Settling and Securing village in a Grey Area

What is the grey area?

On World Wonder gameworlds, the grey area is the central zone around the Volcano. It has special pros/cons and unique risks right after you settle. 

Why settle there (and why not)?

Advantages

  • All oases give +50% bonus (wood, clay, iron, crop).

  • Many croppers, and higher chance to find a good cropper with strong oases.

  • Closer to WWs and often near unique artefacts, making logistics and reaction times easier for endgame play.

  • Great location for active attackers to reach all directions quickly. 

Disadvantages

  • No culture points are produced there (theoretical CP still counts for parties/artworks).

  • After settling, Natars launch 14 waves at your new village (timing depends on server speed; see table below).

  • Expect heavy player activity; higher online time is usually required.

  • If you must live inside the grey, consider capital inside (cropper) and resource villages just outside to reduce CP loss on the account. 

Natar attack delay after settling

  • x1: 24:00 · x2: 12:00 · x3: 08:00 · x5: 04:48 · x10: 02:24


Before you send settlers

  • Plan to be online immediately after settling and again when the Natar waves are due.

  • Stock resources in your hero inventory to bootstrap builds (farm oases or finish quests as needed).

  • Be ready to spend some Gold on instant finishes if you have it.

  • Do not defend the 14 Natar waves—troop losses aren’t worth it here. 


How villages get deleted (what you must prevent)

Your new village disappears if:

  1. All buildings/fields are destroyed, or

  2. Population drops to zero even if some non-pop buildings remain.
    The 14 Natar waves each hit two random targets → up to 28 targets can be destroyed. To survive with certainty, create ≥29 population-giving targets before the waves land. 


Secure setup A: Non-capital cropper (100% method)

Goal: reach 29 population targets (and extra total targets) before the waves.

Inside builds (21 pop targets):

  • Main Building 5 · Warehouse 5 · Granary 3 · Rally Point 1 · Residence 1

  • Hero Mansion 1 · Marketplace 1 · Embassy 1

  • Barracks 3 · Academy 5 · Smithy 3 · Stable 1

  • 1× Cranny 10 + 8× Cranny 6 (all give pop at those levels) 

Resource fields:

  • 9c: upgrade all 18 fields to level 1 (adds 9 pop targets via croplands).

  • 15c: wood/clay/iron to level 1 + 5 croplands to level 6 (others level 1).
    With the inside builds above, both variants reach the 29 pop-target threshold. 

Want to cut costs? You can replace some pop targets with non-pop targets (e.g., more level-1 croplands or level-1 crannies). That’s cheaper but not 100% safe—it adds a (small) chance your village is fully destroyed by random hits. 


Secure setup B: Make it your capital (cheaper, still 29 targets)

Because Stonemason’s Lodge is the last building to be demolished, a capital can be secured with lighter builds:

Fields: all 18 resource fields to level 1.
Inside: Main Building 5 · Warehouse 1 · Granary 1 · Rally Point 1 · Hero Mansion 1 · Marketplace 1 · Barracks 1 · Cranny 1 · Embassy 1 · Palace 1 (set this village as capital) · Stonemason’s Lodge 1.
This also totals 29 targets, with Stonemason’s as the final population anchor. 


Practical tips

  • Start queuing builds immediately after the settle; watch the attack timer window for your speed.

  • Keep fields and pop-giving buildings ticking up until you cross the safe threshold.

  • After the waves pass, optimize (demolish crannies/temporary steps) and shape the village for its long-term role.