Master reference for every building in Tropico 2: Pirate Cove.
All data cross-referenced across: official manual ("Pirate's Book o' Lore"), Brady Games Official Strategy Guide, Tropico Fandom Wiki, and Steam Community research.
Confidence Badges
| Badge |
Meaning |
| VERIFIED |
Confirmed by official manual AND at least one other source |
| HIGH |
From single official source (manual or Brady guide) |
| MEDIUM |
1-2 credible community sources |
| LOW |
Single source or player speculation |
| MISSING |
Known data gap |
When sources conflict, the most reliable value is listed first with the conflict noted.
Table of Contents
- Starting / Free Structures
- Lumber Economy
- Food / Corn Economy
- Iron Economy
- Weapons
- Nautical
- Captive Support
- Fear & Order Structures
- Entertainment -- Early Game
- Entertainment -- Mid-Game
- Entertainment -- Late Game
- Pirate Housing
- Bonus Commodity Production
- Money Management
- Anarchy & Defence Structures
- Pirate Improvement (Outfitting)
- Pirate Schools
- Decor
- Production Chain Reference
- Building Unlock Dependency Tree
- Entertainment Tier Reference
- Efficiency Tips
1. Starting / Free Structures
These buildings are available from the very beginning of every game. They cost no gold and either zero lumber or trivial amounts. Construction Tents, Chuck Tents, and Timber Camps are placed instantly with no lumber cost. VERIFIED
Palace
| Stat |
Value |
Confidence |
| Category |
Starting |
-- |
| Lumber Cost |
0 (pre-placed) |
VERIFIED |
| Gold Cost |
$0 |
VERIFIED |
| Workers |
Guards (pirates) |
HIGH |
| Aura |
Defence + Order |
VERIFIED |
| Unlock |
Always available (pre-placed) |
VERIFIED |
Your pirate estate and seat of power. Emanates both defence and order auras. The aura effect improves with the size of your personal hoard. Guards assigned here protect against captive rebellions. If rebels breach the palace and outnumber guards, you lose the game. VERIFIED
Stockade
| Stat |
Value |
Confidence |
| Category |
Starting |
-- |
| Lumber Cost |
0 (pre-placed) |
VERIFIED |
| Gold Cost |
$0 |
VERIFIED |
| Workers |
Guards (pirates), Overseers (pirates) |
HIGH |
| Aura |
Fear + Order |
VERIFIED |
| Unlock |
Always available (pre-placed) |
VERIFIED |
Residence for unemployed captives. Skilled captives without matching buildings report here. Emanates fear and order auras. Check the stockade to see who is not working. VERIFIED
Construction Tent
| Stat |
Value |
Confidence |
| Category |
Starting / Free |
-- |
| Lumber Cost |
0 |
VERIFIED |
| Gold Cost |
$0 |
VERIFIED |
| Workers |
Builders (unskilled captives + unemployed pirates) |
VERIFIED |
| Construction |
Instant placement |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Required to construct most buildings. Workers employed here build nearby structures. Build multiple tents near different construction zones. Can be bulldozed and rebuilt freely at no cost. Construction tents also provide employment for unemployed pirates and excess captives at regular wages. VERIFIED
Chuck Tent
| Stat |
Value |
Confidence |
| Category |
Starting / Free |
-- |
| Lumber Cost |
0 |
VERIFIED |
| Gold Cost |
$0 |
VERIFIED |
| Workers |
Cook (unskilled female or skilled cook) |
HIGH |
| Input |
Corn |
VERIFIED |
| Output |
Slop (2 corn = 1 slop) |
VERIFIED |
| Construction |
Instant placement |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Provides food for working captives. Captives are released from work to eat here. Station near captive work sites. Skilled cooks prepare food significantly faster. VERIFIED
Timber Camp
| Stat |
Value |
Confidence |
| Category |
Starting / Free |
-- |
| Lumber Cost |
0 |
VERIFIED |
| Gold Cost |
$0 |
VERIFIED |
| Workers |
Lumberjacks (unskilled male or skilled lumberjack) |
HIGH |
| Output |
Wood (raw logs) |
VERIFIED |
| Construction |
Instant placement |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Harvests logs from nearby trees. Place near large trees AND near a sawmill. Replace when trees in the area are depleted. Do not bulldoze until haulers have picked up all stored wood. Skilled lumberjacks notably accelerate output. VERIFIED
Community tip: Place free timber camps all over the map early to bank wood before trees potentially disappear. MEDIUM
2. Lumber Economy
Sawmill
| Stat |
Value |
Confidence |
| Category |
Lumber |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Lumberjacks (unskilled male or skilled lumberjack), Hauler |
HIGH |
| Input |
Wood (from timber camps) |
VERIFIED |
| Output |
Lumber (2 wood = 1 lumber) |
VERIFIED |
| Unlock |
Always available (one pre-placed at game start) |
VERIFIED |
Converts raw wood into usable lumber at a 2:1 ratio. Every game starts with one sawmill. Building a second is almost always worthwhile -- multiple sawmills process wood faster. Lumber is displayed in the UI as the sum of all lumber stored across all sawmills. VERIFIED
Community tip: Multiple sawmills pay off long-term. Build a second as soon as timber camps produce sufficient wood. MEDIUM
3. Food / Corn Economy
Corn Farm
| Stat |
Value |
Confidence |
| Category |
Food |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Farmers (unskilled male/female or skilled farmer) |
HIGH |
| Output |
Corn |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Produces corn, the foundational resource. Corn feeds chuck tents (slop), breweries (beer), and sea rations factories. Place on fertile land. VERIFIED
Sea Ration Factory
| Stat |
Value |
Confidence |
| Category |
Food / Nautical Supply |
-- |
| Lumber Cost |
10 |
HIGH |
| Gold Cost |
MISSING |
-- |
| Workers |
Unskilled captives, Hauler |
HIGH |
| Input |
Corn |
VERIFIED |
| Output |
Sea Rations (2 corn = 1 ration) |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Produces sea rations required for ALL ship voyages. Ships cannot sail without rations. "Always a top priority" per Brady guide. Place near corn farms and build early. Haulers deliver rations to docks. VERIFIED
4. Iron Economy
Iron Mine
| Stat |
Value |
Confidence |
| Category |
Iron |
-- |
| Lumber Cost |
10 |
HIGH |
| Gold Cost |
MISSING |
-- |
| Workers |
Miners (unskilled male or skilled miner) |
HIGH |
| Output |
Iron Ore |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Produces iron ore. Place near dark green mineral deposits (use iron overlay to find -- red = poor, green = rich). Do not place directly on top of deposits. Skilled miners improve production significantly. VERIFIED
Blast Furnace
| Stat |
Value |
Confidence |
| Category |
Iron |
-- |
| Lumber Cost |
20 |
HIGH |
| Gold Cost |
MISSING |
-- |
| Workers |
Smiths (unskilled male or skilled blacksmith), Hauler |
HIGH |
| Input |
Iron Ore |
VERIFIED |
| Output |
Pig Iron (2 iron ore = 1 pig iron) |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Converts iron ore into pig iron at a 2:1 ratio. Build near mine, facing toward docks for efficient hauling. No skilled worker required, but operates much faster with skilled blacksmiths. VERIFIED
5. Weapons
Blacksmith (Blacksmithy)
| Stat |
Value |
Confidence |
| Category |
Weapons |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Smiths (unskilled male or skilled blacksmith), Hauler |
HIGH |
| Input |
Pig Iron |
VERIFIED |
| Output |
Cutlasses (2 pig iron = 1 cutlass) |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Produces cutlasses from pig iron. No skilled worker requirement. Build near blast furnaces, facing toward docks. Cutlasses are the most critical weapon -- even ships using "Pound 'em" orders need cutlasses as a fallback when boarded. VERIFIED
Gunsmith (Gunsmithy)
| Stat |
Value |
Confidence |
| Category |
Weapons |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled gunsmith only (no unskilled option), Hauler |
VERIFIED |
| Input |
Pig Iron |
VERIFIED |
| Output |
Muskets (2 pig iron = 1 musket) |
VERIFIED |
| Unlock |
Skilled Gunsmith captive |
VERIFIED |
Produces muskets. Required for "Harass 'em" cruise orders. Only skilled gunsmiths can operate this building -- no unskilled workers allowed. VERIFIED
Cannon Foundry
| Stat |
Value |
Confidence |
| Category |
Weapons |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled engineer only (no unskilled option), Hauler(s) |
VERIFIED |
| Input |
Pig Iron + Wood |
VERIFIED |
| Output |
Cannons (wood + pig iron = cannons) |
VERIFIED |
| Unlock |
Skilled Engineer captive |
VERIFIED |
Produces cannons. Required for "Pound 'em" and "Harass 'em" orders. Only skilled engineers can operate this building. Has two haulers (one for pig iron, one for wood). Cannons can also be sold through Smuggler's Cove for significant revenue. VERIFIED
6. Nautical
Dock
| Stat |
Value |
Confidence |
| Category |
Nautical |
-- |
| Lumber Cost |
5 |
HIGH |
| Gold Cost |
$0 |
HIGH |
| Workers |
Haulers |
HIGH |
| Unlock |
Always available |
VERIFIED |
Required for ships -- one dock per pirate ship, plus one extra for management flexibility. Must be built over water with a road ramp adjacent to a road on the beach. The road ramp must point toward shore, and the sea/beach line where road meets ramp must be straight across a whole tile (not diagonal). Use 'G' key to see the tile grid. VERIFIED
Haulers bring sea rations and weapons to the dock for loading onto ships. Skeleton haulers are particularly effective here since docks are often in anarchic entertainment zones. VERIFIED
Community tip: Cluster all docks together on the same side of the island. Rebuild original docks in better locations if needed. Some maps prevent adjacent dock placement. MEDIUM
Boatyard
| Stat |
Value |
Confidence |
| Category |
Nautical |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled shipwright only (no unskilled option) |
VERIFIED |
| Output |
Small ships (Snow, Schooner, Sloop) |
VERIFIED |
| Unlock |
First Skilled Shipwright captive |
VERIFIED |
Builds small ships from lumber and gold. Must be built near water (NOT over water like docks). Requires empty area of sea nearby for ships under construction. Adds to island defence. Up to 3 shipwrights accelerate construction. VERIFIED
Shipyard
| Stat |
Value |
Confidence |
| Category |
Nautical |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
$800 |
VERIFIED |
| Workers |
Skilled shipwright only (no unskilled option) |
VERIFIED |
| Output |
All ships (small and large: Brigantine, Frigate, Galleon) |
VERIFIED |
| Unlock |
Skilled Shipwright captive |
VERIFIED |
Builds both small and large ships. Required for large ships (Brigantine, Frigate, Galleon). More expensive than Boatyard but essential for fleet expansion. Multiple shipwrights (up to 3) accelerate construction. VERIFIED
Ship Construction Costs
| Ship |
Lumber |
Gold |
Built At |
Confidence |
| Snow |
20 |
$0 |
Boatyard or Shipyard |
VERIFIED |
| Schooner |
30 |
$100 |
Boatyard or Shipyard |
VERIFIED |
| Sloop |
50 |
$250 |
Boatyard or Shipyard |
VERIFIED |
| Brigantine |
70 |
$500 |
Shipyard only |
MEDIUM -- Wiki says 70, Brady OCR says 75 |
| Frigate |
125 |
$1,000 |
Shipyard only |
VERIFIED |
| Galleon |
150 |
$1,000 |
Shipyard only |
VERIFIED |
Note on Brigantine lumber cost: The Wiki lists 70 lumber, but the Brady Games guide OCR appears to say 75. This may be an OCR error. The Wiki value of 70 is used as primary. MEDIUM
7. Captive Support
Bunkhouse
| Stat |
Value |
Confidence |
| Category |
Captive Support |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
None |
HIGH |
| Function |
Rest for working captives |
VERIFIED |
| Unlock |
Always available |
HIGH |
Provides rest for working captives. More satisfying sleep than sleeping on the ground. Build near captive work sites. Captives without a nearby bunkhouse sleep on the ground and get less rest, reducing their resignation. VERIFIED
Hotel
| Stat |
Value |
Confidence |
| Category |
Captive Support |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
MISSING |
-- |
| Function |
Rest for wealthy captives |
HIGH |
| Unlock |
MISSING |
-- |
Provides rest for wealthy captives specifically. Community consensus is that Inns outperform Hotels because Inns satisfy Grub, Grog, and Rest in one visit, while Hotels only handle rest. MEDIUM
Church
| Stat |
Value |
Confidence |
| Category |
Captive Support |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Priests (unskilled male or skilled priest) |
VERIFIED |
| Function |
Prayer for captives (increases resignation) |
VERIFIED |
| Unlock |
Skilled Priest captive |
VERIFIED |
Captives are briefly released from work to pray. Prayer makes captives more resigned. Pirates pay no attention to the church. "Particularly important in any scenario that lasts more than 8-10 years" per Brady guide. VERIFIED
8. Fear & Order Structures
Apothecary (Surgery)
| Stat |
Value |
Confidence |
| Category |
Fear / Order |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled surgeon only (no unskilled option) |
VERIFIED |
| Aura |
Order (Apothecary) / Anarchy (Surgery) |
HIGH |
| Unlock |
Skilled Surgeon captive |
VERIFIED |
The manual lists the Apothecary as emanating order (unlocked by skilled surgeon) and the Surgery as emanating anarchy (also unlocked by skilled surgeon). These appear to be the same building with dual effects or two distinct buildings unlocked by the same captive type. HIGH
Interrogation Chamber
| Stat |
Value |
Confidence |
| Category |
Fear |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
$250 |
VERIFIED |
| Workers |
MISSING |
-- |
| Aura |
Fear |
VERIFIED |
| Function |
Uncovers special information via Interrogate edict ($500/use) |
VERIFIED |
| Unlock |
MISSING |
-- |
Emanates fear. In campaign games, enables the Interrogate edict ($500 per use) to reveal invasion arrival dates and other story-specific intelligence. VERIFIED
Gallows
| Stat |
Value |
Confidence |
| Category |
Fear |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
None |
HIGH |
| Aura |
Fear |
VERIFIED |
| Unlock |
MISSING |
-- |
The sight of hanging bodies causes fear among captives. Straightforward fear aura source. HIGH
Graveyard
| Stat |
Value |
Confidence |
| Category |
Fear |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
None |
HIGH |
| Aura |
Fear |
VERIFIED |
| Function |
Raises dead pirates as skeleton haulers |
VERIFIED |
| Unlock |
MISSING |
-- |
Causes fear. Allows raising dead pirates as skeleton haulers via "Raise the Dead" edict (small gold fee). Skeleton cost increases with each purchase. Skeletons need no food or rest, never stop working, and are unaffected by anarchy. They also scare captives when they meet on roads, adding supplemental fear. Build a graveyard early -- crew casualties from cruising provide corpses. VERIFIED
9. Entertainment -- Early Game
These buildings are available from the start. They serve low-rank pirates (ranks 1-3). VERIFIED
Smuggler's Dive
| Stat |
Value |
Confidence |
| Category |
Entertainment (Drinking/Feasting) -- Tier 1 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Server (unskilled female or skilled server), Cook (unskilled female or skilled cook), Hauler |
HIGH |
| Needs Satisfied |
Drinking (Grog) + Feasting (Grub) |
VERIFIED |
| Bonus Commodities |
Beer, Bananas, Papayas |
HIGH |
| Rank Range |
1-3 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Always available |
VERIFIED |
First drinking/feasting establishment. Hauler brings beer, bananas, and papayas for service bonuses. The "4:1 rule" applies: build 4 Wench & Masseuse shacks for every 1 Smuggler's Dive to balance needs. VERIFIED
Wench & Masseuse
| Stat |
Value |
Confidence |
| Category |
Entertainment (Companionship) -- Tier 1 |
-- |
| Lumber Cost |
2 each |
HIGH |
| Gold Cost |
MISSING |
-- |
| Workers |
Wench (unskilled female or skilled wench) |
VERIFIED |
| Needs Satisfied |
Companionship (Wenching/Preening) |
VERIFIED |
| Rank Range |
1-3 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Always available |
VERIFIED |
Small individual shacks satisfying companionship needs for low-rank pirates. Cheap and quick to build (2 lumber each, instant placement). Build clusters of 4 per Smuggler's Dive. VERIFIED
Animal Pit
| Stat |
Value |
Confidence |
| Category |
Entertainment (Gambling) -- Tier 1 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Server (unskilled female or skilled server) |
HIGH |
| Needs Satisfied |
Gambling (Wagers) |
VERIFIED |
| Rank Range |
1-3 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Always available |
VERIFIED |
First gambling establishment. No commodity bonuses. Serves the lowest-rank pirates only. VERIFIED
10. Entertainment -- Mid-Game
These buildings require specific skilled captives to unlock. They serve mid-rank pirates (ranks 2-5, with overlap). VERIFIED
Cheap Eatery
| Stat |
Value |
Confidence |
| Category |
Entertainment (Feasting/Drinking) -- Tier 2 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Cook, Server, Hauler |
HIGH |
| Needs Satisfied |
Feasting (Grub) + Drinking (Grog) |
VERIFIED |
| Bonus Commodities |
Beer, Pastries |
HIGH |
| Rank Range |
2-4 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Skilled Cook captive |
VERIFIED |
Step up from Smuggler's Dive. Hauler brings beer and pastries for bonuses. Note: if the eatery drains your brewery output, the Smuggler's Cove hauler will not have enough beer to collect (hauler threshold mechanic). VERIFIED
Tavern
| Stat |
Value |
Confidence |
| Category |
Entertainment (Drinking) -- Tier 2 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Server, Hauler |
HIGH |
| Needs Satisfied |
Drinking (Grog) |
VERIFIED |
| Bonus Commodities |
Beer, Rum |
HIGH |
| Rank Range |
3-5 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Skilled Server captive |
VERIFIED |
Mid-tier drinking establishment. Hauler brings beer and rum for bonuses. Serves the transition between low and high rank pirates. HIGH
Brothel & Salon
| Stat |
Value |
Confidence |
| Category |
Entertainment (Companionship) -- Tier 2 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Wenches (unskilled female or skilled wench), Hauler |
HIGH |
| Needs Satisfied |
Companionship (Wenching/Preening) |
VERIFIED |
| Bonus Commodities |
Cigars |
HIGH |
| Rank Range |
3-5 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Skilled Wench captive |
VERIFIED |
Mid-tier companionship. Hauler brings cigars for bonus satisfaction. Community tip: keep Brothel & Salon even when Courtesan & Spa is available, due to space efficiency. MEDIUM
Gambling Den
| Stat |
Value |
Confidence |
| Category |
Entertainment (Gambling) -- Tier 2 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Server, Hauler |
HIGH |
| Needs Satisfied |
Gambling (Wagers) + Drinking (Grog) |
VERIFIED |
| Bonus Commodities |
Beer, Cigars |
HIGH |
| Rank Range |
3-5 |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Always available |
HIGH |
Step up from Animal Pit. Also partially satisfies drinking needs. Hauler brings beer and cigars for bonuses. HIGH
11. Entertainment -- Late Game
These buildings require multiple skilled captive types or rarer captives. They serve high-rank pirates (ranks 5-9). VERIFIED
Inn
| Stat |
Value |
Confidence |
| Category |
Entertainment (Feasting/Drinking) -- Tier 3 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Cook, Server, Hauler |
HIGH |
| Needs Satisfied |
Feasting (Grub) + Drinking (Grog) |
VERIFIED |
| Bonus Commodities |
Pastries, Rum |
HIGH |
| Rank Range |
5+ |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Skilled Cook AND Skilled Server captives |
VERIFIED |
Top-tier feasting and drinking. Hauler brings pastries and rum. Inns are considered superior to Hotels because they refill Grub, Grog, and Rest in a single visit. Community consensus: when Inns are available, replace all lower-tier drinking/feasting buildings with Inns. VERIFIED
Courtesan & Spa
| Stat |
Value |
Confidence |
| Category |
Entertainment (Companionship) -- Tier 3 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled courtesan only (no unskilled option), Hauler |
VERIFIED |
| Needs Satisfied |
Companionship (Wenching/Preening) |
VERIFIED |
| Bonus Commodities |
Cigars |
HIGH |
| Rank Range |
5+ |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Skilled Courtesan captive |
VERIFIED |
Top-tier companionship. Only skilled courtesans can work here (no unskilled substitute). Hauler brings cigars for bonus. Relatively few are needed compared to Inns/Casinos. Kidnap a courtesan around year 3. VERIFIED
Casino
| Stat |
Value |
Confidence |
| Category |
Entertainment (Gambling) -- Tier 3 |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Server, Hauler |
HIGH |
| Needs Satisfied |
Gambling (Wagers) + Drinking (Grog) |
VERIFIED |
| Bonus Commodities |
Rum, Cigars |
HIGH |
| Rank Range |
5+ |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
MISSING |
-- |
Top-tier gambling. Also partially satisfies drinking. Hauler brings rum and cigars. When available, replace all lower-tier gambling buildings (Animal Pits, Gambling Dens). Set prices to "Gouge 'em" for high-rank pirates and wealthy captives. VERIFIED
12. Pirate Housing
Pirate Housing Plot
| Stat |
Value |
Confidence |
| Category |
Housing |
-- |
| Lumber Cost |
Yes (amount MISSING) |
VERIFIED |
| Gold Cost |
MISSING |
-- |
| Construction |
Instant placement |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Zoned lots for pirate housing. Pirates claim plots and move in. As they gain wealth, they pay fees to upgrade their homes through three tiers: VERIFIED
| Tier |
Name |
Rank Range |
Notes |
| Basic |
Housing Plot |
1-3 |
Initial cleared lot |
| Mid |
Pirate House |
3-5 |
Self-upgraded by mid-rank pirates |
| Top |
Pirate Estate |
5+ |
Self-upgraded by high-rank pirates |
Pirate homes provide rest and a place to stash gold. Place along beachfront near docks for maximum "Stashing" satisfaction. Nice pirate homes also intimidate captives who walk by, increasing resignation. VERIFIED
Community controversy: One experienced player calls houses "useless" -- claiming stashing happiness at 0 is survivable if other needs are met, even at maximum difficulty. Housing gold is "permanently lost income" compared to using that land for entertainment. Counter-argument: the manual explicitly lists Shelter (Resting) and Hoard (Stashing) as two of eight happiness factors. Place captain houses near docks since captains are often the richest and most unhappy pirates. MEDIUM
13. Bonus Commodity Production
These buildings produce luxury goods that enhance entertainment buildings and can be sold via Smuggler's Cove.
Brewery
| Stat |
Value |
Confidence |
| Category |
Production |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Unskilled captives, Hauler |
HIGH |
| Input |
Corn |
VERIFIED |
| Output |
Beer (2 corn = 1 beer) |
VERIFIED |
| Unlock |
Always available |
VERIFIED |
Produces beer from corn. Place near corn farms. Beer is consumed by Smuggler's Dives, Cheap Eateries, Taverns, and Gambling Dens. Excess beer can be sold through Smuggler's Cove. Critical early-game building. VERIFIED
Sugar Cane Farm
| Stat |
Value |
Confidence |
| Category |
Production (Agriculture) |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Farmers (unskilled male/female or skilled farmer) |
HIGH |
| Output |
Sugar Cane |
VERIFIED |
| Unlock |
Skilled Farmer captive (to build; unskilled can work after) |
VERIFIED |
Produces sugar cane for the rum distillery. Place on fertile land. Once built, unskilled captives can work it. VERIFIED
Rum Distillery
| Stat |
Value |
Confidence |
| Category |
Production |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled distiller only (no unskilled option), Hauler |
VERIFIED |
| Input |
Sugar Cane |
VERIFIED |
| Output |
Rum (2 sugar cane = 1 rum) |
VERIFIED |
| Unlock |
Skilled Distiller captive |
VERIFIED |
Produces rum from sugar cane. Only skilled distillers can operate. Rum is consumed by Taverns, Inns, and Casinos. All excess rum is automatically sold via Smuggler's Cove if one is open. VERIFIED
Banana Farm
| Stat |
Value |
Confidence |
| Category |
Production (Agriculture) |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Farmers (unskilled male/female or skilled farmer) |
HIGH |
| Output |
Bananas |
VERIFIED |
| Unlock |
Skilled Farmer captive |
VERIFIED |
Produces bananas for the bakery. Place near fertile land for the proper fruit type. One of two inputs for pastries (paired with papaya). Also delivered directly to Smuggler's Dives as a bonus commodity. VERIFIED
Papaya Farm
| Stat |
Value |
Confidence |
| Category |
Production (Agriculture) |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Farmers (unskilled male/female or skilled farmer) |
HIGH |
| Output |
Papayas |
VERIFIED |
| Unlock |
Skilled Farmer captive |
VERIFIED |
Produces papayas for the bakery. Place near fertile land. One of two inputs for pastries (paired with banana). Also delivered directly to Smuggler's Dives as a bonus commodity. VERIFIED
Bakery
| Stat |
Value |
Confidence |
| Category |
Production |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Cook (unskilled female or skilled cook), Hauler(s) |
HIGH |
| Input |
1 Banana + 1 Papaya |
VERIFIED |
| Output |
Pastries (1 banana + 1 papaya = 1 pastry) |
VERIFIED |
| Unlock |
Skilled Cook captive |
VERIFIED |
Produces pastries. Unique 1:1:1 ratio (not the standard 2:1). Pastries are consumed by Cheap Eateries and Inns. Excess sold through Smuggler's Cove. VERIFIED
Tobacco Farm
| Stat |
Value |
Confidence |
| Category |
Production (Agriculture) |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Farmers (unskilled male/female or skilled farmer) |
HIGH |
| Output |
Tobacco |
VERIFIED |
| Unlock |
Skilled Farmer captive (to build; unskilled can work after) |
VERIFIED |
Produces tobacco for the cigar maker. Once built, unskilled captives can work. VERIFIED
Cigar Maker (Cigar Factory)
| Stat |
Value |
Confidence |
| Category |
Production |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled tobacconist only (no unskilled option), Hauler |
VERIFIED |
| Input |
Tobacco |
VERIFIED |
| Output |
Cigars (2 tobacco = 1 cigar) |
VERIFIED |
| Unlock |
Skilled Tobacconist captive |
VERIFIED |
Produces cigars. Only skilled tobacconists can operate. Cigars are consumed by Brothel & Salon, Gambling Den, Courtesan & Spa, and Casino. Excess sold through Smuggler's Cove. VERIFIED
14. Money Management
Smuggler's Cove
| Stat |
Value |
Confidence |
| Category |
Money Management / Trade |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled trader (unskilled male or skilled trader), Hauler |
HIGH |
| Accepts |
Beer, Rum, Pastries, Cigars, Weapons (all types) |
VERIFIED |
| Unlock |
Skilled Trader captive |
VERIFIED |
Sells excess produced goods to a Great Power for gold revenue. Must issue "Open the Smuggler's Cove to [Nation]" edict -- this reveals your island location to that power. Skilled traders get better prices. VERIFIED
Hauler threshold mechanic: The hauler only visits industrial buildings when stored product exceeds ~15-17 units. If entertainment buildings drain your production (e.g., Smuggler's Dive consuming all beer), the hauler never collects for the Cove. Build surplus production capacity or dedicate breweries/factories to Cove output. MEDIUM
Black Market
| Stat |
Value |
Confidence |
| Category |
Money Management |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled trader (unskilled male or skilled trader) |
HIGH |
| Function |
Buy weapons and rations at premium prices |
VERIFIED |
| Unlock |
Skilled Trader captive |
HIGH |
Allows purchasing cutlasses, muskets, cannons, and sea rations at a premium. A small 'Mask' icon appears on all ship detail dialogs for direct purchasing. The more you use it, the more expensive it gets. Skilled traders reduce costs. Essential early-game shortcut when weapon production is not yet established. VERIFIED
Skull Cave (Pirate Cave)
| Stat |
Value |
Confidence |
| Category |
Money Management / Infrastructure |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
None |
HIGH |
| Function |
Personal hoard storage |
VERIFIED |
| Unlock |
Always available (found under Infrastructure menu) |
VERIFIED |
Establishes your personal hoard. Set a percentage of future gold income to divert to the hoard. Gold only goes IN -- you can never withdraw. Settings range from "Stash Minimum" to "Stash Maximum" (up to 25% of treasury income). Hoard counts for victory scoring and carries over to the next campaign episode as starting treasury. VERIFIED
15. Anarchy & Defence Structures
Key principle: Fear and Defence auras have NO negative effects on either population. They can safely overlap any zone. Anarchy benefits pirates but makes captives restless. Order benefits captives but demoralizes pirates. VERIFIED
| Aura |
Effect on Pirates |
Effect on Captives |
| Fear |
Neutral |
Increases resignation (good) |
| Order |
Demoralizing (bad) |
Increases resignation (good) |
| Anarchy |
Satisfying (good) |
Makes restless (bad) |
| Defence |
Satisfying (good) |
Neutral |
Fort
| Stat |
Value |
Confidence |
| Category |
Defence |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Guards (pirates) |
HIGH |
| Aura |
Defence |
VERIFIED |
| Unlock |
Skilled Engineer captive |
VERIFIED |
Emanates defence aura. Provides physical protection during invasions. Place between pirate housing and entertainment areas. Essential for any large island. Ships in port also assist during invasions, but forts are the primary land defence. VERIFIED
Watchtower
| Stat |
Value |
Confidence |
| Category |
Defence |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Guards (pirates) |
HIGH |
| Aura |
Defence |
HIGH |
| Unlock |
MISSING |
-- |
Defensive observation post. Guards respond to escape and rebellion attempts. Build in entertainment districts and pirate housing zones. HIGH
Observatory
| Stat |
Value |
Confidence |
| Category |
Defence |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
MISSING |
-- |
| Aura |
Defence |
HIGH |
| Unlock |
MISSING |
-- |
Provides defence aura. HIGH
Surgery
| Stat |
Value |
Confidence |
| Category |
Anarchy |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled surgeon only (no unskilled option) |
VERIFIED |
| Aura |
Anarchy |
HIGH |
| Unlock |
Skilled Surgeon captive |
VERIFIED |
Emanates anarchy aura, which satisfies pirates. Place in pirate entertainment districts. HIGH
16. Pirate Improvement (Outfitting)
These buildings produce personal items that improve pirate traits. Use the "Outfit Pirate" edict to assign items. Each pirate can eventually have one of each item. Prioritize captains. VERIFIED
Carpenter Shop
| Stat |
Value |
Confidence |
| Category |
Improvement |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Carpenter (unskilled male/female or skilled carpenter) |
HIGH |
| Output |
Peg Legs (slow production, no input required) |
HIGH |
| Trait Improved |
Notoriety |
VERIFIED |
| Unlock |
Skilled Carpenter captive |
VERIFIED |
Produces peg legs that improve pirate notoriety. Slow production rate. Give to captains first -- notoriety makes enemies more likely to surrender, reducing battle casualties. VERIFIED
Hat Shop
| Stat |
Value |
Confidence |
| Category |
Improvement |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled hatter only (no unskilled option) |
VERIFIED |
| Output |
Scary Black Hats (slow production, no input required) |
HIGH |
| Trait Improved |
Leadership |
VERIFIED |
| Unlock |
Skilled Hatter captive |
VERIFIED |
Produces scary black hats that improve pirate leadership. Slow production. Give to captains first -- leadership causes crew to fight longer in battle. VERIFIED
Parrot Aviary
| Stat |
Value |
Confidence |
| Category |
Improvement |
-- |
| Lumber Cost |
MISSING |
-- |
| Gold Cost |
MISSING |
-- |
| Workers |
Skilled bird handler only (no unskilled option) |
VERIFIED |
| Output |
Trained Parrots (no input required) |
VERIFIED |
| Trait Improved |
Courage |
VERIFIED |
| Unlock |
Skilled Bird Handler captive |
VERIFIED |
Produces trained parrots that improve pirate courage. No input resources required. Give to captains first -- courage makes captains more likely to pursue ships and improves battle performance for all pirates. VERIFIED
17. Pirate Schools
Five school types, one per pirate skill. Use the "Educate Pirate" edict to enroll. Pirates remain in school for a period and emerge with roughly 2 skill points higher in the trained skill. They will need time to visit entertainment afterwards (needs build up while in school). VERIFIED
| School |
Skill Trained |
Unlock |
Confidence |
| School of Gunnery |
Gunnery (cannon combat) |
MISSING |
VERIFIED |
| School of Swordsmanship |
Swordsmanship (boarding combat) |
MISSING |
VERIFIED |
| School of Marksmanship |
Marksmanship (musket/pistol combat) |
MISSING |
VERIFIED |
| School of Navigation |
Navigation (avoiding getting lost) |
MISSING |
VERIFIED |
| School of Seamanship |
Seamanship (voyage duration, evasion) |
MISSING |
VERIFIED |
Skill synergy with operational orders:
- "Board 'em" ships benefit most from Swordsmanship school
- "Pound 'em" ships benefit most from Gunnery school
- "Harass 'em" ships benefit from both Marksmanship and Gunnery
- All ships benefit from Navigation and Seamanship
Community note: Patch 1.2 (not shipped with Steam version) adds a warning when a pirate's skill is already maxed during training. MEDIUM
18. Decor
Decorative elements placed anywhere on the island. Built instantly for a lumber cost. No road access needed since no one visits them. No workers required. Place in heavily used areas along busy roads. VERIFIED
| Decor Type |
Aura |
Effect |
Example |
Confidence |
| Fear Decor |
Fear |
Increases captive resignation |
Dismembered arm sculpture |
VERIFIED |
| Order Decor |
Order |
Increases captive resignation, lowers pirate happiness |
Trimmed hedge |
VERIFIED |
| Anarchy Decor |
Anarchy |
Increases pirate happiness, makes captives restless |
MISSING |
HIGH |
| Defence Decor |
Defence |
Increases pirate happiness |
Protective cannons |
VERIFIED |
Placement strategy: VERIFIED
- Captive work zones: Order and Fear decor
- Entertainment districts: Anarchy and Defence decor (but add Fear decor too for captive workers passing through)
- Pirate housing: Defence decor and Watchtowers
- Along commute paths: Whatever aura the zone needs most
19. Production Chain Reference
All production ratios are 2:1 unless noted. VERIFIED
Weapons Chain
+--> Blacksmithy --> Cutlasses
| (2 pig iron = 1 cutlass)
|
Iron Mine --> Blast Furnace --------------+--> Gunsmithy --> Muskets
(iron ore) (2 ore = 1 pig iron) | (2 pig iron = 1 musket)
| [Requires: Skilled Gunsmith]
|
+--> Cannon Foundry --> Cannons
(pig iron + wood = cannons)
[Requires: Skilled Engineer]
Lumber Chain
Trees --> Timber Camp --> Sawmill --> LUMBER
(wood) (2 wood = 1 lumber)
Food Chain
+--> Chuck Tent --> Slop (captive food)
| (2 corn = 1 slop)
|
Corn Farm -------+--> Brewery --> Beer
(corn) | (2 corn = 1 beer)
|
+--> Sea Ration Factory --> Sea Rations
(2 corn = 1 ration)
Luxury Goods Chain
Sugar Cane Farm --> Rum Distillery --> Rum
(2 sugar cane = 1 rum)
[Requires: Skilled Distiller]
Tobacco Farm --> Cigar Maker --> Cigars
(2 tobacco = 1 cigar)
[Requires: Skilled Tobacconist]
Banana Farm --+--> Bakery --> Pastries
| (1 banana + 1 papaya = 1 pastry)
Papaya Farm --+ [Requires: Skilled Cook]
Complete Production Ratios
| Input |
Output |
Ratio |
Confidence |
| 2 Wood |
1 Lumber |
2:1 |
VERIFIED |
| 2 Corn |
1 Slop |
2:1 |
VERIFIED |
| 2 Corn |
1 Sea Ration |
2:1 |
VERIFIED |
| 2 Corn |
1 Beer |
2:1 |
VERIFIED |
| 2 Iron Ore |
1 Pig Iron |
2:1 |
VERIFIED |
| 2 Pig Iron |
1 Cutlass |
2:1 |
VERIFIED |
| 2 Pig Iron |
1 Musket |
2:1 |
VERIFIED |
| Wood + Pig Iron |
Cannons |
Special |
VERIFIED |
| 2 Sugar Cane |
1 Rum |
2:1 |
VERIFIED |
| 2 Tobacco |
1 Cigar |
2:1 |
VERIFIED |
| 1 Banana + 1 Papaya |
1 Pastry |
1:1:1 |
VERIFIED |
20. Building Unlock Dependency Tree
Buildings are unlocked by kidnapping specific skilled captives via the "Kidnap a Skilled Worker" ship mission ($250 gold, always succeeds, no losses). VERIFIED
Always Available (No Unlock Required)
Palace, Stockade, Construction Tent, Chuck Tent, Timber Camp, Sawmill, Corn Farm, Sea Ration Factory, Iron Mine, Blast Furnace, Blacksmithy, Dock, Brewery, Smuggler's Dive, Wench & Masseuse, Animal Pit, Gambling Den, Pirate Housing Plots, Skull Cave, Bunkhouse, Watchtower, Gallows, Graveyard, Roads, All Decor types
Skilled Captive Unlock Requirements
| Skilled Captive |
Buildings Unlocked |
Gender |
Confidence |
| Shipwright (M) |
Boatyard, Shipyard |
Male |
VERIFIED |
| Engineer (M) |
Cannon Foundry, Fort |
Male |
VERIFIED |
| Gunsmith (M) |
Gunsmithy |
Male |
VERIFIED |
| Trader (M) |
Smuggler's Cove, Black Market |
Male |
HIGH |
| Farmer (M/F) |
Sugar Cane Farm, Banana Farm, Papaya Farm, Tobacco Farm |
Male/Female |
VERIFIED |
| Cook (F) |
Cheap Eatery, Bakery |
Female |
VERIFIED |
| Server (F) |
Tavern |
Female |
VERIFIED |
| Wench (F) |
Brothel & Salon |
Female |
VERIFIED |
| Distiller (F) |
Rum Distillery |
Female |
VERIFIED |
| Tobacconist (F) |
Cigar Maker |
Female |
VERIFIED |
| Courtesan (F) |
Courtesan & Spa |
Female |
VERIFIED |
| Priest (M) |
Church |
Male |
VERIFIED |
| Surgeon (M) |
Apothecary, Surgery |
Male |
VERIFIED |
| Carpenter (M/F) |
Carpenter Shop |
Male/Female |
HIGH |
| Hatter (M) |
Hat Shop |
Male |
VERIFIED |
| Bird Handler (F) |
Parrot Aviary |
Female |
VERIFIED |
| Cook + Server |
Inn (requires both) |
Female |
VERIFIED |
- Farmer -- unlocks all specialty farms (sugar cane, banana, papaya, tobacco)
- Shipwright -- unlocks boatyard/shipyard for fleet building
- Cook -- unlocks Cheap Eatery and Bakery
- Server -- unlocks Tavern; combined with Cook unlocks Inn
- Wench -- unlocks Brothel & Salon
- Trader -- unlocks Smuggler's Cove and Black Market
- Engineer -- unlocks Cannon Foundry and Fort
- Priest -- unlocks Church (essential for games > 8-10 years)
- Distiller -- unlocks Rum Distillery
- Tobacconist -- unlocks Cigar Maker
- Courtesan -- unlocks Courtesan & Spa
- Gunsmith -- unlocks Gunsmithy
- Surgeon -- unlocks Apothecary and Surgery
- Carpenter, Hatter, Bird Handler -- late-game improvement buildings
21. Entertainment Tier Reference
Pirates will only be satisfied by entertainment matching their rank range. Building too high or too low for their rank does not satisfy them. VERIFIED
Drinking / Feasting
| Tier |
Building |
Ranks Served |
Commodities Used |
Needs Satisfied |
Confidence |
| 1 |
Smuggler's Dive |
1-3 |
Beer, Bananas, Papayas |
Drinking + Feasting |
VERIFIED |
| 2 |
Cheap Eatery |
2-4 |
Beer, Pastries |
Feasting + Drinking |
VERIFIED |
| 2 |
Tavern |
3-5 |
Beer, Rum |
Drinking |
VERIFIED |
| 3 |
Inn |
5+ |
Pastries, Rum |
Feasting + Drinking + Rest |
VERIFIED |
Gambling
| Tier |
Building |
Ranks Served |
Commodities Used |
Needs Satisfied |
Confidence |
| 1 |
Animal Pit |
1-3 |
None |
Gambling |
VERIFIED |
| 2 |
Gambling Den |
3-5 |
Beer, Cigars |
Gambling + Drinking |
VERIFIED |
| 3 |
Casino |
5+ |
Rum, Cigars |
Gambling + Drinking |
VERIFIED |
Companionship
| Tier |
Building |
Ranks Served |
Commodities Used |
Needs Satisfied |
Confidence |
| 1 |
Wench & Masseuse |
1-3 |
None |
Companionship |
VERIFIED |
| 2 |
Brothel & Salon |
3-5 |
Cigars |
Companionship |
VERIFIED |
| 3 |
Courtesan & Spa |
5+ |
Cigars |
Companionship |
VERIFIED |
Entertainment Building Ratio Rule
Build 4 Wench & Masseuse shacks for every 1 Smuggler's Dive. This ratio applies at the early game tier. Scale all three entertainment types proportionally as your pirate population grows. VERIFIED
- When highest-tier building in a class is available, demolish all lower-tier buildings in that class
- Exception: keep Brothel & Salon even when Courtesan & Spa is available (space efficiency)
- Inns are strictly superior to Hotels -- always prefer Inns
Queue/Reservation System (Hidden Mechanic) MEDIUM
Entertainment buildings use an internal queue/reservation system. Pirates reserve spots before arriving, locking customer slots. This prevents optimal customer allocation. Unlike worker slots, you cannot kick reserved customers. Overcrowded entertainment is one of the most common causes of pirate unhappiness. Solutions: build more entertainment, ransom wealthy captives, assassinate surplus pirates, or send happy crew on missions.
22. Efficiency Tips
Island Layout (Community Consensus) MEDIUM
- Coastal zone: Docks, pirate entertainment, pirate housing. High anarchy, high defence.
- Interior zone: Captive work sites (mines, farms, factories). High order, high fear.
- Buffer zone: Chuck tents, churches, bunkhouses near but not inside the entertainment district. Heavy order decor.
- Keep everything close together. Demolish and rebuild in better locations if necessary.
- Cluster all docks on the same side of the island.
- Orient building entrances toward roads (use rotation button).
Production Line Efficiency VERIFIED
- Line up production facilities in order of the production process, from raw material source toward docks
- Iron Mine --> Blast Furnace --> Blacksmithy/Gunsmithy --> Dock
- Haulers carry products between facilities regardless of distance, but shorter paths are faster
- Structures should face roads (use "Change Orientation" before placement)
Lumber Management MEDIUM
- Trees may NOT regenerate during gameplay (community reports conflict with manual's claim that "trees grow back but take time")
- Place timber camps across the entire map early to harvest and store wood before trees disappear
- Multiple sawmills are always worthwhile
- Wood is the most critical construction resource -- plan for it
Entertainment Pricing MEDIUM
- Low/mid-tier entertainment: Bargain or mid pricing
- High-end entertainment (Inn, Casino, Courtesan & Spa): "Gouge 'em" pricing
- Wealthy captives do not care about price -- high prices accelerate their ransom value growth
- High prices also discourage lower-ranked pirates from occupying high-tier slots
Building Rotation MEDIUM
Not all buildings can be rotated. Rotatable buildings display an arrow near their icon. Confirmed rotatable: Black Market, Pirate Cave, Smuggler's Cove, Sawmill, all entertainment buildings, all nautical buildings, and the Fort.
Skeleton Hauler Strategy MEDIUM
- Assign skeleton haulers to docks and entertainment buildings (anarchic zones where captives would become restless)
- Skeletons need no food, rest, or fear/order management
- Skeletons scare captives on roads (supplemental fear)
- Skeleton cost increases with each purchase -- budget accordingly
Appendix: Data Gaps
The following building data is referenced in sources but not available in extracted text:
- Most lumber and gold costs: Brady Games Appendix A (p. 165-183) contains a complete building stats table, but the OCR text is truncated before the appendices
- Worker slot counts per building: Manual says "up to three types" but does not list counts per building
- Aura radius/strength values: Which buildings emit what strength of Fear/Order/Anarchy/Defence
- Production rates: How fast each building produces output per unit time
- Exact customer capacity: Number of simultaneous customers per entertainment building
- Building maintenance costs: Monthly upkeep for each building
These gaps are marked MISSING throughout the document. If you have access to the physical Brady Games guide Appendix A, these values can be filled in.