Corsair Cove: Production & Economy Guide
Your crew will demand more goods than you expect, and mutiny waits for no one. Here's how to plan production chains, fix logistics, and keep every pirate fed, watered, and armed.
Building placement
How you place buildings matters more than which buildings you pick:
- Watch for red connections. A red connection means a very long path that will hurt production. Fix it with a more direct link or better vertical mobility (elevators).
- Reroute wrong connections. When a new consuming building picks a far-away source, delete the connection in the building menu and reconnect to the nearby source โ buildings don't always pick the closest one automatically.
- Plan around your Ship Piers. Piers are your main consumption centers (ship upkeep is constant). Deliver to community buildings in the pier's area, and use the pier's building menu to reassign it to a better-positioned Pirate Camp.
- Build production chains in dense clusters. Look for areas where the needed deposits sit next to each other โ e.g., a Fish Deposit next to a Water Deposit (Stew Kitchens), or an Iron Ore Deposit next to a Stone Deposit (Tool Makers and Weapon Smiths).
- Scale up in the same area. Add more harvesters on the same Fertile Area or use All Hands on Deck on a used deposit. Keeping production in one area makes cross-island transport much simpler.
Island transportation
Eventually, resources from across the island must feed your advanced ships. Logistics wins:
- Warehouses next to Piers. Use an input warehouse to store all construction/repair materials (near-instant repairs) and an output warehouse to unload the pier.
- Use warehouses as hubs instead of direct connections. Manually assign Fetchers to collect specific resources and change warehouse slot distribution. The micromanagement pays off with far better throughput โ and you can scan previous setups to rebuild fast in a new session.
- Aerial lifts for distant deposits. Instead of building a whole new economy somewhere remote, build a chain of warehouses delivering raw resources into your existing dense industry hub. The connecting warehouse guarantees delivery efficiency.
Key ratios that matter
From the community's optimized-chain testing (base production, no upgrades, no All Hands on Deck):
- 1 Leafcutter sustains 3 Rope Makers by default.
- 1 Charburner sustains all 3 metalworks.
- 1 Flag maker is enough unless you sell flags in bulk.
- 1 Cannon Foundry is enough unless you sell cannons in bulk.
- All chains in the guide are designed to hit 100% output with no upgrades โ and every building can be boosted another ~50% with All Hands on Deck.
Production categories
All producible goods fall into six buckets:
| Category | Construction resources |
|---|---|
| Goods | Planks, Stone Blocks, Tabby |
| Category | Food (galley upkeep) |
| Goods | Stew (Pig), Stew (Fish), Cassava Bread, Turtle Soup, Roast Bird, Hardtack |
| Category | Drink (tavern upkeep) |
| Goods | Booze (Cider), Booze (Beer), Rum |
| Category | Ships (construction & repair) |
| Goods | Rope, Sails, Pitch, Figurehead, Jolly Roger, Fittings, Steel Chains, Silver Lining (Steel), Copper Lamp (Copper) |
| Category | Equipment (outfitter / barber surgeon / marketplace) |
| Goods | Boots, Slops, Medicine, Tattoo Ink, Eyepatch, Prosthesis, Jewellery, Fancy Clothing |
| Category | Weapons (arsenal & ship construction) |
| Goods | Black Powder, Cannonball, Naval Gun, Pistols |
Excess production is income: sell surplus goods at trading posts โ the guide specifically calls out selling extra flags, cannons, and similar items as a solid coin source.
Ship supply chains
Every ship tier needs its own production chain. The guide breaks ships into six tiers, from L2 (Moonlight, Azimuth, Tide Runner, Huracan, Iron Fist, Steel Edge, Sharktooth, Goldseeker) through L6 (Wrath Bringer, Neptune, Wraith, Loki), with names like Nightshade, Yoke Breaker, Tempest, Wolfhound, Rogue, Vulture, Sea Dragon, Ravager, Fortune, Catshark, Providence, Bedlam, Eclipse, Warlord, Stalker, and Thingum in between.
Two building-sharing notes from the guide: the same Saltern can produce for Leather and Cassava Bread, and the same Leafcutter can supply Fabric and Eyepatches. Some high-tier ship chains also require buildings marked with an asterisk to have at least one production upgrade.
FAQ
What's the #1 economic tip?
Cluster production chains near their deposits and near the pier they supply โ logistics distance is the silent killer in Corsair Cove.
How do I fix production problems?
Check the connection lines: green = fine, yellow = suboptimal, red = too long. Fix reds with elevators, ziplines, or warehouse hubs.
Should I build a new camp for distant resources?
Usually no โ a chain of warehouses into your existing industry hub is more efficient than bootstrapping a second economy.
What do I do with surplus goods?
Sell them at trading posts. Flags, cannons, and other bulks are the community's favorite coin makers.
Related:Beginner's Guide ยทAchievements Guide ยทSystem Requirements