---
title: "Getting Ready for the Construction Plan Release"
description: "Getting Ready for the Construction Plan Release"
url: https://support.travian.com/en/articles/152-getting-ready-for-the-construction-plan-release
collection: "All tips From Beginner to Legend"
updated: 2026-10-13
language: en
alternates: [it, es, cs, tr, pl, ar, fr, de, pt, ru]
---

# Getting Ready for the Construction Plan Release

Getting Ready for the Construction Plan Release

Construction plans are the final step before a gameworld’s winner is decided. When construction plans appear, World Wonder (WW) owners can finally start building—and from this point the **WW village consumes half crop**, so it needs **much more defence** to avoid being destroyed. If your alliance is in the WW race, supplying **resources, crop, and defence** becomes your main job until the round ends.

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## What to prepare (before release day)

-   **Coordinate with leadership.** Alliances assign specific players to capture and to hold construction plans. If you’re a holder, your **sending village must have an empty Treasury level 10** (construction plans behave like artefacts).
    
-   **Stage nearby forces.** Construction plan villages are Natar; you’ll clear them and **destroy their Treasury (level 10)** with catapults, then send your **hero from the Treasury-10 village** to capture.
    
-   **No rams needed.** Construction plan villages can only have **wall level 1**, so bring cleaners and catapults, not rams.
    
-   **Plan logistics.** As WW construction starts immediately after captures, build up **Trade Offices and Marketplaces** across your account to keep the WW, artefacts, and construction plan villages supplied.
    

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## How capturing works (quick plan)

1.  **Cleaner wave** to remove Natar defence.
    
2.  **Catapult wave** targeting **Treasury** (only level 10 here, so fewer catapults than for artefacts).
    
3.  **Hero capture** sent from your village with **Treasury 10**.
    

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## Where construction plans spawn

Construction plans have **fixed target quadrants/coordinates**, so many players build armies near those areas:

-   **North-West:** (−18|31), (−35|4), (−44|37)
    
-   **South-West:** (−26|−25), (−10|−57), (−55|−20)
    
-   **North-East:** (34|12), (12|34), (10|57), (55|20)
    
-   **South-East:** (30|−19), (3|−36), (44|−37)
    

Due to implementation details, the **actual target can shift by 1–2 tiles**, and if a tile is blocked the construction plan will **spawn at the nearest free field**, which may be noticeably offset on active or large worlds.

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## What defence to expect

-   **Linear by speed:** Unlike artefacts, construction plan defence **has no random multiplier**; it scales exactly with game speed (x2 is double x1, x3 is triple, etc.).
    
-   **Lower Treasury, easier snipe:** Because construction plan Natar villages have **Treasury 10**, they **require fewer catapults** than artefact villages (which are often Treasury 20). Use your simulator with recent scout reports to set counts.
    

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## How to help if you’re not a holder

-   Volunteer your **army** if leadership opts to clear with several medium stacks instead of one big one.
    
-   Tell leaders about any **empty Treasury-10 villages** you own and any **catapult stacks** staged close to the construction plan coordinates.
    

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## Quick troubleshooting

-   **Hero didn’t pick up the construction plan:** Confirm the **sending village** had **Treasury 10** and that the **Treasury in the target** was destroyed before your hero arrived.
    
-   **We can’t find the construction plan:** Check the **nearest free tile** around the listed target—plans can move off the advertised coordinate if it’s blocked.
    
-   **Defence seems inconsistent:** Remember construction plan defence **only** scales with speed; if reports vary, you’re likely looking at **reinforcements** or timing differences, not a hidden multiplier.
