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Buildings
August 6, 2026 at 10:57 PM
Updated modding note now the game has released, and added release-build building facts: the fishing hut tier 4 ship unlock, small gun tower black powder requirement, Pirate Camp, and the full refund on demolition
Buildings is the catalogue of publicly disclosed structures in Corsair Cove. The full list has not been published; this page collects the named structures from the announce materials and the early hands-on preview, organised by role. 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 | Role | Notes |
|---|---|---|
Living Quarters | Housing | The foundation that turns recruits into productive workers. Higher worker tiers expect better quarters. |
Taverns | Social hub | Anchor the morale side of the economy. Consumables like ale move through here. |
Entertainers' Guildhall | Productivity | Boosts productivity for buildings within its area of effect. Placement matters in dense vertical clusters. |
Kitchens | Food production | Provision the haven and ships before expeditions. Named in the hands-on preview. |
Depots | Storage and logistics | Hold raw and intermediate goods between producers. Named in the hands-on preview; particularly relevant to vertical layouts where transit distances vary. |
Piers | Coastal logistics | Connect the land economy to the sea. Ships load, unload, and depart from piers. |
Cannon Foundries | Heavy industry | Convert iron into cannons for both fleet armament and shore defence. Single supply, double demand. |
Defensive Towers | Shore defence | Named in the hands-on preview as part of the fortification layer. Elevation gives shore guns natural firing arcs. |
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.
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.
Foundation: Living Quarters anchor every neighborhood. Cohesion and worker capacity start here.
Provisioning: Taverns and kitchens convert raw goods into the comforts that hold morale together.
Logistics: Depots smooth the supply line between producers and consumers, particularly across vertical tiers.
Coastal: Piers tie the haven to the sea. Without piers, ships have nowhere to load.
Industry: Cannon Foundries are the heavy-industry anchor and the bottleneck for both naval guns and shore defence.
Defence: Defensive Towers and other fortifications cover approach lanes. Vertical placement is what makes them effective.
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.
Total building count across all categories.
Tiered upgrade paths for any structure (basic / advanced / specialised).
Per-building worker counts and provision requirements.
Construction cost in raw materials and time.
Adjacency or area-effect bonuses between buildings.
Pillar-specific buildings for Empire, Seafaring, and Wealth beyond what is implied by the pillar themes.
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.