Expansion

Corsair Cove Ships: Choose the Right Crew and Hull

Compare Corsair Cove ships by hull tier, role, crew, supplies, unlock cost, and path bonuses so expeditions match the event instead of sinking.

Quick diagnosis

Do not judge a ship only by size. A useful ship matches the job: the event you want to run, the crew you can spare, the materials you can build, and the Compass path you have unlocked. A weak hull with a starving settlement is riskier than waiting one step.

Health and Crew are critical during battle. If either reaches zero, the ship can be destroyed. Supplies also matter because they can be spent during dangerous encounters.

A completed Corsair Cove ship at a Pier with crew and buildings nearby
Before building a second hull, check whether the Pier, crew, and home settlement can support it.

Understand ship progression

Ship strength rises by tier, and Compass progression gates the stronger hulls:

  1. Tier 2 unlocks after 3 Compass points.
  2. Tier 3 unlocks after 7 Compass points.
  3. Tier 4 unlocks after 12 Compass points.
  4. Tier 5 unlocks after 20 Compass points.

The first ship, 1 Landlubber, costs 15 Planks and uses a Shallow Pier. Tier 2 ships need 10 Planks and 20 Rope. Tier 3 ships need 50 Planks, 50 Rope, and 30 Sails. Tier 4 ships require more advanced materials and a Trade Pier.

If a ship is unavailable, the problem may be the Compass path rather than the shipyard. Use the Compass guide to see which path and deed points unlock the next hull.

A fog-covered Corsair Cove map region with event markers ready for an expedition
Send a hull that matches the event marker, not necessarily the biggest ship you can imagine.

Pick by role and path

Corsair Cove ship classes include Prowler, Destroyer, Hunter, and Reaver, with stronger plus variants from adjacent paths. That makes the choice more specific than a simple tier list:

  • Choose the hull the current quest or encounter recommends.
  • Compare crew capacity with the people you can safely remove from home.
  • Check supplies and repair capacity before long or dangerous voyages.
  • Look at adjacent path unlocks when you want a stronger plus variant.
  • Keep a practical ship available for emergencies while saving resources for a long-term upgrade.

Ship combat is not separate from settlement planning. Every crew member assigned to a hull is a worker who is not producing food, Planks, or repairs at home.

An official Corsair Cove naval encounter showing ships in combat near an island
Stronger hulls help, but crew, supplies, and repairs decide whether a voyage returns intact.

Prepare before departure

  1. Finish construction and do not launch a hull still waiting on materials.
  2. Assign the required crew and a captain.
  3. Load or reserve enough supplies for the encounter type.
  4. Keep food, drink, and essential production stable at home.
  5. Make a manual save before a choice-heavy or hostile event.

For exploration, the Discovery Event guide explains fog, map markers, and retained Principles. For hostile voyages, move on to the ship combat guide.

Common mistakes

  • Building the next hull before unlocking the required Compass tier.
  • Assigning too many skilled workers away from a fragile settlement.
  • Ignoring supplies because the ship looks strong on paper.
  • Chasing a plus variant without checking its adjacent path requirement.
  • Rebuilding after a loss before checking what the encounter needed.

What success looks like

The ship finishes construction, has the required crew and captain, departs without creating a home shortage, and returns with enough Health, Crew, and Supplies to repair or continue. If a voyage barely survives, that is a sign to upgrade logistics or choose a different path before repeating it.