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Goods and Production - Version 7 vs Version 8
Aug 17, 2026, 02:54 AM
Added the three resource categories, per-building conversion rates, and the production chain overview interface
Aug 17, 2026, 02:56 AM
Corrected the catalogue framing and the worker provisioning line to match the released roles
1-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.1+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.2233Catalog Scope445566Limbic 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.7788Confirmed Raw Materials991010Raw MaterialSourceFeedsIronGathered raw materialCannons (via Cannon Foundries), sabers, hardware for ship and building construction.CopperGathered raw materialSpyglasses and other precision goods; secondary metal supply alongside iron.LumberGathered raw materialConstruction, ship hulls, and basic furniture. The opening haven uses lumber salvaged from the wrecked galleon.1111Confirmed Manufactured Goods12121313GoodCategoryNotesCannonsHeavy industry / weaponSingle iron supply feeds both ship armament and shore defences; high-value bottleneck.SpyglassesPrecision toolShip and exploration equipment; copper-dependent.SabersCrew weaponEquipped to boarding crews; ties into Marauder specialist effectiveness.AleComfort goodPrimary morale lever in the haven; routed through taverns.TobaccoComfort goodSecondary morale lever; appears alongside ale in the named comfort goods.ClothingBasic provisionWorker-tier requirement that scales with population growth.Eye-PatchesPirate paraphernaliaEra-specific manufactured good; one of the named items in the goods list.MedicineSpecialist consumableRequired to keep elite ship specialists in service. Loaded onto expeditions alongside ammunition and provisions.PistolsSpecialist weaponCarried by elite crew on raid and boarding actions. Listed as one of the era-specific specialist goods.1414Roughly 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.15151616Unlocking Chains17171818Production 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.19192020The 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.21212222Managing Shortfalls23232424When 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.25252626Advanced 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.27272828Chain Structure29293030Each 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.31313232The 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.33333434Goods That Move the Crew35353636Three goods are explicitly tied to the morale system because they are the ones the crew actively consumes:37373838Ale 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.393940-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.40+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.41414242Ship Outfitting43434444Goods 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.45454646Resource Categories47474848The release build sorts everything into three categories, and the distinction matters because they fail in different ways.49495050CategoryPurposeFirst ExamplesConstruction ResourcesBuildings and shipsPlanks, Stone BlocksUpkeep ResourcesPassively consumed by workers and crewStew, BoozeIntermediate ResourcesIngredients for advanced productionHardwood5151Construction 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.52525353How a Chain Converts54545555Every 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.56565757Two 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.58585959The 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.60606161Unconfirmed Details62626363Production rates, inputs, and building staffing are published for the released chains. Still open:64646565Whether 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.