Gaming Guide

Corsair Cove Production Chains That Run at 100% Efficiency

The exact building ratios that keep every producer fed and every workshop busy, using base output rates with no upgrades required.

The exact building ratios that keep every producer fed and every workshop busy, using base output rates with no upgrades required.

In Corsair Cove, most goods are made through production chains where raw deposits feed workshops, and those workshops feed the next step. A chain hits 100% efficiency only when the number of buildings at each stage matches the flow of goods so nothing sits idle and nothing starves. The ratios below use base output values, so they hold without any Compass boosts or upgrades applied.

Quick answer: Match building counts to the output rates shown below. For example, one Woodcutter feeds exactly two Sawmills to keep Planks flowing at full speed, and one Quarry feeds three Stonecutters for Stone Blocks.


What makes a production chain “perfect”

Each building has a fixed output rate per cycle. A Woodcutter produces Hardwood at a certain pace, while a Sawmill consumes Hardwood at a slower pace to make Planks. A perfect chain places just enough downstream buildings to consume everything the upstream stage produces, and no more. Add too few and inputs pile up; add too many and workshops sit half-empty.

Every chain reads from left to right. Raw deposits and gatherers come first, intermediate workshops sit in the middle, and the final product building sits last. The number before each building is how many of that building you need to keep the balance intact.

Note: These ratios assume each building is fully staffed and connected to a Pirate Camp with Fetchers assigned. A balanced chain still stalls if a leg runs on a yellow or red path, so keep the whole line on reachable ground before counting on the numbers.


Construction resource chains

Final productBalanced building ratio
Planks1x Woodcutter (Hardwood) → 2x Sawmill
Stone Blocks1x Quarry (Stone) → 3x Stonecutter
Tabby1x Lime Kiln (Lime) + 1x Shell Fisher (Seashells) → 2x Tabby Cradle

Food chains

Final productBalanced building ratio
Pig Stew1x Pig Herder (Pig) → 2x Buccaneer Grill
Fish Stew1x Fishing Hut (Fish) + 1x Cistern (Fresh Water) → 2x Stew Kitchen
Cassava Bread3x Cassava Picker (Cassava Roots) + 1x Saltern (Salt) → 3x Cassava Oven
Turtle Soup1x Turtle Catcher (Turtles) + 1x Cistern (Fresh Water) → 2x Soup Kitchen
Roast Bird1x Bird Catcher (Birds) + 2x Herbalist (Herbs) → 3x Rotisserie
Hardtack1x Cassava Picker + 1x Saltern → 1x Cassava Oven (Cassava Bread), plus 2x Herbalist (Herbs) → 4x Provisioner

Drink chains

Final productBalanced building ratio
Cider1x Pineapple Grove (Pineapple) → 1x Cider Press
Beer1x Egg Thief (Eggs) + 1x Cistern (Fresh Water) → 2x Brewery
Rum3x Sugar Cane Farm (Sugar Cane) + 1x Woodcutter → 1x Cooper (Barrel) → 3x Distillery

Ship material chains

Final productBalanced building ratio
Rope1x Leafcutter (Fibre) → 3x Rope Maker
Sails1x Woodcutter → 3x Wood Workshop (Wooden Awl) + 1x Leafcutter (Fibre) → 3x Weaver (Fabric) → 3x Sail Maker
Pitch1x Woodcutter + 1x Quarry → 1x Charburner (Charcoal) → 1x Tar Kiln (Tar); 1x Woodcutter → 2x Cooper (Barrel) → 2x Tar Boiler
Figurehead1x Cochineal Harvester + 1x Lime Kiln → 2x Pigment Maker (Colour Pigment) + 2x Woodcutter → 2x Master Carver
Jolly Roger1x Cochineal Harvester + 1x Lime Kiln → 1x Pigment Maker (Colour Pigment); 1x Leafcutter + 1x Woodcutter → 1x Wood Workshop → 1x Weaver (Fabric) → 1x Flag Maker
Fittings1x Woodcutter + 1x Quarry → 1x Charburner (Charcoal); 1x Copper Mine → 1x Bloomery (Copper) → 2x Hammermill

Crew equipment chains

Final productBalanced building ratio
Boots1x Pig Herder + 1x Saltern → 1x Tanner (Leather) + 1x Woodcutter → 1x Wood Workshop (Wooden Awl) → 2x Cobbler
Slops1x Leafcutter + 1x Woodcutter → 1x Wood Workshop → 1x Weaver (Fabric); 1x Saltern + 2x Pig Herder → 3x Tanner (Leather) → 3x Slop Shop
Medicine2x Herbalist (Herbs) + 1x Cistern (Fresh Water) → 2x Apothecary
Tattoo Ink1x Cochineal Harvester + 1x Lime Kiln → 1x Pigment Maker (Colour Pigment) + 1x Cistern (Fresh Water) → 4x Ink Maker
Eyepatch1x Pig Herder + 1x Saltern → 1x Tanner (Leather) + 1x Leafcutter (Fibre) → 3x Eyepatch Maker
Fancy Clothing1x Leafcutter + 1x Woodcutter → 1x Wood Workshop → 1x Weaver (Fabric) + 1x Pearl Diver (Pearl) → 2x Master Tailor

How to confirm a chain is balanced

Once a chain is built to the ratio above, watch the output bins and worker states. A balanced line shows every building actively producing rather than flashing an idle or starved warning. If a workshop shows full output that never clears, the stage after it is undersized or missing a Fetcher. If a workshop keeps running dry, the stage before it cannot keep up, or a haul route is too slow to deliver in time.

Weapon production chains follow the same logic, but their exact balanced ratios are not yet pinned down. Until they are, apply the same rule for any chain you build yourself. Read each building’s output rate, then place downstream buildings until their combined demand matches that output without overshooting.