Combolands Scoring, Triggers & Multipliers

Reading a building's targeting

The clearest public explanation of the card layout comes from the Japanese community guide on the Steam hub. A building shows you its guild and rarity, its activation condition, its effect, the terrain it can sit on, and its tags. The effect draws a targeting line, and the colour of that line is the part people miss:

Guard Tower "triggers when a building in range is removed"; Banner triggers when the Banner itself is removed. Same guild, completely different placement rules. The buildings page lists which effects each documented building uses.

Tags, not names

Most cross-building effects key off tags rather than specific buildings. Sunflower Field reads the crop tag; Scarecrow reads farm; Ranch reads husbandry. Two buildings that look related in the art may share no tag at all, and two that look unrelated may chain perfectly.

Transform then trigger is not transform back

A launch-week thread asked whether orchard fields and wheat farms were bugged because they seemed to change into something else and stay that way. The answer, from another player, was that this is exactly what the card says: "They don't say that they transform back. They say explicitly that they 'transform then trigger'. Sunflower says 'transform then trigger every 3 weeks'." Read the verb order literally — that is the whole rule.

Base score, mult and xmult

Three layers stack, and they scale very differently. Endless-mode players describe pushing base score into the e11 range on Shrines while separately running thousands of mult and using Rogue Hideouts to drive an xmult on top. One player summarised the endgame priority as pivoting away from base score toward mult once enchantment was already compounding.

When is a multiplier wasted?

Usually, on a building that does not score. A launch-week thread asked exactly this and got two concrete exceptions:

Outside those, the thread's own conclusion was that it "seems pointless".

Milestones and weeks

A run is a sequence of milestones, each with a score target and a number of weeks. The screenshots on the Steam page show the early ones — Small Town with a 3,000 target, Capital City with 13,000. Since the Next Fest demo there has been a neutral unlock that lets you end a milestone as soon as you hit its target rather than playing out the remaining weeks; it needs Neutral level 7 and a finished run to unlock. Timing that decision is one of the ten things a launch-week guide video lists as under-explained.

Past the named milestones, targets become Megalopolis I, II, III and so on — that is endless mode, where the scaling maths becomes the whole game.

Two things that still are not explained in game

Version 1.0.5 added an in-game Compendium, which the developers describe as by far the most requested feature — a sign they know the wording is doing a lot of unassisted work.

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