
Crew
Crew, drifters, and Cohesion
Population is labor and liability. Assign fetchers with care, house new arrivals, and keep Cohesion above zero.
Drifters are unassigned pirates. Fetchers move goods along connected routes. Builders raise structures when drifters stay free. If every body is locked into production, construction stalls and red routes spread.
Drifters and fetchers
How unassigned pirates become builders and haulers, and why a reserve matters.
Cohesion guide
The colony wide meter that ends a run at zero. Food, drink, housing, and story hits.
Pirate Camp
Camp radius sets who counts as housed and which services they can reach.
Galley
Turns stew and other meals into fed pirates inside camp range.
Tavern
Drink access as population grows. Scale taverns with headcount.
Stew
Early meal good that keeps the first camps alive through Story Mode.
Rum
Distilled drink demand for mid game camps and ship stores.
