Beds & housing
Each Pirate Camp has a shelter cap. Exceed it and new arrivals have nowhere to sleep — even if the rest of your economy is fine.
Check the camp, not the island
Select a Pirate Camp to see current housing vs capacity. The base camp shelters a decent headcount on its own — enough for early expansion — but each new terrace or island area needs its own housing plan inside that camp's zone.
Add housing inside the camp area
Place tents, cabins and houses inside the camp boundary to raise shelter. Housing buildings only count toward the camp they sit in. See the housing table for exact capacity per structure.
Principle housing upgrades
Later principle paths unlock larger hand houses and cabins (Empire, Notoriety, Seafaring, Wealth variants). They replace early tents with much higher capacity — plan principle points if your colony is population-heavy.
Symptoms of zero beds
Immigrants stall, morale drops, or buildings show workers but population stops growing. Fix connectors first (so housing can be built), then add beds before you expand production that attracts more pirates.