Corsair Cove: building costs, outputs and hub scores

Corsair Cove Guide 17 min read

The wiki’s building tables tell you what a building costs to construct and what it produces per minute. (One frequently-asked exception to the “blank Effect” principal-building rows further down: the Great Lighthouse’s own page states its effect outright — reduces Crew Upkeep by 50% — though it doesn’t say whether that stacks if you build more than one; see the dedicated section below.) What the tables don’t tell you is which buildings actually matter to your wider economy — a building whose output feeds six other production lines is a different investment decision than one whose output goes straight to storage. That’s the join this page adds: for each of Corsair Cove’s 77 production buildings, drawn from the Corsair Cove Wiki’s Buildings page and its List of buildings sub-page (restructured into per-category tables on 7 August 2026), read on 22 August 2026 against game version 1.1.4.242868 (Patch #4, 18 August 2026), we count how many other buildings consume its output as an ingredient, turning a flat spec sheet into a dependency ranking. This is the publisher’s own wiki — a semi-primary source — so building costs and outputs may drift from what you see in a live save if a balance patch changes them after this read.

How the hub score is computed

For every production building, we take its listed output resource(s) and check every other building’s input list for a match. A building’s hub score is the number of distinct other buildings that need its output to run. Woodcutter produces Hardwood and nothing else, but Hardwood feeds into Cooper (Barrel), Hardwood Workshop (Wooden Awl), Sawmill (Planks), Tar Kiln (Tar), Master Carver (Figurehead), Master Shipwright (Silver Lining), Limb Maker (Prosthesis), Copper Smith (Copper Lamp) and Charburner (Charcoal) — nine separate downstream buildings, more than any other single production building in the game. Of the 77 production buildings, 39 have a hub score of 0 (their output is a finished good nothing else consumes), and only 13 have a hub score of 3 or higher — the small set of buildings that function as chokepoints for the entire economy.

Hub ranking: the buildings everything else depends on

BuildingCategoryOutput (per min)Hub score (downstream buildings)
WoodcutterMaterials8 Hardwood9
CharburnerMaterials16 Charcoal6
CisternDrink12 Fresh Water6
Steel FoundryMaterials6 Steel5
BloomeryMaterials12 Copper4
QuarryMaterials6 Stone4
TannerEquipment12 Leather4
Tool MakerEquipment8 Tools4
WeaverMaterials8 Fabric4
HerbalistFood8 Herbs3
LeafcutterMaterials12 Fibre3
Lime KilnMaterials8 Lime3
Pigment MakerEquipment8 Colour Pigment3

Notice that 8 of these 13 hub buildings produce raw or near-raw materials with no input at all (Woodcutter, Quarry, Leafcutter, Lime Kiln, Herbalist, and — one tier down — Cistern needs nothing either). That means the highest-leverage buildings in Corsair Cove are mostly the cheapest, simplest ones to build: Woodcutter costs nothing at all in the wiki’s Building Cost column (None), Quarry costs 25 Planks, and Cistern costs 20 Planks. The economy’s real chokepoints aren’t its expensive end-product buildings — they’re a handful of unlocked-early, near-free extraction buildings whose output every other chain quietly depends on. If one of these nine goes down (destroyed in a raid, or simply outpaced by demand), the failure cascades into every building on this list downstream of it, which is the practical reason to duplicate Woodcutter, Charburner and Cistern before scaling into depth-3/depth-4 goods (see the chain depth matrix for which resources sit that deep).

Hub score: top 7 of 13 chokepoint buildings Corsair Cove — downstream-buildings column, hub ranking table above Woodcutter 9 hubs Charburner 6 hubs Cistern 6 hubs Steel Foundry 5 hubs Bloomery 4 hubs Quarry 4 hubs Tanner 4 hubs Hub score = number of other buildings that need this one's output. Full 77-building matrix follows.

Full production building matrix (all 77)

BuildingCategoryProduct (per min)Input (per min)Building costDownstream buildings
WoodcutterMaterials8 HardwoodNoneNone9
CharburnerMaterials16 Charcoal6 Hardwood + 2 Stone30 Planks6
CisternDrink12 Fresh WaterNone20 Planks6
Steel FoundryMaterials6 Steel8 Iron Ore + 12 Charcoal40 Stone Blocks5
BloomeryMaterials12 Copper4 Copper Ore + 8 CharcoalNone4
QuarryMaterials6 StoneNone25 Planks4
TannerEquipment12 Leather2 Pig + 4 Salt25 Planks + 25 Stone Blocks4
Tool MakerEquipment8 Tools4 Cast Iron + 4 Stone25 Planks + 30 Stone Blocks4
WeaverMaterials8 Fabric6 Wooden Awl + 4 Fibre25 Planks + 15 Stone Blocks4
HerbalistFood8 HerbsNone30 Planks3
LeafcutterMaterials12 FibreNone25 Planks3
Lime KilnMaterials8 LimeNone25 Planks + 30 Stone Blocks3
Pigment MakerEquipment8 Colour Pigment4 Cochineal + 2 Lime30 Planks + 25 Stone Blocks3
CooperDrink12 Barrel4 Hardwood30 Planks2
Hardwood WorkshopEquipment6 Wooden Awl2 Hardwood25 Planks + 15 Stone Blocks2
Iron CasterMaterials8 Cast Iron4 Iron Ore + 4 Charcoal30 Planks + 40 Stone Blocks2
Iron MineMaterials12 Iron OreNone30 Planks + 30 Stone Blocks2
Lead SmelterWeapons4 Lead4 Lead Ore + 4 Charcoal25 Planks + 45 Stone Blocks2
Pearl DiverEquipment12 PearlNone25 Stone Blocks + 25 Tabby2
Pig HerderFood4 PigNone30 Planks2
SalternFood12 SaltNone25 Planks + 30 Stone Blocks2
Bird CatcherFood6 BirdsNone10 Planks + 20 Stone Blocks1
Blubber PotShips14 Whale Oil2 Whale Blubber20 Stone Blocks + 15 Tabby1
Cassava OvenFood20 Cassava Bread4 Cassava Roots + 4 Salt30 Planks + 25 Stone Blocks1
Casssava PickerFood4 Cassava RootsNone25 Planks1
Cochineal HarvesterEquipment8 CochinealNone30 Stone Blocks1
Copper MineMaterials12 Copper OreNoneNone1
Egg ThiefDrink8 EggsNone20 Planks1
Fishing HutFood16 FishNone20 Planks1
Guano GathererWeapons12 GuanoNone30 Planks1
Lead MineWeapons8 Lead OreNone40 Planks + 20 Stone Blocks1
Lead WorkshopWeapons12 Cannonball4 Lead20 Planks + 45 Stone Blocks1
Pineapple GroveDrink8 PineappleNone30 Planks1
Shell FarmMaterials8 SeashellsNone40 Planks + 20 Stone Blocks1
Shot TowerWeapons20 Shot2 Lead + 4 Copper40 Stone Blocks + 20 Tabby1
Sugar Cane FarmDrink4 Sugar CaneNone30 Planks1
Tar KilnEquipment8 Tar2 Hardwood + 4 Charcoal25 Planks1
Turtle CatcherFood8 TurtlesNone20 Planks + 25 Tabby1
ApothecaryEquipment15 Medicine8 Herbs + 6 Fresh Water20 Planks + 35 Stone Blocks0
BreweryDrink36 Booze4 Eggs + 4 Fresh Water20 Planks0
Buccaneer GrillFood35 Stew2 Pig30 Planks0
CampfireFood16 StewNone10 Planks0
Cannon FoundryWeapons4 Naval Gun8 Cast Iron + 2 Cannonball25 Planks + 50 Stone Blocks0
Chain SmithShips5 Steel Chain4 Steel + 8 Tools30 Planks + 20 Stone Blocks0
Cider PressDrink24 Booze8 Pineapple30 Planks0
CobblerEquipment20 Boots6 Leather + 2 Wooden Awl25 Planks + 25 Stone Blocks0
Copper SmithShips5 Copper Lamp8 Copper + 8 Hardwood35 Planks + 20 Stone Blocks + 500 Coins0
DistilleryDrink20 Rum4 Barrel + 4 Sugar Cane30 Planks0
Eyepatch MakerEquipment15 Eyepatch2 Leather + 2 Fibre25 Planks + 25 Stone Blocks0
Flag MakerShips10 Jolly Roger6 Fabric + 4 Colour Pigment30 Planks0
HammermillShips10 Fittings6 Copper15 Planks + 30 Stone Blocks0
Ink MakerEquipment15 Tattoo Ink2 Colour Pigment + 2 Fresh Water30 Planks + 25 Stone Blocks0
JewellerEquipment5 Jewellery4 Pearl + 4 Tools40 Stone Blocks + 30 Tabby0
Lamp MakerShips5 Copper Lamp8 Copper + 10 Whale Oil30 Stone Blocks + 30 Tabby0
Limb MakerEquipment10 Prosthesis4 Hardwood + 2 Steel30 Planks + 25 Stone Blocks0
Master CarverShips2 Figurehead8 Hardwood + 8 Colour Pigment25 Planks + 15 Stone Blocks0
Master ShipwrightShips2 Silver Lining2 Steel + 6 Hardwood30 Planks + 30 Stone Blocks + 500 Coins0
Master TailorEquipment5 Fancy Clothing2 Pearl + 4 Fabric30 Planks + 30 Tabby0
Moonshine StillDrink12 BoozeNone5 Planks0
Pistol MakerWeapons5 Pistols2 Steel + 10 Shot25 Stone Blocks + 25 Tabby0
PowdermillWeapons10 Black Powder6 Guano + 2 Charcoal25 Planks + 25 Stone Blocks0
ProvisionerFood10 Hardtack4 Cassava Bread + 4 Herbs30 Planks + 500 Coins0
Rope MakerShips6 Rope4 Fibre25 Planks0
RotisserieFood30 Roast Bird2 Birds + 4 Herbs25 Planks + 25 Stone Blocks0
Sail MakerShips4 Sails8 Fabric30 Planks + 20 Stone Blocks0
SawmillMaterials10 Planks4 Hardwood10 Hardwood0
Silver SmithShips2 Silver Lining14 Silver + 4 Tools30 Stone Blocks + 25 Tabby0
Slop ShopEquipment15 Slops2 Fabric + 12 Leather30 Planks + 30 Stone Blocks0
Soup KitchenFood15 Turtle Soup4 Turtles + 4 Fresh Water10 Planks + 20 Tabby0
Spyglass MakerEquipment10 Spyglass8 Lens + 4 Leather25 Planks + 20 Stone Blocks0
Stew KitchenFood55 Stew8 Fish + 4 Fresh Water20 Planks0
StonecutterMaterials5 Stone Blocks2 Stone12 Planks0
Tabby CradleMaterials4 Tabby4 Lime + 4 Seashells30 Planks + 25 Stone Blocks0
Tack OvenFood10 Hardtack12 Grain + 2 Fresh Water35 Planks0
Tar BoilerShips12 Pitch4 Tar + 8 Barrel20 Planks + 20 Stone Blocks0
TinkererEquipment10 Spyglass2 Tools + 2 Lime30 Planks + 20 Stone Blocks + 500 Coins0
WeaponsmithWeapons10 Sabres4 Steel + 4 Stone20 Planks + 50 Stone Blocks0

One caveat on two specific rows above: Patch #5 (v1.1.5.244734, 3 September 2026) fixed a bug described in its own changelog as “Fixed the ‘Iron Mine’ and ‘Iron Caster’ buildings requiring hardwood instead of planks for construction.” The wiki’s Iron Caster page (last edited 30 July 2026) and Iron Mine page (last edited 12 August 2026) (read 2026-08-22, pre-patch), already list the Building Cost as Planks + Stone Blocks in the table above, matching what the patch made the live game do — so this table should already reflect the post-Patch #5 state, but since our read predates the patch we can’t confirm the live game matched the wiki before 3 September. This bug was about construction cost material only; Iron Caster’s production Input/Output (4 Iron Ore + 4 Charcoal → 8 Cast Iron) wasn’t named in the changelog.

One row is worth calling out on its own: Sawmill’s Building Cost is listed as 10 Hardwood while its Input requirement is 4 Hardwood — the only production building in the set whose construction cost and running input are drawn from the same resource it doesn’t itself produce. Every other Materials building either costs Planks/Stone Blocks or nothing at all.

Two buildings — Tinkerer and Spyglass Maker — both produce Spyglass from different input mixes (2 Tools + 2 Lime vs. 8 Lens + 4 Leather); the wiki lists them as separate production buildings rather than one recipe with two paths, which we’ve preserved here rather than merging, since the game apparently treats them as distinct build options.

Great Lighthouse: what it actually does

One capstone building gets asked about often enough to answer directly, since the joined table below leaves it blank: the Great Lighthouse’s own wiki page (not the List of buildings summary table) states its effect in one line — “reduces Crew Upkeep by 50%.” That page does not say whether the 50% reduction stacks if you build more than one Great Lighthouse, whether it is capped at one per island, or whether it applies to Hand upkeep, Crew upkeep, or both categories the wiki tracks separately elsewhere (see the crew upkeep matrix for that split). We checked the building’s individual page directly (read 2026-09-13, last wiki edit 3 August 2026) rather than guess — a build-limit or stacking rule isn’t stated there, so treat it as unconfirmed rather than assuming either answer.

Principal (unlockable, non-production) buildings

Separate from the 77 production buildings, 30 more buildings unlock through Compass progression (see the progression path comparison for the point costs) and don’t produce a resource — they’re capacity, cosmetic, or functional buildings tied to Notoriety, Empire, Seafaring or Wealth thresholds:

BuildingUnlock requirementBuilding costEffect (per wiki)
Salvage Dock0 Empire100 Planks + 100 Coins(blank in wiki)
Bloody Banner3 Empire10 Coins(blank in wiki)
Mercenaries Guildhall3 Empire75 Planks + 25 Sails + 200 Coins(blank in wiki)
Gibbet3 Empire15 Rope + 25 Coins(blank in wiki)
Spy Nest7 Empire50 Planks + 15 Rope + 500 Coins(blank in wiki)
Brawler Arena12 Empire75 Stone Blocks + 25 Sails + 500 Coins(blank in wiki)
Military Fortress20 Empire100 Stone Blocks + 100 Tabby + 1000 Coins(blank in wiki)
Gambling Den0 Notoriety100 Planks + 100 Coins(blank in wiki)
Classy Banner3 Notoriety10 Coins(blank in wiki)
Statue3 Notoriety75 Stone Blocks + 200 Coins(blank in wiki)
Cabaret3 Notoriety75 Planks + 200 Coins(blank in wiki)
Voodoo Shack7 Notoriety75 Stone Blocks + 15 Rope + 500 Coins(blank in wiki)
Rising Sun7 Notoriety75 Stone Blocks + 15 Rope + 500 Coins(blank in wiki)
Entertainers Guildhall7 Notoriety75 Stone Blocks + 15 Rope + 500 Coins(blank in wiki)
Corsair Cuisine12 Notoriety75 Stone Blocks + 25 Sails + 500 Coins(blank in wiki)
Ocean Colosseum20 Notoriety200 Tabby + 500 Silver + 2000 Coins(blank in wiki)
Crows Nest0 Seafaring50 Planks + 100 Coins(blank in wiki)
Shrine of the Sea3 Seafaring75 Planks + 15 Rope + 200 Coins(blank in wiki)
Salty Banner3 Seafaring10 Coins(blank in wiki)
Cartographer7 Seafaring75 Stone Blocks + 500 Coins(blank in wiki)
Shipwrights Guildhall7 Seafaring75 Stone Blocks + 15 Rope + 500 Coins(blank in wiki)
Quartermaster12 Seafaring75 Stone Blocks + 150 Silver + 500 Coins(blank in wiki)
Great Lighthouse20 Seafaring200 Tabby + 500 Silver + 2000 CoinsReduces Crew Upkeep by 50% (from the building’s own page, not the summary table)
Fancy Banner3 Wealth10 Coins(blank in wiki)
Trading Post3 Wealth50 Planks + 100 Coins(blank in wiki)
Loan Shark7 Wealth75 Stone Blocks + 15 Rope + 500 Coins(blank in wiki)
Bounty Hunters Guildhall7 Wealth75 Planks + 25 Sails + 200 Coins(blank in wiki)
Well7 Wealth75 Stone Blocks + 500 Coins(blank in wiki)
Grand Market12 Wealth75 Tabby + 150 Silver + 500 Coins(blank in wiki)
Golden Palace20 Wealth200 Tabby + 500 Silver + 2000 Coins(blank in wiki)

Every single one of these 30 rows has a blank “Effect” cell in the wiki’s List of buildings summary table specifically — confirmed by checking the raw table structure directly (the cell renders as an empty icon slot, not missing text). That is not the same as “undocumented,” though: we checked two of the 30 buildings’ own individual wiki pages directly (Great Lighthouse and Salvage Dock, both read 2026-09-13) and both do state a one-line effect there — Great Lighthouse reduces Crew Upkeep by 50%, Salvage Dock reduces ship construction and repair costs by 20%. We have not checked the other 28 individually, so we can’t say the whole column is empty at the source, only that the joined summary table the rest of this section draws from leaves it blank. What is verifiable from the cost column alone: the four Tier-5 (20-point) capstone buildings — Military Fortress, Ocean Colosseum, Great Lighthouse, Golden Palace — all cost either 1000-2000 Coins plus Stone Blocks/Tabby, roughly 2-4x the Coin cost of any Tier-3 building, and every path’s cheapest two unlocks (its Banner at 3 points, costing only 10 Coins) are effectively free compared to everything else on this list.

What the 30 principal buildings don’t say about themselves

  • What any of the 30 principal buildings actually do. The wiki’s Effect column is blank for all 30 rows as of this read — we can report the unlock cost and requirement, not the function.
  • Production cycle time (seconds per batch) for any of the 77 production buildings. The wiki states per-minute rates only; whether Woodcutter produces 8 Hardwood in one large batch or eight small ones per minute is not specified.
  • Whether “Downstream buildings” as computed here matches in-game UI labeling. We derived hub score purely from matching output resource names to input resource names across the two tables; the game itself may or may not surface this as a stat to players.
  • Balance changes since the 2026-08-22 read. Patch #4 (18 August) predates our read, but any patch after that date could change these costs; check the patch timeline tracker for what’s shipped since.

Sources