrain
Ground, Sand

Unlock: Commercial level 6

Rogues

Bandit Camp

Triggers every 3 weeks: Trigger 1 random adjacent tile -150 points if a building is triggered in this way

Terrain
Ground, Sand
Commercial

Bank

Luxury · Monument

Triggers when a building within range 4 gains Reroll or Remove : Gain 1 Gold

Base range
4
Terrain
Ground

Unlock: Commercial level 8

Martial

Barracks

Training · Fortification · Residence

Triggers every 3 weeks: 20 points for each Rocks within range 2

Base range
2
Terrain
Sand

Unlock: Martial starting pool

Natural feature

Berry Bush

Nature · Crop

When triggered by Picker's Hut transforms into Empty Bush

Terrain
Ground
Industrial

Blacksmith

Engineering · Manufacturer

Triggers every 8 weeks: 80 points for each Manufacturer or Training within range 4 Passively: removes adjacent Ore to reduce max cooldown by 1

Base range
4
Terrain
Ground, Sand

Unlock: Industrial level 2

Commercial

Botanist's Stall

Stall

Triggers when created: 10 points for each Nature or Resource within range 3

Base range
3
Terrain
Ground

Unlock: Commercial starting pool

Commercial

Brewery

Entertainment · Manufacturer

Triggers when a building within range 2 transforms: 50% chance to trigger 1 random adjacent building

Base range
2
Terrain
Ground, Sand

Unlock: Commercial starting pool

Frontier

Campfire

Passively: provides +1 Mult to all adjacent buildings In 5 weeks: transforms into Ash

Terrain
Ground, Sand

Unlock: Frontier starting pool

Maritime

Canal

Engineering

Passively: Counts as Ocean Can be built over

Terrain
Ground

Unlock: Maritime level 10

Industrial

Carpenter

Woodworking · Manufacturer

Triggers every 4 weeks: 20 points for each Woodworking or Ship within range 2 Passively: removes adjacent Lumber to gain +1 range

Base range
2
Terrain
Ground, Sand

Unlock: Industrial level 4

Civic

Church

Sacred · Monument · Healing

Triggers every 4 weeks: 30 points for each Sacred within range 5

Base range
5
Terrain
Ground

Unlock: Civic level 2

Commercial

Circus

Entertainment · Training

Triggers when a building within range 4 earns Gold : 20 points for each Residence within range 4

Base range
4
Terrain
Ground, Sand

Unlock: Commercial level 4

Maritime

Clipper

Ship · Trader

Triggers every 5 weeks: 1 Gold for every 3 Trader Manufacturer or Luxury within range 4 (rounded down)

Base range
4
Terrain
Ocean

Unlock: Maritime starting pool

Agricultural

Composter

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

Base range
3
Terrain
Ground, Sand

Unlock: Agricultural level 4

Neutral

Conduit

Infrastructure · Arcane

When triggered: Trigger up to 2 other buildings within range 3

Base range
3
Terrain
Ground, Sand
Hazard

Corrupted Fort

Triggers every 5 weeks: Remove 2 random buildings within range 2 Then, increase range by +1

Base range
2
Terrain
Ground
Hazard

Corrupted Grove

Passively: buildings within range 2 cannot gain Reroll Remove Dismiss or Gold Triggers every 5 weeks: increase range by +1

Base range
2
Terrain
Ground
Hazard

Corrupted Lantern

Passively: increases the cooldown of buildings within range 2 by 2 Triggers every 5 weeks: increase range by +1

Base range
2
Terrain
Ground
Hazard

Corrupted Mine

Triggers every 5 weeks: Create 3 Rocks on random tiles within range 2 Then, increase range by +1

Base range
2
Terrain
Ground
Hazard

Corrupted Obelisk

Passively: buildings cannot be placed within range of Corrupted Obelisk Triggers every 5 weeks: increase range by +1

Base range
2
Terrain
Ground, Sand
Hazard

Corrupted Shrine

Passively: buildings within range 2 have -2 range Triggers every 5 weeks: increase range by +1

Base range
2
Terrain
Ground, Sand
Hazard

Corrupted Temple

Triggers every 5 weeks: Remove 2 random buildings within range 2 Then, increase range by +1

Base range
2
Terrain
Ocean
Hazard

Corrupted Tower

Triggers every 5 weeks: Transform a building within range 2 into a random building of the same rarity Then, increase range by +1

Base range
2
Terrain
Ground
Commercial

Cotton Field

Crop · Farm

Grows (transforms) in 3 weeks and then triggers: Give each adjacent building +0.2 Mult

Terrain
Ground

Unlock: Commercial starting pool

Maritime

Crane

If a Ship range overlaps Crane add the Crane range to the Ship

Base range
7
Terrain
Shoreline, Sand

Unlock: Maritime starting pool

Commercial

Deli Stall

Stall

Triggers when created: 20 points for each Husbandry Fishing or Healing within range 4

Base range
4
Terrain
Ground

Unlock: Commercial starting pool

Industrial

Depot

Trader

Triggers when Resource is created within range 5 : Remove it and create a copy adjacent to Depot

Base range
5
Terrain
Ground

Unlock: Industrial level 8

Martial

Effigy Pyre

Entertainment

Triggers after 5 weeks: Removes itself and triggers each adjacent building

Terrain
Ground, Sand

Unlock: Martial starting pool

Natural feature

Empty Bush

Nature · Crop

Grows (transforms) after 4 weeks

Terrain
Ground
Arcane

Enclave

Monument

Triggers when created: 0.2 Enchantment Can only ever be placed on Ground adjacent to a cliff

Terrain
Ground
Civic

Estate

Residence · House

Highest level of House When triggered: 250 points

Terrain
Ground
Industrial

Factory

Manufacturer · Engineering

Triggers every 7 weeks: Open a free random pack Can only be created adjacent to at least 5 Industrial

Terrain
Ground

Unlock: Industrial level 10

Arcane

Faerie Ring

Nature

Triggers every 7 weeks: Trigger 1 random adjacent building

Terrain
Ground
Agricultural

Farmyard

Husbandry · Farm

Triggers when created: 30 points for each adjacent empty Ground Create Manure on a random empty adjacent Ground

Terrain
Ground

Unlock: Agricultural starting pool

Martial

Field Hospital

Healing

When triggered: Give each Healing or Training within range 3 +0.2 Mult

Base range
3
Terrain
Ground, Sand

Unlock: Martial starting pool

Maritime

Fish Farm

Fishing · Farm

Triggers every 3 weeks: Create 1 Fish on an empty Ocean tile within range 2

Base range
2
Terrain
Ocean

Unlock: Maritime starting pool

Maritime

Fish Trap

Fishing

Triggers when created: Trigger all Fishing within range 5 excluding other Fish Trap Counts as Fish

Base range
5
Terrain
Ocean

Unlock: Maritime starting pool

Maritime

Fishing Boat

Fishing · Ship

Triggers every 4 weeks: 20 points for each Nature within range 2

Base range
2
Terrain
Shoreline, Ocean

Unlock: Maritime starting pool

Maritime

Fishing Hut

Fishing

Passively: Fishing within range 5 have additional Mult equal to the Mult of Fishing Hut Does not affect other Fishing Hut

Base range
5
Terrain
Shoreline

Unlock: Maritime starting pool

Frontier

Forester

Nature · Woodworking

Triggers every 3 weeks: Create 1 Forest on a random tile within range 2

Base range
2
Terrain
Ground

Unlock: Frontier starting pool

Martial

Fortress

Fortification · Monument

Triggers when a building within range 5 is removed: 30 points for each Fortification or Ship within range 5

Base range
5
Terrain
Ground

Unlock: Martial level 10

Civic

Fountain

Irrigator

Triggers whenever an adjacent building transforms: 10% chance for 1 Gold Crop adjacent to Fountain grow in 1 week

Base range
2
Terrain
Ground

Unlock: Civic starting pool

Agricultural

Fruit Orchard

Crop · Farm

Grows (transforms) in 3 weeks and then triggers: 70 points Passively: has +1 Mult if adjacent to Apiary

Terrain
Ground

Unlock: Agricultural starting pool

Martial

Galleon

Ship

Triggers every 5 weeks: 60 points for each Martial within range 4

Base range
4
Terrain
Ocean

Unlock: Martial level 8

Agricultural

Gardener's Cottage

Residence

Triggers every 5 weeks: Create a copy of 1 adjacent Nature on a random tile within range 3

Base range
3
Terrain
Ground, Sand

Unlock: Agricultural starting pool

Natural feature

Gold Ore

Resource · Engineering · Luxury

Triggers when removed: 1 Gold

Terrain
Ground, Sand
Commercial

Gold Pan

Nature

Triggers when created: 2 Gold Can only be created adjacent to Forest

Terrain
Ground

Unlock: Commercial starting pool

Agricultural

Grain Silo

Provisioner

Triggers every 5 weeks: Gain a Blueprint of a random adjacent Farm Blueprint gained by Grain Silo only have 1 charge

Terrain
Ground

Unlock: Agricultural level 10

Agricultural

Granary

Provisioner

Triggers when created: Harvest all Crop within range 3 transforming them back into empty fields

Base range
3
Terrain
Ground

Unlock: Agricultural level 2

Civic

Graveyard

Ruins · Sacred

Triggers whenever an adjacent building is removed: Gain a random Blueprint of the same rarity

Terrain
Ground

Unlock: Civic level 4

Commercial

Grocer's Stall

Stall

Triggers when created: 20 points for each Farm Crop or Residence within range 4

Base range
4
Terrain
Ground

Unlock: Commercial starting pool

Frontier

Grove

Nature

Triggers every 3 weeks: 1 Rerolls Can only be created adjacent to Forest

Terrain
Ground

Unlock: Frontier starting pool

Martial

Guard Tower

Fortification

Triggers when a building within range 4 is removed: Trigger 1 random adjacent building

Base range
4
Terrain
Ground

Unlock: Martial starting pool

Agricultural

Harvester

Woodworking

Triggers when another building is created within range 2 : Trigger 1 random adjacent building

Base range
2
Terrain
Ground, Sand

Unlock: Agricultural starting pool

Frontier

Herb Garden

Farm · Healing

Triggers when created: 1 Rerolls and trigger all adjacent Healing excluding other Herb Garden Passively: counts as Herbs

Terrain
Ground

Unlock: Frontier starting pool

Frontier

Herbalist

Healing · Training

Triggers when created: 30 points for each Herbs within range 2

Base range
2
Terrain
Ground

Unlock: Frontier starting pool

Rogues

Hideout

Triggers whenever an adjacent building scores: -100 points and 1 Gold

Base range
2
Terrain
Ground, Sand
Civic

Homestead

Residence · House

Triggers when in range of or adjacent to Healing or Trader : 130 points and transform into Tenement

Terrain
Ground
Frontier

Hunting Lodge

Nature · Husbandry

Triggers every 3 weeks: 10 points for each Forest within range 2

Base range
2
Terrain
Ground

Unlock: Frontier starting pool

Civic

Hut

Residence · House

Triggers when in range of or adjacent to Provisioner : 100 points and transform into Homestead

Terrain
Ground
Civic

Inn

Entertainment · Residence

Triggers when created: Your next roll is guaranteed to contain Rare or better buildings Can only be created adjacent to Residence or Training

Base range
4
Terrain
Ground

Unlock: Civic level 8

Agricultural

Irrigation

Irrigator

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

Terrain
Ground

Unlock: Agricultural level 8

Commercial

Jeweller

Trader · Luxury

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

Terrain
Ground

Unlock: Commercial starting pool

Martial

Jousting Arena

Entertainment · Training

Triggers when an adjacent building is removed: 1 Gold

Base range
2
Terrain
Ground, Sand

Unlock: Martial starting pool

Maritime

Kelp Field

Nature

Triggers when removed: 1 Rerolls

Terrain
Ocean

Unlock: Maritime starting pool

Civic

Kitchen

Provisioner

Triggers every 4 weeks: 10 points for each Common within range 4

Base range
4
Terrain
Ground

Unlock: Civic starting pool

Neutral

Lamppost

Infrastructure

Passively: reduces the cooldown of adjacent buildings by 1

Terrain
Ground, Sand
Maritime

Lighthouse

Monument

Passively: reduces the cooldown of Ship within range 8 by 3

Base range
8
Terrain
Ground

Unlock: Maritime level 10

Commercial

Lodging House

Residence

Triggers when created: Gain 1 random Residence Blueprint from any unlocked guild

Terrain
Ground

Unlock: Commercial level 2

Industrial

Lumberyard

Woodworking

Triggers every 4 weeks: Create 1 Lumber on a random adjacent tile Can only be created adjacent to Forest

Terrain
Ground

Unlock: Industrial starting pool

Neutral

Magical Ruin

Arcane · Ruins

When removed: Gain a random Potion

Terrain
Ground
Agricultural

Manure

Triggers when removed: 1 Gold

Terrain
Ground
Commercial

Marketplace

Trader · Provisioner

Triggers every 5 weeks: Trigger all adjacent Stall When created: gain a random Stall Blueprint

Base range
5
Terrain
Ground

Unlock: Commercial starting pool

Civic

Mason

Engineering

Triggers when created: Gain 1 random Building Upgrade Can only be created adjacent to another non Nature building

Terrain
Ground, Sand

Unlock: Civic starting pool

Industrial

Mine

Engineering

Triggers every 4 weeks: Create 1 Ore on a random adjacent tile Can only be created adjacent to Rocks

Terrain
Sand

Unlock: Industrial starting pool

Industrial

Nitrary

Farm

Triggers every 2 weeks: Remove 1 random Nature or Resource within range 3 50 points for each removed

Base range
3
Terrain
Sand

Unlock: Industrial starting pool

Arcane

Nomad's Wagon

Trader · Residence

Triggers every 3 weeks: Removes itself and creates a Nomad's Wagon on an adjacent tile

Terrain
Ground, Sand
Civic

Obelisk

Monument

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

Terrain
Ground

Unlock: Civic starting pool

Maritime

Ocean Shrine

Sacred · Ruins

Triggers every 5 weeks: Create 5 Kelp Field on random tiles within range 5 Passively: Nature within range 5 is considered Sacred

Base range
5
Terrain
Ocean

Unlock: Maritime level 4

Industrial

Outpost

Residence · Fortification

Triggers every 4 weeks: Trigger a random adjacent building if Outpost is the only other building adjacent to it

Terrain
Ground, Sand

Unlock: Industrial starting pool

Frontier

Palisade

Fortification

Passively: any tile inside an enclosed area of Palisade is considered to be Frontier instead of its original guild Does not connect diagonally

Terrain
Ground, Sand

Unlock: Frontier level 6

Civic

Park

Nature · Residence

Passively: Nature adjacent to Park is considered Residence and Common

Terrain
Ground

Unlock: Civic starting pool

Agricultural

Picker's Hut

Residence

Triggers when any Berry Bush is within range 2 : 20 points for each Berry Bush within range 2 and transform each into Empty Bush

Base range
2
Terrain
Ground

Unlock: Agricultural starting pool

Rogues

Pirate Ship

Ship

Triggers every 3 weeks: -100 points and create 1 Treasure Chest on a random tile within range 5

Base range
5
Terrain
Ocean
Neutral

Plateau

Infrastructure · Engineering

Passively: Counts as Ground Can be built over

Terrain
Sand, Shoreline, Ocean
Neutral

Plaza

Infrastructure · Monument

Passively: buildings adjacent to a Plaza ignore range placement restrictions

Terrain
Ground
Civic

Plot

Residence · House

Triggers when in range of or adjacent to Irrigator : 80 points and transform into Hut

Terrain
Ground

Unlock: Civic starting pool

Maritime

Port

Trader

Triggers every 5 weeks: 30 points for each Ship Trader or Luxury within range 5 When created: gain a Plateau Blueprint with 2 charges

Base range
5
Terrain
Shoreline

Unlock: Maritime starting pool

Arcane

Portal

Monument

Any tile adjacent to any Portal is considered adjacent to all Portal

Terrain
Ground
Neutral

Post Office

Infrastructure

Whenever the tile directly below a Post Office triggers: Trigger the tile directly above the Post Office

Terrain
Ground
Industrial

Quarry

Engineering

Triggers every 3 weeks: Create 1 Rocks on a random tile within range 2

Base range
2
Terrain
Sand

Unlock: Industrial starting pool

Maritime

Quay

Other adjacent buildings are considered Ship Must be created connected to Port or Crane or another Quay Does not connect diagonally

Terrain
Shoreline, Ocean

Unlock: Maritime level 2

Neutral

Railway

Infrastructure

Passively: Any tile adjacent to a Railway is considered adjacent to all connected Railway Does not connect diagonally

Terrain
Ground
Agricultural

Ranch

Husbandry · Entertainment

Triggers every 4 weeks: 40 points for each Husbandry within range 2

Base range
2
Terrain
Ground

Unlock: Agricultural starting pool

Commercial

Reliquary

Monument

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

Terrain
Ground

Unlock: Commercial starting pool

Agricultural

Reservoir

Irrigator

Triggers when created: Gain Irrigation Blueprint Crop adjacent to Reservoir grow in 1 week

Terrain
Ground

Unlock: Agricultural level 8

Neutral

Ruin

Ruins

When removed: Gain a random Building Upgrade

Terrain
Ground
Industrial

Sawmill

Woodworking

Triggers every 3 weeks: Trigger up to 1 Engineering or Manufacturer within range 3 Passively: removes adjacent Lumber to affect +1 more targets

Base range
3
Terrain
Ground

Unlock: Industrial starting pool

Neutral

Scaffolding

Infrastructure · Engineering

Passively: Any building created on Scaffolding gains +1 Mult Can be built over

Terrain
Ground
Agricultural

Scarecrow

Arcane

Triggers every 5 weeks: 30 points for each Farm within range 5

Base range
5
Terrain
Ground, Sand

Unlock: Agricultural starting pool

Maritime

Seaweed Farm

Farm · Fishing

Triggers every 5 weeks: 10 points for each empty Ocean within range 2

Base range
2
Terrain
Shoreline

Unlock: Maritime starting pool

Neutral

Sewer

Infrastructure

Triggers when created: Remove all adjacent non Infrastructure

Terrain
Ground
Frontier

Shaman

Sacred · Residence

Triggers when another building within range 4 gains Reroll : 20 points for each Frontier within range 4

Base range
4
Terrain
Ground, Sand

Unlock: Frontier starting pool

Frontier

Shrine

Sacred · Monument

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

Terrain
Ground

Unlock: Frontier level 10

Industrial

Slums

Residence

Passively: every week, each connected Slums has a 30% chance to create another Slums on a random tile connected to the group

Terrain
Ground

Unlock: Industrial level 6

Industrial

Smelter

Engineering

Triggers every 3 weeks: 40 points Passively: removes adjacent Ore to gain +1 Mult

Terrain
Ground, Sand

Unlock: Industrial starting pool

Martial

Sparring Dummy

Triggers when created: 1 Removes and trigger all Training within range 3

Base range
3
Terrain
Sand

Unlock: Martial starting pool

Martial

Stable

Husbandry

Passively: buildings adjacent to a Stable gain the Stable range Does not apply to other adjacent Stable

Base range
4
Terrain
Ground

Unlock: Martial level 6

Civic

Statue

Monument · Sacred

Triggers when created: Gain Council Vote for 1 random councillor already on your council Can only be created adjacent to Nature

Terrain
Ground

Unlock: Civic starting pool

Industrial

Stockpile

Triggers when created: 10 points for each empty Sand or Ground within range 2

Base range
2
Terrain
Ground

Unlock: Industrial starting pool

Frontier

Stone Lantern

Sacred

Triggers whenever Nature is created adjacent : 1 Rerolls

Terrain
Ground

Unlock: Frontier starting pool

Agricultural

Sunflower Field

Crop · Farm

Grows (transforms) in 3 weeks then: Triggers every 3 weeks: 30 points for each other Crop within range 3 Passively: counts as Flowers

Base range
3
Terrain
Ground

Unlock: Agricultural starting pool

Commercial

Supplies Stall

Stall

Triggers when created: 20 points for each Manufacturer Training or Engineering within range 4

Base range
4
Terrain
Ground

Unlock: Commercial starting pool

Frontier

Tannery

Manufacturer

Triggers every 4 weeks: 30 points for each Husbandry within range 5

Base range
5
Terrain
Ground, Sand

Unlock: Frontier level 4

Civic

Tax Collector

Triggers every 5 weeks: Transform 1 random House within range 2 into Plot

Base range
2
Terrain
Ground

Unlock: Civic starting pool

Civic

Temple North-East Wing

Monument · Sacred

When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed

Terrain
Ground

Unlock: Civic level 6

Civic

Temple North-West Wing

Monument · Sacred

When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed

Terrain
Ground

Unlock: Civic level 6

Civic

Temple South-East Wing

Monument · Sacred

When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed

Terrain
Ground

Unlock: Civic level 6

Civic

Temple South-West Wing

Monument · Sacred

When all 4 wings of the temple are created adjacent in the correct positions, gain a special Legendary Heirloom Cannot be removed

Terrain
Ground

Unlock: Civic level 6

Civic

Tenement

Residence · House

Triggers when in range of or adjacent to Entertainment or Training : 170 points and transform into Townhouse

Terrain
Ground
Industrial

Tool Shed

Provisioner

Triggers when Resource created within range 4 : 10 points for each Engineering Woodworking or Resource within range 4

Base range
4
Terrain
Ground, Sand

Unlock: Industrial starting pool

Neutral

Town Bell

Infrastructure

Passively: buildings adjacent to Town Bell have +1 range

Terrain
Ground
Civic

Town Hall

Monument

Triggers when created: 50 points for each Residence connected to the Town Hall

Base range
6
Terrain
Ground

Unlock: Civic starting pool

Civic

Townhouse

Residence · House

Triggers when in range of or adjacent to Luxury or Sacred : 220 points and transform into Estate

Terrain
Ground
Maritime

Trading Post

Trader

Triggers every 5 weeks: 10 points for each unique building within range 5

Base range
5
Terrain
Ground

Unlock: Maritime level 8

Martial

Training Ring

Training

Triggers when created: 10 points for each empty Sand within range 2

Base range
2
Terrain
Sand

Unlock: Martial starting pool

Frontier

Trapper's Lodge

Husbandry

Passively: other adjacent buildings are considered Husbandry

Terrain
Sand

Unlock: Frontier level 2

Maritime

Trawler

Fishing · Ship

Every 5 weeks: Trigger 1 random Fishing within range 5 Must be created at least 2 tiles away from Ground or Sand

Base range
5
Terrain
Ocean

Unlock: Maritime starting pool

Civic

Treasury

Monument

Triggers when another building within range 7 earns Gold : Trigger 1 random adjacent building

Base range
7
Terrain
Ground

Unlock: Civic level 10

Commercial

Vault

Luxury · Ruins

Triggers every 3 weeks: points equal to 10 times your current Gold (10 x Gold count ) Cannot be placed adjacent to anything else

Terrain
Ground

Unlock: Commercial level 10

Commercial

Vineyard

Crop · Farm · Luxury

Grows (transforms) in 3 weeks and then triggers: 1 Gold

Terrain
Ground

Unlock: Commercial starting pool

Neutral

Wall

Infrastructure · Fortification

Passively: Any tile inside an enclosed area of Wall gains +3 Mult Does not connect diagonally

Terrain
Ground
Maritime

Warehouse

Provisioner

Passively: whenever another building within range 3 scores, add that score to Warehouse (excluding other Warehouse ) When triggered: score equal to the stored score

Base range
3
Terrain
Ground

Unlock: Maritime level 6

Frontier

Watch Tower

Fortification · Woodworking

Triggers when created: 10 points for each Nature within range 5 When removed: create Forest on each adjacent tile

Base range
5
Terrain
Ground

Unlock: Frontier starting pool

Neutral

Way Station

Infrastructure

Triggers every 5 weeks: Trigger 1 random adjacent building Passively: counts as Railway Every time Neutral is created adjacent reduce current cooldown by 1

Terrain
Ground
Neutral

Well

Infrastructure · Irrigator

Passively: Crop adjacent to a Well grow faster, taking 1 week instead of the usual duration

Base range
4
Terrain
Ground
Agricultural

Wheat Field

Crop · Farm

Grows (transforms) in 3 weeks and then triggers: 1 Rerolls and 1 Removes

Terrain
Ground

Unlock: Agricultural starting pool

Agricultural

Windmill

Manufacturer

Triggers whenever an adjacent Crop transforms: 40 points for each Residence or Training within range 4

Base range
4
Terrain
Ground

Unlock: Agricultural level 6

Frontier

Witch's Hut

Healing · Arcane

Triggers whenever another building is created within range 3 : 50 points for each Healing or Sacred within range 3

Base range
3
Terrain
Ground

Unlock: Frontier level 8

Arcane

Wizard's Tower

Monument

Triggers when created: Gain 1 random Potion Cannot be placed adjacent to anything else

Base range
4
Terrain
Ground
Frontier

Woodcutter

Woodworking

Triggers every 3 weeks: 80 points and remove 1 Forest within range 2

Base range
2
Terrain
Ground

Unlock: Frontier starting pool

Industrial

Workshop

Training

Triggers when Resource removed within range 4: 1 Gold

Base range
4
Terrain
Ground

Unlock: Industrial starting pool

Sources and version

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.