Combolands Walls, Terrain & Plateaus

Terrain pieces and their placement counts

Placement counts are how many of each piece a single card gives you. All the numbers below come from Next Fest demo patch notes in April and June 2026 — the developers have not restated them since the 1.0 progression overhaul, so treat them as the last published values rather than as current gospel.

PiecePlacements (last published)What it does
Wall5 → 6 (demo v8)The enclosure piece. Community guide coverage stresses that walls only pay off when the area they surround is properly closed — a gap is not a smaller bonus, it is no bonus.
Palisade7 → 9 (demo v8)The cheaper, more plentiful enclosure piece — nearly twice as many placements as walls.
Plateau3 → 4 (demo v6), 4 → 5 (demo v8)Raised terrain. Since v1.0.4 you cannot build plateaus on plateaus. Stockpile scores from Plateau correctly as of the same patch, and removing a Watch Tower creates trees on plateaus as of v1.0.6.
Railway / Rail2 → 3 (demo v6), 3 → 4 (demo v8)Connection piece. Its card says anything connected to one part of the railway is connected to all of it; what that means for range effects has not been authoritatively answered.
ScaffoldingIts text mentions a mult bonus for buildings placed on top of it, but a launch-week player reports being unable to place anything on it. Unconfirmed.

The tile types

TileWhy it matters
GrassThe default buildable surface, and most of a generated island.
SandThe beach ring. Citizens spawn on sand tiles as well as from Martial buildings, as of demo v9.
RockMine must be built adjacent to rock, which is what makes the Industrial chain map-dependent.
Shallow waterThe pale band around the island. Part of the Maritime guild’s buildable area.
Deep seaThe rest of the map. Also Maritime’s territory — every building in that guild is water-only.
PlateauRaised ground you create. Cannot be stacked on itself since v1.0.4.

Why the island shape decides your run

Maps have been procedurally generated since the second demo, and demo v9 explicitly improved the generator "to make bigger islands". That makes terrain a constraint you draft around rather than a fixed layout you memorise:

Removal is a terrain tool too

Because Martial scores off removals and gives consistent demolish access, knocking down your own buildings is a normal part of shaping the board rather than a mistake. Removing a Watch Tower even puts trees back on plateaus. The scoring page covers which buildings pay you for that.

Terrain data re-checked: