Corsair Cove Production Ratios Reference
Launch-week ratios and checklists — verify against the live production tooltip.
This page is a practical ratios checklist for Corsair Cove 1.0, not a fake spreadsheet calculator. Difficulty settings, All Hands on Deck, and post-launch patches can shift exact numbers — always confirm with the in-game production-versus-consumption display.
Use it with Production chains, Supply chains, Early food and housing, and the Route efficiency checklist.
Early plank loop
| Building | Approx. rate | Notes |
|---|---|---|
| Woodcutter | ~8 Hardwood / min | Often feeds more than one consumer |
| Sawmill | ~4 Hardwood / min in | Two sawmills ≈ match one woodcutter |
| Output | ~20 Planks / min combined | Store in Warehouse, not only in the mill |
If a Sawmill idles with Hardwood available, check movement, assignment, and pause state before building a third harvester.
Campfire and stew caps
| Setup | Approx. stew / min |
|---|---|
| Base Campfire | ~16 |
| Fireside Feast (Notoriety) | ~31 |
| Buccaneer’s Grill (Pigs) | ~35 |
All Hands on Deck ≈ +50% output and +50% input. Never toggle it on a red upstream chain.
Warehouse slot rules of thumb
- Transit goods — one slot so materials keep moving.
- Repair Planks / ammo — larger deliberate stockpiles near defenses and Piers.
- Crew upkeep — separate controlled requests so one camp does not drain another dry.
A fourth consumer of the same resource usually needs a hub Warehouse rather than another direct connection.
All Hands on Deck quick reference
| Target | Good use | Bad use |
|---|---|---|
| Bottleneck producer with surplus inputs | Clear a temporary deficit | Permanent layout crutch |
| Limited deposit you want to empty | Fine while watched | Unattended overnight |
| Warehouse | Rarely — increases demand/stockpile traps | Spamming on every hub |
Entertainers’ Guildhall later improves All Hands efficiency; until then, treat it as a temporary wrench.
Single-ship crew chains (starting points)
Picaroons — Rum
- 1 Woodcutter → Cooper
- 2 Sugar Cane Farms
- 2 Distilleries
- Tavern at Pier
Scallywags — Cassava Bread
- Quarry + Stonecutter prerequisites
- 2 Cassava Pickers
- 1 Saltern
- 2 Cassava Ovens
- Galley at Pier
Scale only after net consumption stays non-negative at your chosen game speed. Full unlock context: Tier 2 ships.
Pre-expansion checklist
- Stew production ≥ consumption at normal speed
- Booze reaches every occupied Tavern
- Housing covers Drifters and assigned pirates
- Plank warehouse buffer exists
- Route colors to Galley/Pier are green or stable yellow
- Compass pair for next ship is named
- Cohesion stable after recent events
Vertical logistics add-ons
Ratios assume goods can move. If numbers look fine but buildings idle, fix ziplines and hubs before doubling producers.
Related tools and guides
Copy ratios as starting hypotheses. The top-bar tooltip is the source of truth on your save.
Housing and population gates
Before adding a row of tents or founding a second pirate camp, confirm stew math against assigned pirates — not just drifters on the beach:
- Base ~16 stew/min supports only a handful of housed pirates without upgrades
- Fireside Feast (~31/min) is the usual gate before Story refugee events
- Buccaneer’s Grill (~35/min) before large specialist assignments away from food haulers
Each assigned woodcutter or distillery worker is a mouth you removed from passive pool. Cross-check early food and housing when the production tooltip looks fine but galleys empty.
Cohesion and event timing
Ratios assume you are not accepting settlement operations during a food deficit. If cohesion dropped after a refugee batch, pause expansion — ratio checklists fail when fetchers abandon routes during morale spirals. Run Section pre-expansion checklist again after every bombardment repair batch.
When to restart versus tune
If more than two staple chains stay red after one woodcutter/sawmill realignment and a warehouse move, a controlled restart on Skull Rock opening route often beats hours of patchwork. Early Story hours are cheap; tier-two delays are expensive.
Frequently Asked Questions
Quick answers to the most common questions.
Is this production calculator exact?
No — it is a launch-week checklist. Confirm rates in the live production-versus-consumption UI for your difficulty and toggles.
What is the early woodcutter to sawmill ratio?
About one Woodcutter into two Sawmills when base rates line up (~8 Hardwood out versus 4+4 in).
How much stew should I target before a second camp?
Enough that production stays non-negative at normal speed with housing filled — often beyond the base ~16/min Campfire cap via Feast or Grill.
Should warehouses store everything?
No. Keep transit slots tiny and reserve bulk storage for repairs, ammo, and deliberate buffers.
Does All Hands on Deck change ratios?
Yes. Expect about +50% output and +50% input on affected buildings — recheck upstream supply when you toggle it.