Quick answer
Do not count ships from the Compass list as available harbour slots. The official Ships page lists ships by tier and the Pier required to build them; the actual number you can operate depends on the Piers available on your map, their tier, and the crew and upkeep your haven can sustain.[^1]
The hard local rule is one ship per Pier. The official Pier page also says Shallow Piers support levels 1–3, Trade Piers levels 1–5, and Deep-Water Piers levels 1–6. A campaign-wide numerical cap is not established here, so count compatible Piers in the current map and mode instead of copying a community number.[^2]
Version and source notesUpdated 2026-09-09 · Within source review window
- Updated
- 2026-09-09
- Works with
- Current PC ship, Pier and crew-capacity planning
- What this guide covers
- Source-reviewed guidance; not gameplay-tested. Unconfirmed routes and numerical caps are not asserted.
- Version notes
- Campaign limits and Pier behavior may change after updates
- Update status
- Within source review window
Plan capacity in three checks
- Count usable Piers; each Pier contributes one ship slot, not one slot per Compass ship.1
- Check the required Pier type for the next ship: Shallow, Trade, or Deep-Water.
- Compare the new crew's housing, food, equipment and raid-resource demand with your current production.
The official list shows Tier 2 and Tier 3 ships using Shallow Piers, Tier 4 and Tier 5 ships using Trade Piers, and Tier 6 ships using Deep-Water Piers. That is why a new Compass unlock does not automatically mean you can dock it immediately.2
When is another ship worth it?
| Your current state | Recommendation |
|---|---|
| Empty usable Pier and stable upkeep | Add the next mission-fit ship |
| Pier exists but crew goods are already short | Stabilise production first |
| New ship needs a higher Pier tier | Unlock and build the Pier before planning the hull |
| Multiple ships share long routes | Rebuild a local warehouse loop before adding capacity |
| Population is the only missing input | Grow Drifters and housing before another hull |
More ships are not automatically more progress. They add crew, supplies and production obligations, but they can also unlock the buildings needed for the next stage. Use the ship and crew loadout guide to match the vessel to a real mission.
Avoid the “build all ships” trap
Keep two separate budgets: usable harbour capacity and sustainable crew supply. Being able to construct a hull does not establish that its upkeep can be maintained. Record the next ship’s requirements before expanding instead of treating a particular fleet size as a target.
FAQ
How many ships can I build?
Use your available compatible Piers as the first hard check. Campaign and map limits may further constrain the result; verify the live Pier panel.2
Why is a ship unlocked but unavailable to build?
The required Pier type, construction materials, or crew prerequisites may still be missing.
Should I demolish an old ship?
Only after checking its current mission role and the cohesion or crew consequences. Reassigning a working fleet can create a larger upkeep problem than the new ship solves.
Continue with ships by tier, first ship planning, and the population guide.