Loading...
Worker tiers (drifters, fetchers, builders, specialists), specialist ship crew (bombardiers, navigators, marauders, renegades), and the haven's at-sea recruitment pipelines.
Catalog of publicly disclosed buildings (Living Quarters, Taverns, Kitchens, Depots, Piers, Cannon Foundries, Defensive Towers) and pillar-linked structures.
The four expedition types (raids, smuggling, exploration, treasure), at-sea events, voyage pause trade-offs, and tie-ins to the four progression pillars.
Cliff-face layout philosophy and the dedicated infrastructure pieces (bridges, rope bridges, ziplines, elevators, perches, pulley systems) tying tiers together.
The haven's failure-state meter: inputs that move it, the mutiny consequence, recovery patterns, and how it interacts with the four pillars.
Progression Paths are the four parallel pillars that shape a Corsair Cove run: Notoriety, Empire, Seafaring, and Wealth. Each is fronted by its own fully-voiced captain and unlocks unique missions, buildings, production chains, and more powerful ships. Recruitable historical captains like Edward Teach sit alongside the four pillar captains.
City building in Corsair Cove is vertical by design, with cliffside placement, layered logistics infrastructure, and 50-plus goods feeding the haven economy.
Confirmed raw materials and manufactured goods inside the 50-plus goods catalog, how production chains route through vertical tiers, and which goods drive morale.
Naval Combat is the turn-based tactical layer of Corsair Cove, resolved through cards, ship stats, and dice rolls. Each turn forces a choice between countering, pursuing the mission, or surviving, and every action depletes ship resources tied back to the haven's economy. Crew lost in combat reduces the island's labour pool.