Goods and Production is Corsair Cove's economic backbone. The haven runs on more than 50 distinct goods, organised into layered production chains that climb the haven's vertical tiers. This page collects the goods documented for the release build and explains the broad chain structure tying raw materials, intermediate goods, and finished products to the buildings and crews that make them. See also City Building, Buildings, and Crew and Population.
Catalog Scope

Limbic and Hooded Horse have repeated the same headline number across announce coverage: more than 50 distinct goods, organised into layered chains. The catalog spans the everyday provisions a pirate crew needs to keep showing up and the specialised pirate paraphernalia that turns the era's atmosphere into mechanics.
Confirmed Raw Materials
Raw Material | Source | Feeds |
|---|---|---|
Iron | Gathered raw material | Cannons (via Cannon Foundries), sabers, hardware for ship and building construction. |
Copper | Gathered raw material | Spyglasses and other precision goods; secondary metal supply alongside iron. |
Lumber | Gathered raw material | Construction, ship hulls, and basic furniture. The opening haven uses lumber salvaged from the wrecked galleon. |
Confirmed Manufactured Goods
Good | Category | Notes |
|---|---|---|
Cannons | Heavy industry / weapon | Single iron supply feeds both ship armament and shore defences; high-value bottleneck. |
Spyglasses | Precision tool | Ship and exploration equipment; copper-dependent. |
Sabers | Crew weapon | Equipped to boarding crews; ties into Marauder specialist effectiveness. |
Ale | Comfort good | Primary morale lever in the haven; routed through taverns. |
Tobacco | Comfort good | Secondary morale lever; appears alongside ale in the named comfort goods. |
Clothing | Basic provision | Worker-tier requirement that scales with population growth. |
Eye-Patches | Pirate paraphernalia | Era-specific manufactured good; one of the named items in the goods list. |
Medicine | Specialist consumable | Required to keep elite ship specialists in service. Loaded onto expeditions alongside ammunition and provisions. |
Pistols | Specialist weapon | Carried by elite crew on raid and boarding actions. Listed as one of the era-specific specialist goods. |
Roughly 39 additional goods are part of the catalog but have not been individually named in announce or preview coverage. The full catalogue has still not been published as a list, even after release.
Unlocking Chains
Production chains are not all available from the start. Many are gated behind the compass: to open a chain, complete the deeds tied to the area of the compass that chain sits under. Others unlock as a consequence of progress rather than as a direct goal, arriving when a new population type is unlocked or when a new desire creates demand for a good that did not previously matter.
The in-game reference for this is the resources overview screen. Each resource's tooltip there states how and where it is acquired, and whether it can be produced on your island at all or has to come from elsewhere.
Managing Shortfalls
When drain on a good outruns production, there are two levers. The direct one is to build more of the structure that makes it. The other is All Hands on Deck, which applies a temporary production boost that can cover the gap without new construction. Neither changes the underlying chain, so a persistent shortfall eventually needs more buildings.
Advanced drink is worth singling out. Basic swabbies are satisfied by plain booze, but higher crew tiers want goods such as cider or moonshine. Producing them costs an extra chain, and the return is higher ship statistics, which links the production economy directly to naval performance.
Chain Structure
Each production chain pulls a raw material through one or more intermediate stages and ends at a finished good. Because each stage can sit on a different tier of the cliff face, a chain is both a layout decision and a logistics decision. Iron from a mine on one tier, smelted on a second tier, and pressed into cannons in a foundry on a third tier is one chain that crosses three Vertical Construction tiers and depends on pulley systems and depots at each break to keep flowing.
The haven's economy is therefore not just about producing enough of each good; it is about routing each chain through the cliff-face geometry without starving the workers or stranding inventory.
Goods That Move the Crew
Three goods are explicitly tied to the morale system because they are the ones the crew actively consumes:
Ale routes through taverns and is the fastest lever on cohesion.
Tobacco the second named comfort good; sustains morale alongside ale.
Clothing a basic provision rather than a comfort; under-supply pulls the meter slowly but persistently.
Higher worker tiers expect richer provisioning. Masterhands eat and drink better than greenhands, and the production chains for the upper-tier provisions are usually longer than the basic ones.
Ship Outfitting
Goods produced on land also outfit the fleet. Cannons go from foundries to ships; sabers go to boarding crews; spyglasses to navigators; ale and food to the ships' provisions before each Expeditions expedition departs. A fleet at sea is a depletion event: every action burns supplies that have to be re-produced before the next voyage.
Resource Categories
The release build sorts everything into three categories, and the distinction matters because they fail in different ways.
Category | Purpose | First Examples |
|---|---|---|
Construction Resources | Buildings and ships | Planks, Stone Blocks |
Upkeep Resources | Passively consumed by workers and crew | Stew, Booze |
Intermediate Resources | Ingredients for advanced production | Hardwood |
Construction goods are needed in visible bursts, so a stockpile covers them. Upkeep goods are the dangerous ones: they drain continuously and invisibly, so the number that matters is net production rather than the size of the pile. The interface shows that net figure in green or red, and a haven can be comfortably stocked and still sliding toward a shortage. Hardwood illustrates why the third category exists, since it feeds both Planks on the construction side and Rum on the upkeep side.
How a Chain Converts
Every building in a chain consumes its inputs and produces its output at a fixed speed and ratio. A Sawmill turns 4 Hardwood into 10 Planks per minute, and the conversion is visible in the detail tooltip on its production wheel. Boosters bought on the Compass add bonus output on top of the base figure, shown separately on the panel.
Two conditions have to hold for any building to run: the required input has to be in its input storage, and there has to be space in its output storage for the result. The second condition catches new players out, because a producer with nobody collecting from it quietly stops once its output fills, wasting the upkeep of its workers the whole time. Assigning a fetcher from a Warehouse is what keeps it moving.
The production chain overview, opened with the I key by default, lays out an entire chain at once. Black Powder is the first genuinely multi-step good a haven meets, and its overview shows five producers, two deposits, and a fertile area behind a single output. See Buildings for the per-building rates and Ships for the goods each hull tier demands.
Unconfirmed Details
Production rates, inputs, and building staffing are published for the released chains. Still open:
Whether any goods spoil or carry a shelf life, which nothing in the published material suggests.
Trade pricing behaviour over time, as opposed to the flat stack selling values listed in-game.
Storage caps per building beyond the stack sizes shown on each resource.