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Buildings - Version 11 vs Version 12
Aug 17, 2026, 02:57 AM
Replaced preview-era building names in the roles section with the names used in the release build
Aug 17, 2026, 02:58 AM
Added an official screenshot of production buildings arranged on the cliffs
11Buildings 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.2233Building Categories4455The 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.6677Every 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.8899Most 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.10101111Community Buildings12121313These 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.14141515BuildingWorkersResource InputBuilding CostPirate Camp2 BuildersNone20 PlanksShallow Pier2 BuildersNone30 PlanksTrade Pier10 BuildersNone60 Planks, 60 Stone Blocks, 20 Rope, 500 CoinsDeep-Water Pier10 BuildersNone120 Planks, 90 Stone Blocks, 20 Rope, 60 Tabby, 500 Coins, 100 SilverWarehouse3 BuildersNone10 Planks, 25 CoinsGalley2 BuildersStew, Cassava Bread, Roast Bird, Turtle Soup20 PlanksTavern2 BuildersBooze, Rum, Wine15 PlanksBarber Surgeon2 BuildersMedicine, Eyepatch, Prosthesis30 Planks, 25 Stone BlocksOutfitter2 BuildersBoots, Slops, Fancy Clothing30 Planks, 25 Stone BlocksMarketplace2 BuildersTobacco, Tattoo Ink, Jewellery30 Stone BlocksArsenal2 BuildersSabres, Pistols50 Stone BlocksExpedition Supplier2 BuildersSpyglass, Hardtack35 PlanksSmall Gun Tower3 Builders10 Black Powder50 Stone BlocksMedium Gun Tower5 Builders10 Black Powder, 4 Cannonball70 Stone Blocks, 20 TabbyLarge Gun Tower5 Builders10 Black Powder, 4 Cannonball100 Stone Blocks, 100 Tabby1616Housing17171818Housing 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.19192020BuildingCapacityUnlock RequirementBuilding CostTent2Available from the start2 PlanksSalty Cabin83 Seafaring10 Planks, 15 RopeBloody Cabin83 Empire30 Stone BlocksClassy Cabin123 Notoriety5 Coins, 10 Stone BlocksFancy Cabin123 Wealth12 CoinsBloody House207 Empire30 TabbySalty House207 Seafaring30 Rope, 20 SailsClassy House257 Notoriety10 Coins, 25 TabbyFancy House257 Wealth25 Coins2121Principal Buildings22222323Principal 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.24242525BuildingPathPointsBuilding CostCrow's NestSeafaring050 Planks, 100 CoinsGambling DenNotoriety0100 Planks, 100 CoinsSalvage DockEmpire0100 Planks, 100 CoinsTrading PostWealth350 Planks, 100 CoinsSalty BannerSeafaring310 CoinsClassy BannerNotoriety310 CoinsBloody BannerEmpire310 CoinsFancy BannerWealth310 CoinsGibbetEmpire315 Rope, 25 CoinsStatueNotoriety375 Stone Blocks, 200 CoinsCabaretNotoriety375 Planks, 200 CoinsShrine of the SeaSeafaring375 Planks, 15 Rope, 200 CoinsMercenaries GuildhallEmpire375 Planks, 25 Sails, 200 CoinsBounty Hunters GuildhallWealth775 Planks, 25 Sails, 200 CoinsShipwrights GuildhallSeafaring775 Stone Blocks, 15 Rope, 500 CoinsEntertainers GuildhallNotoriety775 Stone Blocks, 15 Rope, 500 CoinsCartographerSeafaring775 Stone Blocks, 500 CoinsVoodoo ShackNotoriety775 Stone Blocks, 15 Rope, 500 CoinsRising SunNotoriety775 Stone Blocks, 15 Rope, 500 CoinsLoan SharkWealth775 Stone Blocks, 15 Rope, 500 CoinsWellWealth775 Stone Blocks, 500 CoinsSpy NestEmpire750 Planks, 15 Rope, 500 CoinsQuartermasterSeafaring1275 Stone Blocks, 15 Rope, 500 CoinsCorsair CuisineNotoriety1275 Stone Blocks, 25 Sails, 500 CoinsGrand MarketWealth1275 Tabby, 150 Silver, 500 CoinsBrawler ArenaEmpire1275 Stone Blocks, 25 Sails, 500 CoinsGreat LighthouseSeafaring20200 Tabby, 500 Silver, 2000 CoinsOcean ColosseumNotoriety20200 Tabby, 500 Silver, 2000 CoinsGolden PalaceWealth20200 Tabby, 500 Silver, 2000 CoinsMilitary FortressEmpire20100 Stone Blocks, 100 Tabby, 1000 Coins26+2627Production Buildings27282829Production 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.29303031BuildingCategoryWorkersOutput per MinuteInput per MinuteBuilding CostWoodcutterMaterials28 HardwoodNoneNoneSawmillMaterials210 Planks4 Hardwood10 HardwoodQuarryMaterials26 StoneNone25 PlanksStonecutterMaterials25 Stone Blocks2 Stone12 PlanksCampfireFood216 StewNone10 PlanksStew KitchenFood255 Stew8 Fish, 4 Fresh Water20 PlanksBuccaneer GrillFood235 Stew2 Pig30 PlanksFishing HutFood216 FishNone20 PlanksMoonshine StillDrink212 BoozeNone5 PlanksBreweryDrink236 Booze4 Eggs, 4 Fresh Water20 PlanksCider PressDrink224 Booze8 Pineapple30 PlanksDistilleryDrink220 Rum4 Barrel, 4 Sugar Cane30 PlanksCisternDrink312 Fresh WaterNone20 PlanksCooperDrink212 Barrel4 Hardwood30 PlanksRope MakerShips26 Rope4 Fibre25 PlanksLeafcutterMaterials212 FibreNone25 PlanksSail MakerShips54 Sails8 Fabric30 Planks, 20 Stone BlocksWeaverMaterials38 Fabric6 Wooden Awl, 4 Fibre25 Planks, 15 Stone BlocksCharburnerMaterials216 Charcoal6 Hardwood, 2 Stone30 PlanksGuano GathererWeapons212 GuanoNone30 PlanksPowdermillWeapons210 Black Powder6 Guano, 2 Charcoal25 Planks, 25 Stone BlocksIron MineMaterials412 Iron OreNone30 Planks, 30 Stone BlocksSteel FoundryMaterials66 Steel8 Iron Ore, 12 Charcoal40 Stone BlocksLead MineWeapons48 Lead OreNone40 Planks, 20 Stone BlocksLead WorkshopWeapons212 Cannonball4 Lead20 Planks, 45 Stone BlocksCannon FoundryWeapons44 Naval Gun8 Cast Iron, 2 Cannonball25 Planks, 50 Stone BlocksWeaponsmithWeapons210 Sabres4 Steel, 4 Stone20 Planks, 50 Stone BlocksPistol MakerWeapons25 Pistols2 Steel, 10 Shot25 Stone Blocks, 25 TabbyTabby CradleMaterials24 Tabby4 Lime, 4 Seashells30 Planks, 25 Stone BlocksLime KilnMaterials48 LimeNone25 Planks, 30 Stone BlocksApothecaryEquipment215 Medicine8 Herbs, 6 Fresh Water20 Planks, 35 Stone BlocksTannerEquipment112 Leather2 Pig, 4 Salt25 Planks, 25 Stone BlocksCobblerEquipment220 Boots6 Leather, 2 Wooden Awl25 Planks, 25 Stone BlocksMaster CarverShips22 Figurehead8 Hardwood, 8 Colour Pigment25 Planks, 15 Stone BlocksFlag MakerShips210 Jolly Roger6 Fabric, 4 Colour Pigment30 PlanksTar BoilerShips212 Pitch4 Tar, 8 Barrel20 Planks, 20 Stone BlocksHammermillShips210 Fittings6 Copper15 Planks, 30 Stone BlocksChain SmithShips25 Steel Chain4 Steel, 8 Tools30 Planks, 20 Stone BlocksSilver SmithShips22 Silver Lining14 Silver, 4 Tools30 Stone Blocks, 25 Tabby3132Pillar-Linked Structures32333334Each of the four Progression Paths unlocks pillar-specific buildings. Two have been named in public coverage:34353536PillarBuildingRoleNotorietyGambling HallsVice income; reputation through fear. Generates morale tension as much as gold.NotorietyBrothelsVice income; part of the theatrical-pirate fantasy. Names the haven everyone has heard of.3637Empire, 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.37383839Confirmed Release-Build Details394040414142A handful of specific building behaviours are documented for the release version.42434344BuildingDetailFishing HutUnlocked by building your first tier 4 ship, rather than by a research or population thresholdSmall Gun TowerNeeds 50 black powder to be fully supplied. Building a second one during the tutorial's first gun tower objective can stall that objectivePirate CampA settlement structure that can be placed while drifters are unavailable; an early patch fixed a false "No drifters available" error during its constructionWarehouseEach slot holds one good. To free a slot, empty it to zero and then remove the connection feeding itPierThe coastal link between land and sea. The tutorial routes players back to it after the first voyage returns4445Demolition 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.45464647Building Roles by Layer47484849Whatever a haven's shape, the same six jobs have to be covered somewhere in it.49505051LayerStructuresWhy it mattersFoundationPirate Camp, tents, cabins, and housesEvery worker needs a bed and a camp to be supplied from; capacity starts hereProvisioningGalley and TavernConvert produced food and drink into the upkeep that keeps pirates workingLogisticsWarehouseHolds goods between producers and consumers and anchors the fetcher routes across vertical tiersCoastalShallow, Trade, and Deep-Water PiersTie the haven to the sea; without a pier of the right size a hull cannot be built at allIndustryCannon Foundry, Steel Foundry, PowdermillThe heavy chains, and the bottleneck for both naval guns and shore defenceDefenceSmall, Medium, and Large Gun TowersCover the approach lanes, and all three burn Black Powder to stay supplied5152Vertical Placement52535354Every 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.54555556Workers, Fetchers, and Drain56575758Buildings 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.58595960Everything 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.60616162Fetchers 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.62636364Route 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.64656566How Buildings Unlock66676768New 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.68696970Unconfirmed Details70717172Most of what this page once listed as unknown is now published. What remains open:72737374Adjacency 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.74757576Modding Support76777778The 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.