Expansion

Corsair Cove Second Pirate Camp Setup Guide

Build a stable second pirate camp with local housing, food, drink, logistics, a warehouse and pier, while preparing workers and emergency defenses.

Source review dueReleased PC version; early second-camp expansion

Quick answer

Build the second Pirate Camp as a small independent settlement. Drifters cannot be dragged from the old camp; available beds and useful jobs attract them. Prepare the destination before opening too many workplaces.

Original guide diagram tracing a second Pirate Camp from local deposit and services to a staffed outpost
Original guide diagram tracing a second Pirate Camp from local deposit and services to a staffed outpost

Original guide diagram based on the official Pirates guidance, showing the camp, local jobs, beds, and support loop that attract Drifters.

Version and source notesUpdated 2026-08-22 · Source review due
Updated
2026-08-22
Works with
Released PC version; early second-camp expansion
What this guide covers
Build order and empty-camp diagnosis
Version notes
Attack timing and settlement balance can change
Update status
Source review due

Choose the right guide

This page: Set up the second camp.

Minimum viable second camp

  1. Choose a site that includes the resource you are expanding for. The early walkthrough route uses a Guano deposit.
  2. Place the Pirate Camp and connect the local build area.
  3. Add a Guano Gatherer or the workplace needed for that resource.
  4. Add a Campfire and Galley so new residents have food and drink.
  5. Provide beds before expecting workers to settle there.
  6. Add a warehouse and a connected Pier when goods must move between camps.
  7. Open jobs gradually and watch food, drink, beds, sentiment, and route load.
Original guide diagram showing remote-camp range, local upkeep, and mine-output storage checks
Original guide diagram showing remote-camp range, local upkeep, and mine-output storage checks

Original guide diagram based on the official Lead Mine guidance, used to prepare the local range, services, and storage before expansion.

Why nobody moves to the new camp

Do not look for a manual transfer button. The developer FAQ says Drifters move toward jobs and beds. If the camp stays empty, confirm that it has both, then check whether food, drink, and the required workplace are reachable locally.

For the supported job-and-bed attraction approach, see how to move Drifters between camps.

If the old camp consumes every available worker, pause a nonessential job there temporarily. Do not create ten vacancies at the new camp at once; that can make the settlement look staffed while essential production remains unmanned.

Connect the two camps without a route tangle

Use a Pier-to-warehouse loop for inter-camp goods. Keep production close to the resource, store exports locally, then ship only what the other camp needs. Long cross-island colored lines are a sign to reroute through local storage.

If the new area has several producers and consumers, read the logistics tips before expanding the route network. For an idle workshop, the production chain checklist is faster than rebuilding the camp.

Prepare for an attack

New-camp attacks include some randomness, but the developer FAQ says the game generally leaves reaction time. Keep a crewed ship available while the camp is fragile, and make a manual save before committing scarce workers or materials.

What success looks like

Beds fill gradually, the local workplace receives workers, food and drink remain positive, and exported resources reach the Pier or warehouse without starving the first camp.

Original guide diagram showing a second camp with beds filled, local jobs staffed, and exports moving
Original guide diagram showing a second camp with beds filled, local jobs staffed, and exports moving

Original guide diagram based on the official Lead Mine guidance, highlighting the stable local and export state to verify.

One change, then one check

Still stuck?

Keep your save, note the exact symptom and game version, and choose a focused next check. Reading a guide does not mark the problem as solved.

Find my next check →