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Corsair Cove Deeds & Compass

Corsair Cove Compass Unlocks: Tiers and Ships

Corsair Cove Compass unlocks cover tier points, path buildings, boosters, regular ships, and hybrid ships, with unknown ranks marked clearly.

8/18/2026 Last updated: 8/18/2026 6 min read

What does the Corsair Cove Compass unlock?

The Corsair Cove Compass unlocks more than a hundred buildings, boosters, ships, and other upgrades by spending Principle Points in one of four paths. The paths are Notoriety, Empire, Seafaring, and Wealth. The first options in each quadrant are available when the Compass opens; later options depend on points invested and the path ship that advances the next tier.

The list below separates confirmed thresholds and ship rows from incomplete booster ranks. The official capture contains ? and blank cells for several rank effects, so those values remain To be confirmed instead of being filled from a video or a guessed ratio.

What are the Compass tier thresholds?

The official Compass page describes five concentric upgrade tiers. Its table records the following point requirements:

TierRequired points
Tier 10
Tier 23
Tier 37
Tier 412
Tier 520
Tier 6 ship rows30

Investing points alone is not the only progression gate. After the required investment, the path’s next ship must be unlocked before the next tier of options becomes available. Check the current Compass panel if your save displays a different threshold or an additional prerequisite, because the source is a versioned Wiki capture rather than a live game tooltip.

What does each path unlock first?

The first tier is useful because it changes how quickly a settlement can move, store, trade, or build before a high-tier ship is available. The official table gives these examples:

PathFirst-tier examples
NotorietyWalk the Plank boosts Sawmill ranks; Gambling Den and Zip Line are buildings.
EmpireRock and Roll boosts Quarry output; Salvage Dock and Elevator are buildings.
SeafaringMast and Crow’s Nest are buildings; Catching the Wind boosts Sail Maker ranks.
WealthAerial Lift and Trading Post are buildings; Easy Being Green boosts Leafcutter ranks.

These are unlock entries, not a universal opening order. A Zip Line, Elevator, or Aerial Lift may solve a route problem in one haven, while a production booster may be more useful in another. The source does not provide a single best first pick for every map.

Which regular ships are in each path?

The captured Compass rows list five regular path ships before the Tier 6 ship entry. Their point requirements are consistent across the four branches:

PathTier 2 (3)Tier 3 (7)Tier 4 (12)Tier 5 (20)Tier 6 (30)
Notoriety / ProwlerMoonlightNightshadeRogueEclipseWraith
Empire / DestroyerIron FistYoke BreakerSea DragonWarlordWrath Bringer
Seafaring / HunterTide RunnerTempestFortuneStalkerNeptune
Wealth / ReaverSharktoothWolfhoundProvidenceThingumLoki

Unlocking a ship advances that path’s available ring. Ship construction cost, crew, supplies, and combat performance are separate questions; use the Corsair Cove Ships page before calling one ship the best overall choice.

How do hybrid ship unlocks work?

Hybrid ships sit between adjacent path quadrants. The captured official table records two hybrid entries for each adjacent pair:

Path pairTier 2 hybridTier 4 hybrid
Notoriety + EmpireAzimuthVulture
Empire + SeafaringSteel EdgeRavager
Seafaring + WealthHuracánCatshark
Wealth + NotorietyGoldseekerBedlam

The Tier 2 hybrid rows require 3 points in each contributing path, and the Tier 4 rows require 12 points in each. The official Compass explains that the hybrid is stronger than the corresponding single-path ship at that border. It does not say that every hybrid wins every event, so compare the event’s requirements, crew, supplies, and upkeep before committing resources.

What do boosters and buildings change?

The Compass table mixes one-time buildings with rankable boosters. Examples include Campfire, Quarry, Powdermill, Cider Press, Iron Mine, Steel Foundry, Saltern, Pearl Diver, Trading Post, and production buildings such as Sawmill, Brewery, and Flag Maker. The captured rank columns show confirmed early effects in some rows, but many later values are ? or blank.

Do not turn a rank-one effect into a full five-rank formula. For example, the source records early values such as Quarry +25% and +60%, Campfire +3 and +6, or Sawmill +1 and +2, but it does not give every later rank. Show the known value and mark the remaining ranks To be confirmed until the current game UI or an updated official table supplies them.

The path tables also show the kind of utility each branch can provide before the next ship. Notoriety includes movement and social buildings such as Zip Line and Gambling Den; Empire includes industrial and vertical options such as Quarry, Salvage Dock, and Elevator; Seafaring includes Mast and Crow’s Nest; Wealth includes Aerial Lift and Trading Post. These examples are useful for planning a bottleneck, but the table does not state that one category is always more valuable than another.

How should you plan Compass spending?

Start from the next practical bottleneck: a route across height, a missing production input, a ship tier required by a Deed, or a hybrid path you deliberately want to reach. Read the Deeds panel and the next Compass ring before spending, because path points cannot be treated as a single shared pool. The Corsair Cove Deeds guide explains how objectives feed those points.

Avoid copying a community Tier List as if it were a confirmed unlock rule. Videos can show one save’s priorities, but the official table is the authority for names, tiers, and point gates. Exact booster rank effects, patch changes, and any hidden prerequisite not visible in the captured page are To be confirmed.

Source boundary

The primary reference for this page is the official Compass, supported by the official Ships and Deeds pages. Community videos help explain how players use the paths, but they do not replace the official unlock table or prove a universal best route.

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