Guides · Official game analysis · October 11, 2026

All 21 Combolands Guild Combinations

Compare all 21 pairings of the seven main Combolands guilds with verified cross-guild links, layout needs and practical starting plans.

There is no universal best pair

Choose one repeatable trigger and one payoff the board can already support. The table covers all 21 combinations of the seven main guilds using explicit building categories and effects; it is a planning reference, not an unverified win-rate tier list.

All 21 guild pairings

Verified links and placement risks for every main-guild pair
Guild pairConcrete connectionLayout or timing check
Agricultural + CivicWindmill counts Civic Residence, while Plot needs Irrigator and Fountain accelerates adjacent Crops.Keep one Crop adjacent to Windmill and reserve a separate route for the house upgrade chain.
Agricultural + CommercialWheat Field can generate Reroll and Remove; Bank converts those gains into Gold when it is in range. Grocer's Stall also counts Crop and Farm.Do not spend the Wheat Field resources before checking the next Bank, Shrine or removal payoff.
Agricultural + FrontierWheat Field can activate Shaman through Reroll gain, while Ranch and Frontier pieces share Husbandry targets.Preserve Nature for Frontier before expanding the crop belt.
Agricultural + IndustrialNitrary counts as Farm and Industrial supplies long-cycle scorers, but the two plans have few automatic trigger links.Use separate crop and resource clusters; connect them only when a shared tag or current offer justifies it.
Agricultural + MaritimeClipper counts Manufacturer, which includes Windmill, and both guilds can profit from a land-and-water split.Keep Shoreline and open Ocean available instead of extending farms across every coastal Ground tile.
Agricultural + MartialWindmill counts Training, Archery Range counts Husbandry, and Wheat Field produces Remove for Martial payoffs.Place removal payoffs before spending Remove, and keep the Windmill trigger Crop adjacent.
Civic + CommercialCommercial supplies Provisioner, Trader, Entertainment and Luxury tags used by the house chain; house transformations can activate Brewery.Plan the next house requirement, not only the tag needed for its current stage.
Civic + FrontierFrontier supplies Healing and Sacred for later house stages, while Civic buildings can score from Nature and Residence.Keep the Nature cluster intact until Shrine, Church and house requirements are known.
Civic + IndustrialIndustrial Provisioner, Engineering and Training pieces can support selected Civic requirements, but most scoring engines remain independent.Give Town Hall a connected Residence route and keep the Industrial resource line outside it.
Civic + MaritimePort supplies Trader, Ocean Shrine supplies Sacred, and both tags advance Civic houses.Reserve Shoreline for Maritime connections and bring only the needed support inland.
Civic + MartialMartial provides Healing and Training for house upgrades; Academy and Field Hospital reward dense Training/Healing clusters.Build the support cluster where several houses can reach it instead of duplicating each tag.
Commercial + FrontierHerb Garden gives Reroll for Bank, while Apothecary turns Nature into Healing and pays Gold when that Nature is removed.Decide which Nature is permanent support and which is removal fuel before placing Apothecary.
Commercial + IndustrialSupplies Stall scores from Manufacturer and Engineering, and Sawmill can trigger Manufacturer targets.Leave room around the Industrial trigger hub for Stalls and resource creation.
Commercial + MaritimePort counts Trader and Luxury, Clipper counts Trader/Manufacturer/Luxury, and Deli Stall counts Fishing.Concentrate trade targets near the coast without consuming Ocean needed for Fishing.
Commercial + MartialSupplies Stall counts Training and Deli Stall counts Healing; Martial can provide both categories.Use Commercial created-trigger scores for the current milestone and Martial cooldown engines for later ones.
Frontier + IndustrialFrontier creates and consumes Nature while Industrial can turn Woodworking, Resource and selected Nature into scoring inputs.Separate persistent Forest support from Nature or Lumber intended to be consumed.
Frontier + MaritimeFishing Boat scores Nature and Ocean Shrine makes nearby Nature Sacred, giving the shoreline a real cross-guild role.Protect both open Ocean and inland Nature instead of packing the coast immediately.
Frontier + MartialHealing, Husbandry, Training and Woodworking cross between the guilds; Archery Range and Field Hospital can use those shared targets.Overlap the shared category cluster while keeping removal targets replaceable.
Industrial + MaritimeCarpenter scores Ship, Quay grants Ship to adjacent buildings and Lighthouse reduces Ship cooldown.Build the Port/Quay connection first, then place the Industrial payoff where the Ship tags reach it.
Industrial + MartialBlacksmith counts Training and Archery Range counts Woodworking; both can benefit from an overlapping production-and-training district.Long cooldowns need milestone timing support; do not spend several weeks building a cluster that cannot trigger in time.
Maritime + MartialFortress scores Fortification or Ship whenever a building in range is removed.Place Fortress where the shoreline Ship cluster overlaps a renewable removal target.

How to turn a pairing into a build

  1. Name the trigger: created, transformed, removed, resource gained or a periodic cooldown.
  2. Count current targets: only include tags already in the required range or adjacency.
  3. Protect the constraint: reserve Shoreline, Ocean, Nature, an empty neighbor or a connection route before filling space.
  4. Check the deadline: a strong periodic engine is not useful if its next activation is after the milestone.

Cross-guild value often comes from a shared category rather than a special pair bonus. Read the complete building text before committing: a category match does not override terrain, connection, range or unlock requirements.

Sources and version

Names, descriptions, base values and unlock rewards use official game analysis 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.