ColonyBy Corsair Cove Guide EditorialPublished

Corsair Cove Housing Database

Filter housing by capacity and progression path without guessing an unavailable cost.

Original vertical haven diagram with connected buildings at several heights
Housing supports the pirates assigned to each camp; extra capacity prevents sudden shortages.
Table of contents

Housing table

Compare capacity before choosing a path

Filter opening housing or a Principle family, then compare the number of pirate spaces each building adds.

9 housing options

Opening housing

Tent

2pirate spaces

Cost: 2 Planks

3 Notoriety

Classy Cabin

12pirate spaces

12 Notoriety

Classy House

25pirate spaces

3 Empire

Bloody Cabin

8pirate spaces

12 Empire

Bloody House

20pirate spaces

3 Seafaring

Salty Cabin

8pirate spaces

12 Seafaring

Salty House

20pirate spaces

3 Wealth

Fancy Cabin

12pirate spaces

12 Wealth

Fancy House

25pirate spaces

The housing filter above compares capacity and the Principle points required to unlock each design.

Opening capacity

A Tent houses two pirates and is available without a Principle gate. It is the flexible opening option, but its small capacity can create a large footprint.

Principle housing

Each Principle offers a cabin at 3 points and a house at 12 points. Notoriety and Wealth housing provide the larger capacities in the listed set; Empire and Seafaring offer their own themed pairs.

Housing choice is a space-and-progression decision, not a universal ranking. Use the capacity filter to find what fits the camp you have already chosen.

Keep spare room

New production, construction, and pier staffing can consume available pirates quickly. Leave capacity before starting a large build, then run the camp expansion checklist to verify local upkeep and connections.

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