---
title: "Building a World Wonder"
description: "Building a World Wonder"
url: https://support.travian.com/en/articles/153-building-a-world-wonder
collection: "All tips From Beginner to Legend"
updated: 2026-10-21
language: en
alternates: [it, es, cs, tr, pl, ar, fr, de, pt, ru]
---

# Building a World Wonder

Building a World Wonder

A World Wonder is a special Natar village. The first alliance to build it to **level 100** wins the gameworld. This guide covers when WWs unlock, how to conquer one, what you can (and can’t) use there, and a practical build plan your alliance can follow. For context, the _timeline on page 2_ shows the x1 flow: **WWs unlock ~day 130**, **construction plans ~day 180**. 

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## Key rules and timing

-   **Unlocks & interaction:** Before unlock, you can’t scout or attack WWs (x1: locked until ~day 130).
    
-   **Construction plans required:**
    
    -   To build **\> level 0 up to 49**: **1 construction plan** held within your alliance.
        
    -   **Level 50–100:** **2 construction plans**—one held by the WW owner and one by a co-ally.
        
-   **Gold features & limits:** Instant build, Master Builder, and NPC **don’t** work in the WW village. Travian Plus features (queues, bonuses, Gold Club) **do**.
    
-   **Other limits:** WW village gives **no culture points**, can’t be capitalized, and **no Treasury** can be built there. Artefacts don’t boost the **WW building** itself, but do affect **other buildings** in the WW village (e.g., **Great/Unique Architects** for durability). 
    

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## Conquering a World Wonder

1.  **Pick the target early.** Settle and develop support villages nearby; clear the area; upgrade Marketplaces.
    
2.  **Prepare chiefs and a strike.** WWs start **without wall or residence**, so you can clear with fast infantry/cavalry.
    
3.  **Chief it down and take control** the moment WWs unlock; then switch to defence and logistics. (_“How to Conquer” on page 3_.)
    
4.  **Tribe choice:** Alliances often convert to **Egyptians** (where available) for wall durability/defence ratio; on 3-tribe worlds, **Teutons/Gauls** are common. Decide based on known enemy ram threats. 
    

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## Infrastructure plan (what to build in the 14 free slots)

Your goal is uninterrupted construction and huge storage. Two proven layouts (_page 5_):

-   **Option I:** Marketplace 20, **6× Great Warehouses**, **6× Great Granaries**, **Trade Office 20**.
    
-   **Option II:** Marketplace 1 (monitor), **7× Great Warehouses**, **6× Great Granaries**.
    

You need **≥1,000,000** capacity for each resource to finish WW 100—add headroom to absorb hits. (_Tip on page 5_.) 

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## Recommended build order (quick checklist)

-   **Residence →** prevents easy re-chiefing.
    
-   **Main Building to 20 →** speeds all builds.
    
-   **Wall →** pick the best for your tribe; see _wall table on page 4_.
    
-   **Boost crop →** upgrade croplands to keep building.
    
-   **Marketplace** (20 or 1, depending on your option).
    
-   **Prereqs →** If using Option I: Barracks 3, Academy 10, Smithy 3, Stables 10, then **Trade Office 20**.
    
-   **Demolish prereqs** to free slots.
    
-   **Max Great Warehouses/Granaries**—in WWs you can build “Great” variants without needing an artefact. 
    

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## Logistics that win rounds

-   **NPC-exchangers next to WW:** Dedicated villages packed with Great Warehouses/Granaries to convert incoming resources to crop. Include Marketplace, Trade Office, Residence, and Treasury if holding an artefact for **Trade Routes**.
    
-   **Continuous deliveries:** Use **Gold Club trade routes**; avoid sending massive one-off loads from the capital—route via nearby hubs to reduce overflow loss (_page 7_).
    
-   **24/7 coverage:** Set **duals/sitters**; WW needs constant monitoring.
    
-   **Buffs:** Run **Great/Unique Architects** and push **Alliance Metallurgy/Commerce** bonuses. 
    

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## Useful build times (planning aid)

The _table on page 7_ lists build durations for key buildings at x1/x2/x3/x5/x10. It also totals an example **full setup (~45 days at x1)**, helping leaders back-plan from expected enemy pressure and construction plan timing. 

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## After you take a WW: keep it building

-   Don’t let queues stop; protect storage first, then speed buildings.
    
-   Expect coordinated hammer waves; keep wall repaired and storage above the million mark per resource.
    
-   Revisit route timing daily; tighten cycles as your alliance scales up deliveries.
