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. The full catalog has not been published; this page collects the publicly disclosed goods 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. |
Roughly 40 additional goods are part of the catalog but have not been individually named in announce or preview coverage. The table above will expand as the demo and further press materials disclose specifics.
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. Specialists drink and dress better than drifters, 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.