Ships carry captains and crew, and naval combat is turn-based. Official descriptions state that the ship, crew, captain, and tactical choices determine combat outcomes. That makes fleet preparation a multi-part decision rather than a single stat check, even though the supplied evidence does not include ship classes, weapon numbers, captain identities, or a complete combat formula.
This page organizes the confirmed inputs into a preparation sequence. It separates settlement workers from ship specialists, keeps expedition planning distinct from battle resolution, and links back to Crew & Captains whenever a role name needs verification. No tier list is published without the data required to support one.
- Fleet input
- Ship
- Leadership
- Captain
- Personnel
- Crew and specialists
- Combat
- Turn-based tactical choices
Fleet preparation
Treat the fleet as four linked inputs: ship, captain, crew, and tactics. The official description explicitly names all four as determinants of combat outcomes. The current research package does not supply numerical ship records or captain profiles, so preparation begins with completeness rather than ranking. A fleet is easier to evaluate when every category is visible before departure.
Connect the fleet back to the haven. Piers are a confirmed building example, and the settlement’s production and distribution systems support the broader economy from which voyages are prepared. The evidence does not define a direct recipe or cost for a voyage, so the page does not invent one. Instead, use the Buildings and Production references to resolve settlement-side questions before treating a fleet problem as purely naval.
A preparation checkpoint is reached when the chosen ship, captain, crew group, and intended tactical approach can all be named from the live interface. If one category is missing or unclear, investigate it before comparing outcomes. This keeps later observations attributable to a known decision set.
- Identify the ship selected in the live interface
- Confirm a captain is assigned
- Review crew roles and ship specialists
- Enter turn-based combat with tactical choices still visible
Crew requirements
Crew roles divide into clear confirmed contexts. Drifters await assignment. Fetchers, builders, and workers operate the settlement. Bombardiers, navigators, marauders, and renegades are ship specialists. Veteran corsairs are elite sailors. The Crew & Captains page turns those statements into a role ledger without attaching unsupported attributes or equipment packages.
For fleet preparation, focus on the ship-specialist and elite-sailor groups while preserving the distinction from settlement labor. That does not mean every voyage requires every named specialist; the supplied evidence does not define exact composition requirements. It means the role context is known, so a player can read the interface without treating a builder and a navigator as interchangeable labels.
When equipment or needs appear in play, record them against the live role rather than borrowing a list from another source. The content inventory includes a needs-and-equipment section, but the current facts do not map specific goods to specific roles. The wiki keeps that handoff open for later verified data instead of filling it with assumptions.
| Role group | Confirmed roles | Context |
|---|---|---|
| Awaiting assignment | Drifters | Not yet assigned in the settlement role structure. |
| Settlement | Fetchers, builders, workers | Operate the settlement. |
| Ship specialists | Bombardiers, navigators, marauders, renegades | Named as ship specialists. |
| Elite sailors | Veteran corsairs | Named as elite sailors. |
Expeditions
Ships are prepared for expeditions with captains and crew. The supplied official evidence establishes that relationship but does not provide a full expedition table, destination rewards, timers, or risk percentages. The Islands page identifies three official island names—Devil’s Basin Island, Skull Rock Island, and Ship Graveyard Island—without claiming that the names form a difficulty ladder or a fixed voyage order.
Use an expedition checkpoint that can survive missing numerical data. Confirm the destination shown in the live interface, the ship and captain attached to the voyage, and the crew roles assigned. Then note which tactical choices will matter if the expedition enters naval combat. This produces a complete record without inventing hidden values.
The settlement remains part of expedition readiness because crew assignments, goods, and buildings belong to the same haven. If a voyage cannot be prepared cleanly, return to the role ledger and production chain before assuming the destination is the problem. The site’s related links follow that dependency in both directions.

Turn-based naval combat
Naval combat is turn-based. Official descriptions say the ship, crew, captain, and tactical choices determine outcomes, which supports a decision framework but not a numerical ranking. Evaluate a battle by recording those four inputs and the sequence of choices made, then compare like with like. Changing several categories at once makes it harder to understand why an outcome changed.
Do not mistake the absence of published numbers here for an absence of depth in the game. It reflects the boundary of the supplied evidence. A trustworthy combat database needs verified ship records, captain data, crew effects, and tactical rules. Until those are available from a trusted source, a concise decision model is more useful than invented percentages.
After combat, return to the same four categories. If the ship choice changes, keep the crew and captain record visible. If the crew changes, note which roles moved. If the tactical sequence changes, separate that from equipment or progression changes. This creates observations that can later support a real guide rather than a collection of untraceable impressions.
| Combat input | Confirmed importance | Current publication boundary |
|---|---|---|
| Ship | Affects combat outcomes | No verified class or stat table in the handoff. |
| Captain | Affects combat outcomes | No verified named captain database in the handoff. |
| Crew | Affects combat outcomes | Role categories are confirmed; exact effects are not. |
| Tactics | Affect combat outcomes | Combat is turn-based; formulas are not supplied. |
Frequently asked questions
Is naval combat real-time or turn-based?
Official descriptions identify naval combat as turn-based. They also state that outcomes depend on the ship, crew, captain, and tactical choices. The supplied research does not include the full tactical rule set or numerical combat formulas, so this page focuses on a complete preparation and observation framework.
Which crew roles are ship specialists?
Bombardiers, navigators, marauders, and renegades are named as ship specialists. Veteran corsairs are described as elite sailors. Fetchers, builders, and workers operate the settlement, while drifters await assignment. Exact voyage composition requirements are not included in the supplied evidence. The wiki does not infer missing slots or role quotas.
Does the wiki have a ship or captain tier list?
Not at this stage. A defensible tier list requires verified ship records, captain identities and effects, crew interactions, and tactical rules. Those data are not present in the sealed handoff, so publishing rankings would create unsupported claims instead of helping players compare confirmed systems.
Sources
- Corsair Cove on SteamFirst-party source
- Corsair Cove launch trailerFirst-party source
