Gaming Guide

Corsair Cove: Every Building and Its Build Cost

A full reference to every structure you can raise in the pirate colony, with the exact resources each one needs.

A full reference to every structure you can raise in the pirate colony, with the exact resources each one needs.

Corsair Cove is a vertical pirate management sim from Limbic Entertainment and Hooded Horse, and its whole economy runs on the buildings you place across the cliffs. There are well over 140 structures in total, split into housing, production, community, and principal types. Each one costs a specific mix of resources, and most stay locked until you push progress on the Technology Compass.

Quick answer: Every building needs a set amount of Planks, Stone Blocks, Coins, Tabby, Rope, Sails, Silver, or Hardwood. Gather the exact materials listed below, keep the plot connected to a Pirate Camp, and the structure completes once construction finishes.

Illustration
Image via Hooded Horse

How building works in Corsair Cove

Before a structure can go down, it has to sit within reach of a Pirate Camp. That camp houses and supplies the workers for every building tied to it. A handful of structures need no connection at all, but the vast majority must be linked to the haven through roads, rope bridges, cliff paths, or ladders. Construction will not even begin until that connection exists, and the building stops working the moment it is cut off.

Most buildings also need a set number of workers. If there are not enough Drifters on the island, the structure sits idle, because it cannot run on partial staffing. You can switch any building off at any time to free its workers or to control how resources flow around the island.

New buildings open up as you advance the Compass. Unlocking a new tier of ship reveals a fresh set of structures, and anything required to sustain that ship’s crew unlocks automatically once the ship is built. The Marketplace, for example, only appears after your first Tier 4 Prowler or Destroyer-class ship leaves a pier.


Build costs for every Corsair Cove building

The table below lists each structure alongside the exact resources it needs. The Woodcutter has no listed material cost, so you can place it freely to start your first wood supply chain.

BuildingCost
Aerial Lift300 Coins
Apothecary20 Planks, 35 Stone Blocks
Arsenal50 Stone Blocks
Barber Surgeon30 Planks, 25 Stone Blocks
Bird Catcher10 Planks, 20 Stone Blocks
Bloody Banner10 Coins
Bloody Cabin30 Stone Blocks
Bloody House30 Tabby
Bloomery15 Planks, 35 Stone Blocks
Blubber Pot20 Stone Blocks, 15 Tabby
Bosun’s Depot20 Planks
Bounty Hunters’ Guildhall200 Coins, 75 Stone Blocks, 25 Sails
Brawler Arena500 Coins, 75 Stone Blocks, 25 Sails
Brewery20 Planks
Buccaneer Grill30 Planks
Cabaret200 Coins, 75 Planks
Campfire10 Planks
Cannon Foundry25 Planks, 50 Stone Blocks
Cartographer500 Coins, 75 Stone Blocks
Cassava Oven30 Planks, 25 Stone Blocks
Cassava Picker25 Planks
Chain Smith30 Planks, 20 Stone Blocks
Charburner30 Planks
Cider Press30 Planks
Cistern20 Planks
Classy Banner10 Coins
Classy Cabin5 Coins, 10 Stone Blocks
Classy House10 Coins, 25 Tabby
Cobbler25 Planks, 25 Stone Blocks
Cochineal Harvester30 Stone Blocks
Cooper30 Planks
Copper Mine30 Planks, 30 Stone Blocks
Copper Smith35 Planks, 20 Stone Blocks, 500 Coins
Corsair Cuisine500 Coins, 75 Stone Blocks, 25 Sails
Crosswater Pier70 Planks, 70 Stone Blocks, 30 Rope
Crow’s Nest100 Coins, 50 Planks
Deep-Water Pier120 Planks, 90 Stone Blocks, 60 Tabby, 100 Silver, 50 Coins
Distillery30 Planks
Egg Thief20 Planks
Elevator50 Coins
Entertainers’ Guildhall500 Coins, 75 Stone Blocks, 15 Rope
Expedition Supplier35 Planks
Eyepatch Maker25 Planks, 25 Stone Blocks
Fancy Banner10 Coins
Fancy Cabin12 Coins
Fancy House25 Coins
Fishing Hut20 Planks
Flag Maker30 Planks
Galley20 Planks
Gambling Den100 Coins, 100 Planks
Gibbet25 Coins, 15 Rope
Golden Palace2,000 Coins, 200 Tabby, 500 Silver
Grand Market500 Coins, 75 Tabby, 150 Silver
Great Lighthouse2,000 Coins, 200 Tabby, 500 Silver
Guano Gatherer30 Planks
Hammermill15 Planks, 30 Stone Blocks
Herbalist30 Planks
Ink Maker30 Planks, 25 Stone Blocks
Iron Caster30 Hardwood, 40 Stone Blocks
Iron Mine30 Hardwood, 30 Stone Blocks
Jeweller40 Stone Blocks, 30 Tabby
Lamp Maker30 Stone Blocks, 30 Tabby
Large Gun Tower100 Stone Blocks, 100 Tabby
Lead Mine40 Planks, 20 Stone Blocks
Lead Smelter25 Planks, 45 Stone Blocks
Lead Workshop20 Planks, 45 Stone Blocks
Leafcutter25 Planks
Limb Maker30 Planks, 25 Stone Blocks
Lime Kiln25 Planks, 30 Stone Blocks
Loan Shark500 Coins, 75 Stone Blocks, 15 Rope
Loot Pile5 Planks
Marketplace30 Stone Blocks
Mast20 Coins
Master Carver25 Planks, 15 Stone Blocks
Master Shipwright30 Planks, 30 Stone Blocks, 500 Coins
Master Tailor30 Planks, 30 Tabby
Medium Gun Tower70 Stone Blocks, 20 Tabby
Mercenaries’ Guildhall200 Coins, 75 Stone Blocks, 25 Sails
Military Fortress100 Stone Blocks, 100 Tabby, 1,000 Coins
Moonshine Still5 Planks
Ocean Colosseum2,000 Coins, 200 Tabby, 500 Silver
Outfitter30 Planks, 25 Stone Blocks
Pearl Diver25 Planks, 25 Tabby
Pig Herder30 Planks
Pigment Maker30 Planks, 25 Stone Blocks
Pineapple Grove30 Planks
Pirate Camp30 Planks
Pirate Den20 Hardwood, 10 Stone
Pistol Maker25 Stone Blocks, 25 Tabby
Powdermill25 Planks, 25 Stone Blocks
Provisioner30 Planks, 500 Coins
Quarry25 Planks
Quartermaster500 Coins, 75 Stone Blocks, 150 Silver
Rising Sun500 Coins, 75 Stone Blocks, 15 Rope
Rope Maker25 Planks
Rotisserie25 Planks, 25 Stone Blocks
Sail Maker30 Planks, 20 Stone Blocks
Saltern25 Planks, 30 Stone Blocks
Salty Banner10 Coins
Salty Cabin10 Planks, 15 Rope
Salty House30 Rope, 20 Sails
Salvage Dock100 Coins, 50 Planks
Sawmill10 Hardwood
Shallow Pier30 Planks
Shell Fisher40 Planks, 20 Stone Blocks
Shipwreck60 Planks
Shipwrights’ Guildhall500 Coins, 75 Stone Blocks, 15 Rope
Shot Tower40 Stone Blocks, 20 Tabby
Shrine of the Sea200 Coins, 75 Stone Blocks, 15 Rope
Silver Smith30 Stone Blocks, 25 Tabby
Slop Shop30 Planks, 30 Stone Blocks
Small Gun Tower50 Stone Blocks
Soup Kitchen10 Planks, 20 Tabby
Spy Nest500 Coins, 50 Planks, 15 Rope
Spyglass Maker25 Planks, 20 Stone Blocks
Statue200 Coins, 75 Stone Blocks
Steel Foundry40 Stone Blocks
Stew Kitchen20 Planks
Stonecutter12 Planks
Sugar Cane Farm30 Planks
Tabby Cradle30 Planks, 25 Stone Blocks
Tack Oven35 Planks
Tanner25 Planks, 25 Stone Blocks
Tar Boiler20 Planks, 20 Stone Blocks
Tar Kiln25 Planks
Tavern15 Planks
Tent2 Planks
Tinkerer30 Planks, 20 Stone Blocks, 500 Coins
Tool Maker25 Planks, 30 Stone Blocks
Trade Pier60 Planks, 60 Stone Blocks, 20 Rope, 500 Coins
Trading Post100 Coins, 50 Planks
Turtle Catcher20 Planks, 25 Tabby
Voodoo Shack500 Coins, 150 Planks, 15 Rope
Warehouse25 Coins, 10 Planks
Weapon Smith20 Planks, 50 Stone Blocks
Weaver25 Planks, 15 Stone Blocks
Well500 Coins, 75 Stone Blocks
Wood Workshop25 Planks, 15 Stone Blocks
WoodcutterNo material cost
Zip Line10 Coins

The four building categories

Every structure falls into one of four groups, and knowing which is which helps you plan where to spend resources first.

CategoryRole
CommunityCore buildings of the haven, such as the Galley, Tavern, Outfitter, and piers.
HousingBeds for pirates, from the basic Tent up to Bloody and Classy Houses.
ProductionStructures that gather or refine resources, like the Woodcutter, Sawmill, and Quarry.
PrincipalCompass-unlocked buildings with strong, varied effects, such as the Golden Palace and Great Lighthouse.

Placement rules that block construction

Some buildings will not accept just any plot. A Pirate Camp must not be placed close to another Pirate Camp. Piers only go on a Pier Slot, and each gun tower has to face an Attack Point to defend the island. Several structures also upgrade in place rather than being built fresh.

BuildingPlacement or upgrade condition
Pirate CampMust not be close to another Pirate Camp.
Shallow PierMust be built on a Pier Slot (max level 3).
Trade PierCan be upgraded from a Shallow Pier (max level 5).
Deep-Water PierCan be upgraded from a Trade Pier (max level 6).
Small Gun TowerMust face an Attack Point.
Medium Gun TowerFaces an Attack Point; upgrades from Small Gun Tower.
Large Gun TowerFaces an Attack Point; upgrades from Medium Gun Tower.

Note: A building will not start construction if it has no connection to the haven, and it stops operating if that link is later removed. If a structure is placed but never begins working, check that a road, bridge, or ladder actually reaches it and that enough Drifters are free to staff it.


Keeping production chains supplied

Buildings that turn one good into another rely on Fetchers, pirates assigned to carry resources one way between two structures. Every route needs its own Fetcher. To set one up, click an input resource on the consuming building, then click the resource icon on the building that produces it.

Each producer stores its output in its own internal storage, shown as a large icon with a blue meter. When pickups outpace production, that meter drops. This is the Drain value, and when drain exceeds production for something essential, the fix is usually a second copy of the same building placed to shorten the route.

Route efficiency shows up as colored lines: green for high, yellow for medium, and red for low. If input storage empties because a Fetcher is stuck waiting at a source that is not producing, the link icon turns into a red hourglass, flagging a broken supply chain. Rerouting or adding a building along a red line is the quickest way to keep upkeep flowing.

With the full cost table in hand and the connection rules in mind, you can prioritize the cheap early structures like the Woodcutter, Sawmill, Quarry, and Galley, then work toward the expensive principal buildings as the Compass opens them up.