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

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). 

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. 

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.) 

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. 

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. 

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. 

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.