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. For the full reference, see the Construction Plans guide.
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.
How capturing works (quick plan)
Cleaner wave to remove Natar defence.
Catapult wave targeting Treasury (only level 10 here, so fewer catapults than for artefacts).
Hero capture sent from your village with Treasury 10.
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.
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.
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.
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.