We need the ability to remove resources from upkeep buildings
e.g. I have a marketplace in camp A with 1000 tobacco not being used anymore. I want to be able to get that into another camp that is needing it for upkeep.
e.g. I have a marketplace in camp A with 1000 tobacco not being used anymore. I want to be able to get that into another camp that is needing it for upkeep.
I'm feeling a bit stupid because this doesn't seem to be a point of confusion for everyone else.
I'm a bit lost on the specifics of the supply chain math. I understand you're building a basic production facility and then often connecting it with some sort of refinery with a fetcher. But how much is the fetcher actually hauling each trip? I'm confused the numbers aren't adding up.
I'm still in the tutorial. One pirate camp so far. My global stew upkeep is 31, and global production is 32, so +1 overall. The 32 is coming from two kitchens producing 16 each, both connected to the same singular galley and nothing else. But when I inspect the kitchens themselves, the drain is showing as 36 (on each). I cannot for the life of me figure out where this number is coming from, but when he fetchers arrive they appear on the kitchen display at the bottom at seem to wait until they fill with 36 units of stew before leaving, despite that number having nothing to do with the actual upkeep.
Any help would be greatly appreciated.
I've restarted a handful of times and always click no on the tutorial. Then I seemingly have to play through the tutorial again? Deconstruct the broken ship, go through the whole this is how you complete objectives and such. Is that the tutorial? Feels like it.
just started the pirate graveyard and i'm thinking about building everything near the piers and just have them go get the resources straight from there can i do that?
I want to store something else and there is still reserved slot for gunpowder even though there are no connections to this storage! I think it got bugged.
Hi folks,
I ran into an issue following a previous game update where I was unable to run the game, instead seeing the below:
I ended up uninstalling and starting a new save as I wasn't too far in. I have now just had to update the game again, and have run into the same issue. I don't really want to reinstall and lose my progress, so does anyone have any bright ideas on what to do here?
Hello, I tried winning on all pillars in a "single" playthrough. The plan was to just save the game before last quest on each pillar, see the win screen and reload it to win on a different one.
It was all going great until last quest chain on a purple pillar, I simply can't find the purple quest anywhere on a map even though the journal say that the event is available when You hover on the last circle on purple pillar.
I've completly botched the mermaid queen quest. Chose wrong answer when speaking to her and she simply disappeard. Can that be the reason?
I am unable to connect to the iron deposit on the eastern side of Skull Rock. I've tried all different kinds of connectors, rebuilding, reloading the save, building next to it to try and auto connect, nothing working.
Haven't had any problems with any other deposit.
Anyone else having an issue with this particular iron deposit, or just a bug?
I can’t get my galley to fetch from a warehouse so what’s the point of being able to store food in it? Now I have 200 food sitting there I can’t touch. I thought it makes sense to have all campfires deliver to the warehouse and then have a single fetch from the galley to the warehouse…but apparently this isn’t possible.
Is this a bug that is new? I cannot right click and drag to rotate the camera anymore?
I know the game is not supposed to be a copy of a pirate classic from Sid, but seeing all those iconic locations in modern graphics really make me wish for a new game that will have all the rpg elements like sword duels, land exploration, big strategical city battles, tavern visits etc. It's been 22 years and Sid Meier's Pirates still holds up as the best rounded pirate rpg experience to date, but ofc Corsair Cove is also fantastic in it's own way ^ ^
I just built my first tier four ship but one of my camps is super cranky because the flow of turtle soup is not happening as fast as they want because my waterfall is apparently running out of water. Now it only produces at 50%.
This is just really irritating. I set up a production and logistics flow for turtle soup and now I have to set up a different one because it ran out of water.
This isn't fun. The game stops being fun when you spend most of your time trying to figure out logistics puzzles instead of doing pirate stuff.
And don't even get me started on what happens when the salt deposits start running out. This island is in the middle of the ocean and I'm going to be running out of salt? Come on now.
I think the developers need to tone down the level of demand required to keep tier 3 and 4 crews happy. It makes the game unfun.
I'm sure some of you disagree. That's okay. I just have no enthusiasm for this game right now. It was so cool at first and now I spend most of my time putting out logistics fires.
Also, it's an island but we can't use ships to move large quantities of goods around the island? This seems like a huge oversight.
Buenas a todos! Me preguntaba qué recursos hacen falta y cuales puedo quitar una vez que llegas a nivel 6 de barcos. Ahora mismo tengo dos barcos 4+ y me gustaría pasarme directamente a los de nivel 6 y quitar todas las cadenas de producción innecesarias. Agradecería un resumen de algún pirata de nivel 6!
im not quite sure when i should start a mission. should all my stats be in the green or is it okay if my stats are a little bit lower?
I've built 300+ tents but the drifters count won't increase, what am I missing here?
Can we get a timer on our ships for when they are going to reach their destination?
Edit: My bad, needed more explanation. I was looking at my screen playing the game and it made total sense when I wrote the post.
The timer appears above the ship traveling, yes, but if I’m looking at my camp, I would like to know how much time is left for my ship to reach its destination.
I think a timer on the ship card on the bottom left corner of the main UI would be helpful.
I don't really understand what defines what kind of cards I get. I know that they are depended on the task at hand (e.g. gain distance, do damage etc...) but what about the different kind of cards I have to choose from. See screenshot, there are two cards that do exactly the same but cost different amount of resources. And even worse is that the cheaper one is better!! Is it the kind of sailers that defines it or is it random? I don't fully understand. please help
So, I am absolutely digging Corsair Cove. I haven't played any of the Anno games, but I have played Timerborn, and there's certainly a few similarities (though fewer beavers).
But I was thinking - my pirate settlement reminds me a lot of the Sherwood Forest camp in Robin Hood: Prince of Thieves, with crazy ladders going everywhere. I was thinking that if Limbic needed a subject for their next game, Robin Hood might be a lot of fun - sending your Merry Men out to rob the rich, deciding how much to give back to the poor, gradually assembling commanders from among the legendary characters (Little John, Friar Tuck, Will Scarlett, etc.). You could even expand the card-based combat to actually have some dueling or an archery mini-game.
Just a thought.
It's late.... what I am missing here???
The Bombardiers needs medicine and boots, that I have, and an Outfitter building. It's all there, and the building is two building away.... what I am missing here?
Solution : Found it while typing this! I had to assign the Outfitter building to the same Pirate Camp associated with the Pier.