Buildings is the catalogue of structures available in Corsair Cove. The release build documents the full roster, sorted into community, housing, production, and principal structures. For the layout philosophy behind why every haven looks different, see Vertical Construction; for what runs through these buildings, see Goods and Production; for who works in them, see Crew and Population.
Building Categories
The release build sorts every structure into four categories. Community buildings form the core of the haven, housing buildings provide the beds every pirate needs, production buildings gather and refine goods, and principal buildings are the unlocked structures with powerful and varied effects.
Every building has to be placed within reach of a Pirate Camp, and its workers are housed and supplied by that camp. Goods can be carried in from anywhere on the island, but a pirate has to be fed from the Galley in their own camp. Buildings also need a connection to the haven before construction can start: roads, rope bridges, cliff paths, and ladders all count, and a structure that loses its connection stops working. Only a few buildings need no connection at all.
Most buildings need a set number of workers and will not run without them, because they cannot be partially staffed. Any building can be switched off at will, which frees its workers for other jobs and stops its draw on goods.
Community Buildings
These are the structures a haven cannot function without. Their input column lists the goods they consume per pirate they serve rather than a production recipe.
Building | Workers | Resource Input | Building Cost |
|---|---|---|---|
Pirate Camp | 2 Builders | None | 20 Planks |
Shallow Pier | 2 Builders | None | 30 Planks |
Trade Pier | 10 Builders | None | 60 Planks, 60 Stone Blocks, 20 Rope, 500 Coins |
Deep-Water Pier | 10 Builders | None | 120 Planks, 90 Stone Blocks, 20 Rope, 60 Tabby, 500 Coins, 100 Silver |
Warehouse | 3 Builders | None | 10 Planks, 25 Coins |
Galley | 2 Builders | Stew, Cassava Bread, Roast Bird, Turtle Soup | 20 Planks |
Tavern | 2 Builders | Booze, Rum, Wine | 15 Planks |
Barber Surgeon | 2 Builders | Medicine, Eyepatch, Prosthesis | 30 Planks, 25 Stone Blocks |
Outfitter | 2 Builders | Boots, Slops, Fancy Clothing | 30 Planks, 25 Stone Blocks |
Marketplace | 2 Builders | Tobacco, Tattoo Ink, Jewellery | 30 Stone Blocks |
Arsenal | 2 Builders | Sabres, Pistols | 50 Stone Blocks |
Expedition Supplier | 2 Builders | Spyglass, Hardtack | 35 Planks |
Small Gun Tower | 3 Builders | 10 Black Powder | 50 Stone Blocks |
Medium Gun Tower | 5 Builders | 10 Black Powder, 4 Cannonball | 70 Stone Blocks, 20 Tabby |
Large Gun Tower | 5 Builders | 10 Black Powder, 4 Cannonball | 100 Stone Blocks, 100 Tabby |
Housing
Housing is where the four progression paths first show up in the build menu. Tents are available from the start; every other dwelling is gated behind points in a specific path, and each path's cabins and houses are paid for in the goods that path's economy produces.
Building | Capacity | Unlock Requirement | Building Cost |
|---|---|---|---|
Tent | 2 | Available from the start | 2 Planks |
Salty Cabin | 8 | 3 Seafaring | 10 Planks, 15 Rope |
Bloody Cabin | 8 | 3 Empire | 30 Stone Blocks |
Classy Cabin | 12 | 3 Notoriety | 5 Coins, 10 Stone Blocks |
Fancy Cabin | 12 | 3 Wealth | 12 Coins |
Bloody House | 20 | 7 Empire | 30 Tabby |
Salty House | 20 | 7 Seafaring | 30 Rope, 20 Sails |
Classy House | 25 | 7 Notoriety | 10 Coins, 25 Tabby |
Fancy House | 25 | 7 Wealth | 25 Coins |
Principal Buildings
Principal buildings are the Compass unlocks with distinctive effects rather than a production recipe. Each one is tied to a path and a point threshold, and the tier 5 structures are the most expensive things a haven builds outside its fleet.
Building | Path | Points | Building Cost |
|---|---|---|---|
Crow's Nest | Seafaring | 0 | 50 Planks, 100 Coins |
Gambling Den | Notoriety | 0 | 100 Planks, 100 Coins |
Salvage Dock | Empire | 0 | 100 Planks, 100 Coins |
Trading Post | Wealth | 3 | 50 Planks, 100 Coins |
Salty Banner | Seafaring | 3 | 10 Coins |
Classy Banner | Notoriety | 3 | 10 Coins |
Bloody Banner | Empire | 3 | 10 Coins |
Fancy Banner | Wealth | 3 | 10 Coins |
Gibbet | Empire | 3 | 15 Rope, 25 Coins |
Statue | Notoriety | 3 | 75 Stone Blocks, 200 Coins |
Cabaret | Notoriety | 3 | 75 Planks, 200 Coins |
Shrine of the Sea | Seafaring | 3 | 75 Planks, 15 Rope, 200 Coins |
Mercenaries Guildhall | Empire | 3 | 75 Planks, 25 Sails, 200 Coins |
Bounty Hunters Guildhall | Wealth | 7 | 75 Planks, 25 Sails, 200 Coins |
Shipwrights Guildhall | Seafaring | 7 | 75 Stone Blocks, 15 Rope, 500 Coins |
Entertainers Guildhall | Notoriety | 7 | 75 Stone Blocks, 15 Rope, 500 Coins |
Cartographer | Seafaring | 7 | 75 Stone Blocks, 500 Coins |
Voodoo Shack | Notoriety | 7 | 75 Stone Blocks, 15 Rope, 500 Coins |
Rising Sun | Notoriety | 7 | 75 Stone Blocks, 15 Rope, 500 Coins |
Loan Shark | Wealth | 7 | 75 Stone Blocks, 15 Rope, 500 Coins |
Well | Wealth | 7 | 75 Stone Blocks, 500 Coins |
Spy Nest | Empire | 7 | 50 Planks, 15 Rope, 500 Coins |
Quartermaster | Seafaring | 12 | 75 Stone Blocks, 15 Rope, 500 Coins |
Corsair Cuisine | Notoriety | 12 | 75 Stone Blocks, 25 Sails, 500 Coins |
Grand Market | Wealth | 12 | 75 Tabby, 150 Silver, 500 Coins |
Brawler Arena | Empire | 12 | 75 Stone Blocks, 25 Sails, 500 Coins |
Great Lighthouse | Seafaring | 20 | 200 Tabby, 500 Silver, 2000 Coins |
Ocean Colosseum | Notoriety | 20 | 200 Tabby, 500 Silver, 2000 Coins |
Golden Palace | Wealth | 20 | 200 Tabby, 500 Silver, 2000 Coins |
Military Fortress | Empire | 20 | 100 Stone Blocks, 100 Tabby, 1000 Coins |

Production Buildings
Production buildings are staffed by Greenhands and grouped by what they feed: food, drink, materials, equipment, weapons, and ships. Output is expressed per minute at full efficiency. The table below covers the chains a haven meets early and the ones that gate ship tiers; see Goods and Production for how the chains connect.
Building | Category | Workers | Output per Minute | Input per Minute | Building Cost |
|---|---|---|---|---|---|
Woodcutter | Materials | 2 | 8 Hardwood | None | None |
Sawmill | Materials | 2 | 10 Planks | 4 Hardwood | 10 Hardwood |
Quarry | Materials | 2 | 6 Stone | None | 25 Planks |
Stonecutter | Materials | 2 | 5 Stone Blocks | 2 Stone | 12 Planks |
Campfire | Food | 2 | 16 Stew | None | 10 Planks |
Stew Kitchen | Food | 2 | 55 Stew | 8 Fish, 4 Fresh Water | 20 Planks |
Buccaneer Grill | Food | 2 | 35 Stew | 2 Pig | 30 Planks |
Fishing Hut | Food | 2 | 16 Fish | None | 20 Planks |
Moonshine Still | Drink | 2 | 12 Booze | None | 5 Planks |
Brewery | Drink | 2 | 36 Booze | 4 Eggs, 4 Fresh Water | 20 Planks |
Cider Press | Drink | 2 | 24 Booze | 8 Pineapple | 30 Planks |
Distillery | Drink | 2 | 20 Rum | 4 Barrel, 4 Sugar Cane | 30 Planks |
Cistern | Drink | 3 | 12 Fresh Water | None | 20 Planks |
Cooper | Drink | 2 | 12 Barrel | 4 Hardwood | 30 Planks |
Rope Maker | Ships | 2 | 6 Rope | 4 Fibre | 25 Planks |
Leafcutter | Materials | 2 | 12 Fibre | None | 25 Planks |
Sail Maker | Ships | 5 | 4 Sails | 8 Fabric | 30 Planks, 20 Stone Blocks |
Weaver | Materials | 3 | 8 Fabric | 6 Wooden Awl, 4 Fibre | 25 Planks, 15 Stone Blocks |
Charburner | Materials | 2 | 16 Charcoal | 6 Hardwood, 2 Stone | 30 Planks |
Guano Gatherer | Weapons | 2 | 12 Guano | None | 30 Planks |
Powdermill | Weapons | 2 | 10 Black Powder | 6 Guano, 2 Charcoal | 25 Planks, 25 Stone Blocks |
Iron Mine | Materials | 4 | 12 Iron Ore | None | 30 Planks, 30 Stone Blocks |
Steel Foundry | Materials | 6 | 6 Steel | 8 Iron Ore, 12 Charcoal | 40 Stone Blocks |
Lead Mine | Weapons | 4 | 8 Lead Ore | None | 40 Planks, 20 Stone Blocks |
Lead Workshop | Weapons | 2 | 12 Cannonball | 4 Lead | 20 Planks, 45 Stone Blocks |
Cannon Foundry | Weapons | 4 | 4 Naval Gun | 8 Cast Iron, 2 Cannonball | 25 Planks, 50 Stone Blocks |
Weaponsmith | Weapons | 2 | 10 Sabres | 4 Steel, 4 Stone | 20 Planks, 50 Stone Blocks |
Pistol Maker | Weapons | 2 | 5 Pistols | 2 Steel, 10 Shot | 25 Stone Blocks, 25 Tabby |
Tabby Cradle | Materials | 2 | 4 Tabby | 4 Lime, 4 Seashells | 30 Planks, 25 Stone Blocks |
Lime Kiln | Materials | 4 | 8 Lime | None | 25 Planks, 30 Stone Blocks |
Apothecary | Equipment | 2 | 15 Medicine | 8 Herbs, 6 Fresh Water | 20 Planks, 35 Stone Blocks |
Tanner | Equipment | 1 | 12 Leather | 2 Pig, 4 Salt | 25 Planks, 25 Stone Blocks |
Cobbler | Equipment | 2 | 20 Boots | 6 Leather, 2 Wooden Awl | 25 Planks, 25 Stone Blocks |
Master Carver | Ships | 2 | 2 Figurehead | 8 Hardwood, 8 Colour Pigment | 25 Planks, 15 Stone Blocks |
Flag Maker | Ships | 2 | 10 Jolly Roger | 6 Fabric, 4 Colour Pigment | 30 Planks |
Tar Boiler | Ships | 2 | 12 Pitch | 4 Tar, 8 Barrel | 20 Planks, 20 Stone Blocks |
Hammermill | Ships | 2 | 10 Fittings | 6 Copper | 15 Planks, 30 Stone Blocks |
Chain Smith | Ships | 2 | 5 Steel Chain | 4 Steel, 8 Tools | 30 Planks, 20 Stone Blocks |
Silver Smith | Ships | 2 | 2 Silver Lining | 14 Silver, 4 Tools | 30 Stone Blocks, 25 Tabby |
Pillar-Linked Structures
Each of the four Progression Paths unlocks pillar-specific buildings. Two have been named in public coverage:
Pillar | Building | Role |
|---|---|---|
Notoriety | Gambling Halls | Vice income; reputation through fear. Generates morale tension as much as gold. |
Notoriety | Brothels | Vice income; part of the theatrical-pirate fantasy. Names the haven everyone has heard of. |
Empire, Seafaring, and Wealth almost certainly add their own named structures (shipyards on Seafaring, civic and political buildings on Empire, trade and counting-house structures on Wealth), but the specifics have not been disclosed in detail and are not listed here.
Confirmed Release-Build Details

A handful of specific building behaviours are documented for the release version.
Building | Detail |
|---|---|
Fishing Hut | Unlocked by building your first tier 4 ship, rather than by a research or population threshold |
Small Gun Tower | Needs 50 black powder to be fully supplied. Building a second one during the tutorial's first gun tower objective can stall that objective |
Pirate Camp | A settlement structure that can be placed while drifters are unavailable; an early patch fixed a false "No drifters available" error during its construction |
Warehouse | Each slot holds one good. To free a slot, empty it to zero and then remove the connection feeding it |
Pier | The coastal link between land and sea. The tutorial routes players back to it after the first voyage returns |
Demolition refunds in full. Buildings cannot be moved once placed, but demolishing one returns its entire build cost. The catch is stock: if the building is not empty and its output has nowhere to go, those goods are lost, so empty a building before tearing it down.
Building Roles by Layer
Whatever a haven's shape, the same six jobs have to be covered somewhere in it.
Layer | Structures | Why it matters |
|---|---|---|
Foundation | Pirate Camp, tents, cabins, and houses | Every worker needs a bed and a camp to be supplied from; capacity starts here |
Provisioning | Galley and Tavern | Convert produced food and drink into the upkeep that keeps pirates working |
Logistics | Warehouse | Holds goods between producers and consumers and anchors the fetcher routes across vertical tiers |
Coastal | Shallow, Trade, and Deep-Water Piers | Tie the haven to the sea; without a pier of the right size a hull cannot be built at all |
Industry | Cannon Foundry, Steel Foundry, Powdermill | The heavy chains, and the bottleneck for both naval guns and shore defence |
Defence | Small, Medium, and Large Gun Towers | Cover the approach lanes, and all three burn Black Powder to stay supplied |
Vertical Placement
Every confirmed building obeys the same placement rule: buildings can sit on cliffs, hilltops, slopes, and uneven coastline rather than only on flat ground. A workshop on a cliff can sit directly above the gatherers feeding it, and defensive towers on high ground command long firing arcs. Two havens built on different islands rarely look alike, and the early site choice sets the shape of every later expansion. See Vertical Construction for the infrastructure tying tiers together.
Workers, Fetchers, and Drain
Buildings that grow, produce, or assemble goods have a maximum production rate shown at the centre of the progress wheel on the building's panel. A Woodcutter tops out at 8 Hardwood per minute. If its inputs are scarce or have to travel a long way, it will fall short of that ceiling.
Everything a building makes goes into its own output storage, shown as a large resource icon with a meter. The rate at which goods leave that storage is called drain, and comparing drain against production is how the game shows whether a building is keeping up. Drain rises whenever a new fetcher is assigned to collect from it, so a producer that was comfortably ahead can fall behind simply because a second consumer was plugged into it. When drain outruns production on something essential, the answer is usually another copy of the building, placed where it shortens the route.
Fetchers are pirates who carry goods one way between two buildings, and every route needs its own fetcher. Input storage sits above the production display on the panel; clicking an input resource and then the producing building assigns the carrier. A building whose input storage runs dry stops, and if the fetcher is idling at a source that is not producing either, the link icon turns into a red hourglass to flag the break in the chain.
Route efficiency is drawn directly on the map, with high, medium, and low efficiency routes shown in green, yellow, and red by default. Clicking a link icon highlights that one route, which is the practical way to avoid disconnecting the wrong carrier in a dense haven. Fixing a red route by inserting a closer producer often does more for upkeep than adding capacity at the far end. See Vertical Construction for how terrain lengthens these routes.
How Buildings Unlock
New buildings arrive through the Compass. Unlocking a tier of ship opens a matching set of structures, listed on the Compass alongside it, and the buildings needed to sustain that ship's crew unlock automatically once the ship itself is built. The Marketplace, for instance, is required by Buccaneers but does not appear until the first tier 4 Prowler or Destroyer is laid down at a pier. See Ships for the tiers that drive this.
Unconfirmed Details
Most of what this page once listed as unknown is now published. What remains open:
Adjacency or area-effect bonuses between neighbouring buildings, beyond the stated area of effect on guildhall-style structures.
Construction time for each structure, as distinct from its goods cost.
Whether any structure has an in-place upgrade path rather than being replaced by a larger building.
Modding Support
The Steam storefront lists Moddable as one of the official tags for Corsair Cove. The developer has not yet published the tooling scope or formal mod-API surface, and Moddable is a community-applied tag rather than an announced feature, so treat it as player expectation rather than a commitment. No mod tooling or workshop integration shipped with the 1.0 release, and the developer has not set out a timeline.