Nexian guide · Endgame & Natars

Construction Plans & World Wonder

The race to 100

1

Construction Plans

  • Requirement: Treated as a Small artefact - Treasury level 10 - and does NOT use an artefact slot.
  • Activation: Like artefacts, plans need an activation time (scaled by server speed) before they can upgrade a Wonder.
  • If you lose one: You cannot start new Wonder levels, but levels already queued finish. Recapture and reactivate to resume.
2

World Wonder core mechanics

  • Naming: Editable through level 10; locked from level 11 and shown in the global statistics.
  • Logistics: Crop consumption and build times are both reduced by 50% in a WW village.
  • Gold: Gold use (NPC, instant-finish, etc.) is disabled in WW villages.
  • Morale: The morale factor does not apply when defending a WW village.

Every artefact DOES apply to a World Wonder village - Architect strengthens its wall and other buildings, Spies reveal incoming attackers, Diet cuts upkeep. The ONLY exception is that no artefact ever strengthens the World Wonder building itself. Diet does stack with the WW's own 50% crop reduction.

3

Natar attacks

  • Frequency: Every 5th level up to 95, then at every level from 96 to 99. Level 100 is the victory level - no attack lands on it.
  • Timing: After a key level completes, the two-wave attack arrives in exactly 12 ÷ server speed hours.
4

Building requirements

  • Levels 0-50: The builder needs 1 Construction Plan.
  • Levels 51-100: The builder's plan plus a second plan held by a different alliance member (one player holding two plans does not count).
5

The First Wonder - the Natars' own

  • In the rankings: The Natars hold their own Wonder, The First Wonder, shown in the WW rankings.
  • Their own race: In the endgame the Natars start raising their Wonder level by level on a steady clock. If they reach level 100 before any player, the Natars win the round.
  • Counterplay: Their capital can never be conquered, but it can be attacked. Attacking their Wonder sets them back by the time it takes to rebuild those levels, so slowing them down is a server-wide effort.
  • The Main Building: Destroying their Main Building is the strongest brake you can put on their Wonder. The Natars repair it over time, so keeping them slow is not a one-time strike; it takes repeated effort.
  • A defended capital: Their capital is defended, and that defense is sized against the strongest armies on the server. It is re-measured as the round goes on, so it keeps pace with how strong the server really is.
  • The Wonder Breaker: The first player to bring their Wonder down from level 25 or higher all the way to zero earns a new milestone.
6

How Natar strength works

  • It grows with the world: Natar attack waves on player Wonders grow through the round and adjust automatically to the real military strength on the server, so the endgame is challenging at every speed.
  • First place pays: Being in the lead draws extra attention - the further your Wonder is ahead of the next best, the harder the Natars hit you.
  • Siege always bites: Natar catapults deal damage even when their attack wave is beaten. Strong defense reduces the damage but never fully prevents it.
  • A one-sided world breeds stronger Natars: The more dominant a single alliance or confederation becomes, the stronger the Natars grow. On a world where one side clearly rules and would win unopposed, expect the Natars themselves to be the real endgame rival.