Combolands Milestones: Targets, Weeks & When to Bank

The clock and the target

Every milestone gives you two numbers: a score target and the weeks remaining to reach it. Placing a building advances the week; blueprints do not, which is part of why they are worth holding. The Steam store screenshots show the early rungs — Small Town with a 3,000 target, Capital City with 13,000 — so the ramp is steep from the start.

There is also an extension time shown alongside the target: even past the intended period you can keep going up to that limit. Sitting between those two numbers is the whole tempo question.

Bank early or keep building?

Once you have the neutral unlock that lets you close a milestone the instant you hit its target — it needs Neutral level 7 and a finished run — every milestone poses the same question. Ending early banks the win and moves you on. Playing out the remaining weeks does nothing for this target but compounds the engine you carry into the next one, which is always bigger.

The bias in a compounding game is toward staying. The endless-mode reports make the maths visible: once a build doubles its own weekly output faster than the target doubles, the gap never closes again. But there is no in-game guidance on when the trade flips, and it is one of the ten things a launch-week guide video lists as under-explained.

Council requests are milestone-scoped

Council requests are set against the current milestone, not the run — the Spymaster’s request is to collect 75 gold during a milestone, and screenshots show requests phrased as “transform 6 more buildings this milestone”. Two consequences:

  • A request you cannot finish this milestone is dead weight, so read the scope before accepting.
  • Since v1.0.6 your first Council Request refresh is free, so there is no cost to rerolling one bad offer. Further refreshes cost gold and get more expensive each time.

Detail on the councillors page.

Past the named milestones

Clear all ten ranks and the named milestones give way to Megalopolis I, II, III and upward. That is endless mode, where the target doubles roughly every eight weeks while a good build doubles every week. Players have taken it far enough to break the score requirements at Megalopolis XXXV.

Where the difficulty actually is

Steam’s public stats show the milestone structure is hardest at the beginning, not the end: 53.9% of owners have cleared the Villager rank and 40.5% have cleared Yeoman — a 13.4-point drop, larger than any gap further up the rank ladder. If you are losing milestones, the fix is usually in trigger chaining rather than in tempo decisions.

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