Quick diagnosis
Ship combat is not won only by choosing the largest hull. Before a dangerous voyage, check the ship’s role, Health, Crew, Supplies, repair options, and the settlement’s Cohesion. If one of these is weak before departure, the encounter can expose it quickly.
During battle, Health and Crew are the two failure states to watch. If either drops to zero, the ship can be destroyed.

Prepare the ship before hostile waters
- Choose a ship class that fits the encounter, such as a recommended path role or a sturdier hull.
- Assign enough crew and a captain without leaving the home settlement unable to eat or build.
- Check Health and repair readiness before sailing.
- Carry supplies that can be spent during encounters.
- Make a manual save before a hostile or choice-heavy event.
Supplies can be used to recover during battle at a cost. Treat them as a limited buffer, not a replacement for choosing the right ship and crew.

Protect Cohesion at home
Cohesion measures pirate community unity. It changes through decisions, Events, and Satisfaction, and Compass unlocks can provide buildings or capacity that support it. If Cohesion reaches zero, the game is lost.
That means a naval voyage should not be judged only by what happens at sea. Before committing crew and supplies:
- Check that food, drink, housing, and essential production remain staffed.
- Avoid taking every spare worker away during a Satisfaction dip.
- Resolve or prepare for active Events that can shift Cohesion.
- Keep enough resources at home to repair and recover after the ship returns.
If you are still choosing which hull to send, the ships guide explains tier costs, roles, and plus variants. If the event is exploration rather than open battle, use the Discovery Event guide for map fog and rewards.

Recover after a hard fight
After a rough battle, return to shore and inspect the result before sending the same ship out again:
- Repair Health so the hull is not one hit from destruction.
- Replace missing crew only after checking beds, food, and Drifter availability.
- Rebuild supplies from working production chains.
- Note whether the ship role was wrong for the encounter.
- Save before repeating a difficult event.
Players discussing sunk or switched ships often point to crew, repair, and preparation problems. Use those reports as symptoms to check, even when the immediate loss feels random.
Common mistakes
- Sending a ship with low Health because the event marker is close.
- Taking too many workers from food, drink, or construction.
- Ignoring supplies until the encounter asks for them.
- Forgetting that Cohesion can be the real campaign-ending risk.
- Repeating a loss without changing hull role, crew, or preparation.
What success looks like
The ship enters the encounter with enough Health, Crew, and Supplies to make meaningful choices, returns for repairs, and the settlement remains stable while it is away. A good combat run leaves you with a clearer ship, crew, or Cohesion problem to improve before the next voyage.