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Ships - Version 2 vs Version 3
Aug 17, 2026, 02:58 AM
Added an official screenshot of the coastline and piers illustrating where hulls are built
Sep 21, 2026, 06:46 AM
Added the automatic repair option, the Ship in Repair status, and the construction-menu fix from the September patches
11Ships are how a haven reaches past its own shoreline in Corsair Cove. Every hull has to be paid for twice: once in construction goods at a pier, and again forever after in the upkeep its crew eats. That second bill is the real reason the settlement keeps growing, because each new tier of ship demands provisions the island cannot yet make. See Naval Combat for how these hulls fight, Progression Paths for how they unlock, and Crew and Population for who sails them.223344Tiers and Classes5566A ship's strength is summarised by a tier number from 1 to 6. Higher tiers need far more investment in the haven, and they repay it with the ability to take on harder work out at sea. The haven's first hull is the Landlubber, a starter ship strong enough only for the first few missions and events just outside the harbour.7788After the starter ship, the remaining 28 hulls are each aligned to one of the four progression paths, and every path's ships share the same stat specialisation. Empire ships are Destroyers, built around gun damage and armour. Notoriety fields Prowlers, Seafaring fields Hunters, and Wealth fields Reavers.991010ClassPathTier 2Tier 3Tier 4Tier 5Tier 6ProwlerNotorietyMoonlightNightshadeRogueEclipseWraithDestroyerEmpireIron FistYoke BreakerSea DragonWarlordWrath BringerHunterSeafaringTide RunnerTempestFortuneStalkerNeptuneReaverWealthSharktoothWolfhoundProvidenceThingumLoki1111Eight further hulls sit on the diagonals between two adjacent paths and are unlocked by spending points in both. These hybrids carry a plus after the class name, as in Destroyer+, and are noticeably stronger than the ordinary ships of the same tier. They appear at tier 2 and again at tier 4.12121313Hybrid ShipClassTierPaths RequiredAzimuthProwler+2Notoriety and EmpireSteel EdgeDestroyer+2Empire and SeafaringHuracánHunter+2Seafaring and WealthGoldseekerReaver+2Wealth and NotorietyVultureProwler+4Notoriety and EmpireRavagerDestroyer+4Empire and SeafaringCatsharkHunter+4Seafaring and WealthBedlamReaver+4Wealth and Notoriety1414Ship Stats15151616Three general stats scale up in large steps with tier: Health, Crew, and Supplies. Health and Crew are both lethal thresholds, and if either hits zero during a battle the fight is lost and the hull is destroyed. Supplies can be topped back up mid-battle, but only by spending the other two.17171818Five specialised stats vary sharply by class rather than by tier: gun damage, boarding damage, speed, manoeuvrability, and armour. The gap is wide enough that tier alone is a poor guide to whether a ship suits a job. A tier 6 Hunter carries 24 armour, less than the 26 on the tier 2 Destroyer Iron Fist, because armour is simply not what Hunters are for.19192020Work out at sea is signposted the same way. Quests aligned with a path list a recommended ship of that path and lean on the stats that class excels at, so a haven that fields only one class will eventually run into work it cannot do well.21212222Building and Upgrading23232424New hulls are not researched individually. Spending points along a path on the Compass unlocks the next ship automatically once the point requirement is met, and that same unlock opens a matching set of buildings. Reaching the tier 3 Hunter, for example, opens six new buildings alongside it, because the crew of a tier 3 ship cannot be fed and equipped by the industry a tier 2 haven has.25252626Hull size also dictates where a ship can be laid down. Tier 1 to 3 ships are built at a Shallow Pier, tier 4 and 5 need a Trade Pier, and the tier 6 ships need a Deep-Water Pier, which is itself one of the more expensive structures in the Buildings catalogue.272728+Upkeep after a voyage got easier in September 2026. Patch 5 added a pier option that repairs a ship automatically when it returns from a journey, and Patch 6 added a dedicated Ship in Repair status, fixed the Pier interface not updating while Auto-Repair was on, and fixed a hull appearing twice in the construction menu after a cancelled upgrade.29+2830Full Ship Roster29313032Construction costs below are the goods consumed at the pier. Crew types are the roles the hull can carry; each has its own upkeep drain on the haven.31333234TierShipClassCrew TypesConstruction CostRequired Pier1LandlubberSpecialSwabbies15 PlanksShallow Pier2MoonlightProwlerSwabbies, Scallywags10 Planks, 20 RopeShallow Pier2Iron FistDestroyerSwabbies, Picaroons10 Planks, 20 RopeShallow Pier2Tide RunnerHunterSwabbies, Scallywags10 Planks, 20 RopeShallow Pier2SharktoothReaverSwabbies, Picaroons10 Planks, 20 RopeShallow Pier2AzimuthProwler+Swabbies, Scallywags50 Planks, 50 RopeShallow Pier2Steel EdgeDestroyer+Swabbies, Picaroons50 Planks, 50 RopeShallow Pier2HuracánHunter+Swabbies, Scallywags50 Planks, 50 RopeShallow Pier2GoldseekerReaver+Swabbies, Picaroons50 Planks, 50 RopeShallow Pier3NightshadeProwlerSwabbies, Scallywags, Crow's Eyes50 Planks, 50 Rope, 30 SailsShallow Pier3Yoke BreakerDestroyerSwabbies, Picaroons, Bombardiers50 Planks, 50 Rope, 30 SailsShallow Pier3TempestHunterSwabbies, Scallywags, Bombardiers50 Planks, 50 Rope, 30 SailsShallow Pier3WolfhoundReaverSwabbies, Picaroons, Crow's Eyes50 Planks, 50 Rope, 30 SailsShallow Pier4RogueProwlerSwabbies, Crow's Eyes, Buccaneers75 Planks, 75 Rope, 50 Sails, 10 FigureheadTrade Pier4Sea DragonDestroyerSwabbies, Bombardiers, Buccaneers75 Planks, 75 Rope, 50 Sails, 60 PitchTrade Pier4FortuneHunterSwabbies, Bombardiers, Navigators75 Planks, 75 Rope, 50 Sails, 50 FittingsTrade Pier4ProvidenceReaverSwabbies, Crow's Eyes, Navigators75 Planks, 75 Rope, 50 Sails, 50 FittingsTrade Pier4VultureProwler+Swabbies, Crow's Eyes, Buccaneers100 Planks, 75 Rope, 75 Sails, 15 FigureheadTrade Pier4RavagerDestroyer+Swabbies, Bombardiers, Buccaneers100 Planks, 75 Rope, 75 Sails, 90 PitchTrade Pier4CatsharkHunter+Swabbies, Bombardiers, Navigators100 Planks, 75 Rope, 75 Sails, 75 FittingsTrade Pier4BedlamReaver+Swabbies, Crow's Eyes, Navigators100 Planks, 75 Rope, 75 Sails, 75 FittingsTrade Pier5EclipseProwlerSwabbies, Buccaneers, Renegades125 Planks, 125 Rope, 100 Sails, 20 Figurehead, 100 Jolly RogerTrade Pier5WarlordDestroyerSwabbies, Buccaneers, Marauders125 Planks, 125 Rope, 100 Sails, 120 Pitch, 40 Naval GunTrade Pier5StalkerHunterSwabbies, Navigators, Marauders125 Planks, 125 Rope, 100 Sails, 100 Fittings, 40 Naval GunTrade Pier5ThingumReaverSwabbies, Navigators, Renegades125 Planks, 125 Rope, 100 Sails, 100 Fittings, 40 Steel ChainTrade Pier6WraithProwlerSwabbies, Renegades, Corsairs175 Planks, 175 Rope, 150 Sails, 30 Figurehead, 150 Jolly Roger, 30 Silver LiningDeep-Water Pier6Wrath BringerDestroyerSwabbies, Marauders, Corsairs175 Planks, 175 Rope, 150 Sails, 180 Pitch, 60 Naval Gun, 75 Copper LampDeep-Water Pier6NeptuneHunterSwabbies, Marauders, Corsairs175 Planks, 175 Rope, 150 Sails, 150 Fittings, 60 Naval Gun, 30 Silver LiningDeep-Water Pier6LokiReaverSwabbies, Renegades, Corsairs175 Planks, 175 Rope, 150 Sails, 150 Fittings, 75 Steel Chain, 30 Silver LiningDeep-Water Pier3335Sustaining a Fleet34363537A hull sitting at anchor still eats. Crew upkeep is drawn in the pirate camp that its pier belongs to, so every community building that supplies a crew type has to exist in that same camp, not merely somewhere on the island. Reassigning a pier to a different camp in range is the usual fix when a new fleet outgrows the industry around its harbour.36383739That is why the fleet and the settlement grow in lockstep. A tier 5 crew wants goods that need several production steps behind them, and each of those steps is more workers who need feeding themselves. See Goods and Production for the chains involved.