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Corsair Cove DB

Fetchers & production

Workshops do not pull goods from the whole island — only from connected storage along the same camp network.

Hands vs fetchers

Hands work inside a building once inputs are on site. Fetchers carry goods along connectors from warehouses and other storage to buildings that need them. If hands stand idle, check the input stockpile first — not the job count.

Booze → tavern chain

A common stall: the distillery runs, but the tavern never serves drink. The tavern only receives booze that fetchers can reach along connected storage. Link distillery output (or a warehouse beside it) to the tavern with connectors through the same Pirate Camp network.

Galley / food buildings

Feeding buildings behave the same way — they need connected inputs (hardtack, stew, etc.) and enough hands assigned. Unlock order matters: build the camp connector first, then housing, then production that feeds your population.

Logistic efficiency

Shorter connector paths and midpoint warehouses raise throughput. Use the production planner to see which raw buildings feed a finished good, then place storage where fetchers walk the fewest hops.