Filtering by Category: Devlog

2.15 Stacks and Weights Rollback

On Tuesday I asked players to provide feedback about the 2.15 update in general, and also about the stacks and weights aspects of it in particular. And boy did you guys have a lot of feedback for us! I greatly appreciate how many people have written to us both in the comments here and through emails to

Read on for details of what we're planning based on your feedback!

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Economic Expansion - Questions and Concerns

We've received feedback regarding some questions and concerns and while we await the first Test Build I thought I would take an opportunity to address them.  The majority of all questions, comments and concerns so far center around four basic points:

·         Concerns about the number of partner structures needed

·         Concerns about complication

·         Concerns about container use

·         Concerns about hauling


Of these concerns the number of partner structures needed is the easiest to address.  The number of partner structures a player will need depends entirely on what they intend to produce.  A player who is only building basic economy items, even in complete production lines of them will not need any at all.  If a player intends to produce the new partner shipyard ships then at least 1 partner structure would be required (the partner shipyard).  If that player is willing to use markets to obtain the needed materials for building the ships then no further partner structures would be required.  A player desiring the ability to build everything in the revamped economy would need a minimum of 5 – a shipyard, a foundry, and 3 logging companies due to the distribution of wood types on the map.  The rest could be done with basic revamp structures.


Another question coming up has been the nature of the partner structure deed and its use.  The partner structure deed works just like any other structure deed in that it can be built where it is qualified to be built and once built is a permanent structure.  The structure cannot be packed up and moved so its placement should be carefully considered. 


We feel concerns about complication in the economy are very relative.  If you are a specialized producer of a product like oak in game now, the change this revamp will bring is seeing the common wood harvest recipe replaced by one for firewood.  There will be a new basic revamp oak camp available as an option to move into as well as a partner logging camp but they are not required.  How complicated things are beyond this is proportionate to the number of industries and businesses a single player is attempting to participate in.


It’s important to keep in mind a primary goal of the economic revamp was to encourage specialization in the economy.  The revamped economy doesn’t require players to assume risk by specializing in production.  In the current economy there are mountains of gravel that have no value.  It is unlikely that a player could specialize in gravel production and make a profit doing so.  In the revamped economy NPC buyers provide immediate outlets.  If a player has little time or doesn’t want to wait to gain something from their economic activity they no longer have to.  They would most likely make a better profit selling to another player but they are no longer dependent on that to make a profit.   Some folks just don’t have enough game time to wait for days for something to sell.  They can sell their gravel to a regional buyer at a small profit in the revamped economy and begin to specialize in gravel or other production reliably if they choose.  They don’t have to complicate their economy any further to get something out of it.


With the concerns regarding possible over use of containers there may be some misconceptions prevailing about their use.  Not all industries and businesses use containers.  Timber and metal working industries use very few and only for small items like nails and trunnels.  Mines and quarries do not use containers at all.  The primary consumers of containers are the agricultural structures like plantations and the structures that process those products.  Container use does not extend to the entire economy even within the agricultural industries.


There may also be another misconception regarding container use and stock piled supplies.  For example, let’s say I have a stockpile of hemp I’m sitting on but I don’t want to have to put all that hemp into bales to get it to market or manufacturing.  In the revamped economy you don’t have to put that cargo into containers unless your destination for that cargo is an NPC trader or one of the revamped structures (which use revamped recipes).  You can still list the hemp on the auction houses and you can also still use the unbaled hemp in basic legacy Textile Mills.  If the stockpiled items were intended for use in existing basic structures this can still be accomplished post revamp without needing containers.


Hauling concerns are difficult to address because they are case by case assessments.  Whether or not your economy will require more or less hauling to maintain depends on exactly how and where you have it set up.  In some cases hauling will go down because a resource like iron that wasn’t present in their current production port has been added to it removing the need to haul iron in.  They also may not have to sail as far to reach a market for their materials or goods.  Basic economy producers in legacy structures really shouldn’t see any change in their hauling because no current resources moved away (except Teak which was removed from the map). 


If a player wants to attempt to haul everything the revamp economy has to offer it will take more hauling simply because there is more to haul.  Use of player markets can reduce hauling.  Use of NPC vendors can reduce hauling as well though some NPC use comes with noticeable expense in doubloons.  We don’t want to limit the number of markets in the game purely because players choosing to engage in those markets may incur more hauling by doing so. 


We will discuss our 2.15 Test build push plan for this week tomorrow and I will post an update regarding that shortly afterward.

Economic Expansion 6 – Shipbuilding and Provisioning

In this post I’ll discuss some of the changes coming to shipbuilding and provisioning but first I’d like to start with a couple of structures that haven’t been mentioned yet as they do not really fall into any of the categories previously covered.  Those structures are the Recruitment Office and Draughtsman Offices.


We’re going to consolidate the Draughtsman’s Offices into a single structure with the retirement of Advanced structures.  The Master Draughtsman’s Office will be retired leaving the basic Draughtsman’s Office as the only structure deed producing structure.  All non-Treasure Aisle structures continuing forward both current, revamped and future will be added to the basic Draughtsman’s Office.  Beyond this consolidation there are no changes to the Draughtsman’s Office other than some costs.


The Recruitment Office really doesn’t have any changes beyond the addition of construction experts.  Construction experts are a recipe component used for constructing revamped economy structures, (differing from those used as a consumable in ship combat).  The construction experts are a small addition to items the Recruitment Office can produce and sell to give the structure more value in the revamped economy.




There are no revamp basic shipyards.  The existing basic shipyards are all carried forward into the revamped economy with any new needed additional ship part recipes added to them.  There are four new partner shipyards added in the 2.15 build – the Royal Shipyard, Company Shipyard, Haven Shipyard and Cove Shipyard.  These shipyards are not career restricted but Royal and Company Shipyards are only available to French, Spanish and British characters and the Haven and Cove Shipyards are only available to Pirate characters.


The differences in partner shipyards and basic shipyards have a lot to do with what ships they build and the materials they are built from. 


Let’s start with what ships they build.  Currently the basic shipyards are capable of building basic ships, partner recipe ships and premium ships. 


Basic ships - are the ships that were in the game before it was free to play.  These ship recipes are either a property of the basic shipyard the player owns or added to the player’s character usually by loot or exchange books. 


Partner recipe ships - are those like the San Fernando where the recipe to build them comes from Treasure Aisle and is added to the character.  Once the recipe is added to the character the character can build any number of them in the same manner as basic ships (no further Treasure Aisle component is needed).


Premium ships – are those like the Sovereign which require a builder to get the partner recipe from Treasure Aisle in addition to a premium component such as a First Rate Keel to build them.  Once the recipe is added to the character they can build any number of premium ships but each premium ship built requires its own premium component from Treasure Aisle.


This basic structure of ships remains unchanged by the revamp.  The differences in the materials the ships are built is where the difference between a basic shipyard and a partner shipyard are found.


Basic shipyards (all the shipyards currently in game) use a limited palette of materials in their shipbuilding.  Although many new types of wood are being added in the revamp the basic shipyards and the ship recipes that come with them only use oak, fir, ironwood, pine and roble for the construction of their ships.  All the other wood types being added are used in partner shipyard construction so players who wish to focus on basic shipbuilding really do not have to worry about acquiring resources like live oak or mahogany.  They can focus on the more limited set of oak, fir, ironwood, pine and roble, usually only needing one or two types in building any particular basic ship.


Partner shipyards come with their own ship recipes using many of the revamped economy items as well as all the ship recipes that are part of the basic shipyards.  In all cases a partner recipe ship or a premium ship can be built by any shipyard (partner or basic) qualified to build that size of ship.  We will continue to add partner recipe ships and premium ships to the game as we move forward in the same manner as we have but we will also be adding new ships to the partner shipyards automatically that are part of the shipyard rather than a property of the character.  Partner shipyards will be focused on building new master craft series ships as well partner shipyard refits.




The largest change in shipbuilding in the 2.15 is the addition of new ship parts in ship construction.  How and where the new ship parts are applied is similar to the shipyards in that basic ships work with a limited palette of parts in comparison to ships that are built only by partner shipyards.  In general smaller ships also use less part types than larger ones which keeps starter ships simple to build with few part types to focus on.


For basic ships the largest amount of changes are focused specifically on the hull assemblies.  The hull assemblies gain sternposts, rudders, futtocks.  Rigging gains spars and bowsprits as new parts.  For basic ships all sternposts, rudders, futtocks are made of oak and all spars and bowsprits are made of fir.  This constitutes all the changes to basic shipbuilding when it comes to new parts.  Recipes for the new items are added to the basic structures needed to produce them automatically with the revamp.


Partner shipyard ships use everything the revamped economy has to offer for shipbuilding.  They use all the parts in basic ship building as well as others such as bilge pumps, steering mechanisms, capstans, binnacles, lanterns, window glass, and cabin furniture.  Not all ships use all parts.  Smaller ships tend to use less types as with basic shipbuilding while a future first rate from a partner shipyard would use every part type available in its construction.  It should be noted there is no plan for a new first rate in the 2.15 build.  The first rate here is only mentioned as an example of a ship that would use everything in its construction. 




Provisioning in general has few changes.  The Provisioner structure remains the only provisioning structure in the revamped economy with the biggest changes being the removal of bread (to the Bakery) and cheese production (to the Farm).  It also gains some new provision types that combined with a general change in the economy revamp significantly increase the demand for provisions.


Revamped structures use materials and goods are part of their maintenance in the revamped economy.  Rather than have players collect all the individual items needed for maintenance themselves provisioners are able to bundle these items into structure provisions to provide most maintenance.  The structure provisions generally combine with only one or two special items a structure uses to fulfill maintenance needs.  Some structures need no special items at all (only provisions).


Structure provisions are broken down by business type.  All revamp logging camps use Camp Provisions just as all revamp mines use Mine Provisions.  Structure provisions are all generalized into four basic types - Camp, Mine, Shop and Store. 


Provisioners still provide ship provisions for ship construction as before but ship provisions also come in various different types in the revamped economy.  Most basic ships and small ships use the Ship Provision currently being used in game (with some recipe item changes).  Other ships may use Naval, Merchantman. Privateer or Pirate provisions generally based on whether or not the ship is career restricted or not.

Economic Expansion - Pirate Economy Question

We’ve received numerous questions about Pirate economy production in the economy revamp and I’d like to clear up some misconceptions in this regard.

First and most importantly Pirates will be able to make every end product they can make now after the revamp.

Pirate players are not forced to turn to national free traders for items in the revamp economy.  If a production item is necessary for basic ship production or manufacture there is a basic structure that has the ability to make it.  For players managing entire production chains there may be adjustments that are needed such as adding a basic, unrestricted Cooper’s Shop in addition to your Lumber Mill but those additional needed buildings for basic production are always available to all factions and careers without any Treasure Aisle items.


As a brief example, if you can currently produce a Hercules frigate (a basic ship) post revamp you can still produce it without needing anything from Treasure Aisle (just more slowly and at less cost).  You may need that Cooper’s Shop in the case of block production if you refuse to buy blocks from other sources but additional items needed such as a futtock or rudder assembly for the Hercules have those recipes added to the Lumber Mill you most likely already own as part of the revamp. 


Those same recipes are mirrored in better form in the revamped structures but they are paying higher maintenance costs for that production boost.  The unique items produced by revamp and partner level structures that are not proliferated down to basic structures are for revamp and partner recipes and are not part of basic ship production.  Again anything needed for basic ship production can be produced by a basic structure.


Partner level structures (not partner level recipes) are always available to all careers and factions.  They are intended for players looking for higher production output with minimum economy slot usage.  That type of production isn’t desired or needed by every player so many players may be able to meet their economy needs without Partner structures.  Partner level structures are an option for players who want to do large scale production but don’t want to manage an excessive number of economy slots to do it.  Players who don’t want to do high capacity production may find they have no need for partner level structures at all but would probably benefit by moving to revamped basic structures in most cases.


On the subject of economy slots – we are going to allow accounts to expand beyond the 10 slot limit currently in place.  This isn’t going to be in the first build to the Test server as our first tests are primarily concerned with resource production and integration with existing structures.  More information will be provided regarding this when we begin discussing the contents of the second Test build.


Pirate production at this point has not been mentioned in detail because basic production is being maintained and Pirates already have access to that and can keep using it.  The focus in this Resource Economy section of the revamp overview heavily features free trader production and how it integrates with others as free traders are intended to be the primary manufacturing career in game. 


We are currently on schedule to move the first 2.15 build to the Test server on Thursday May 8th with plans to move the second build to the Test server the following week if possible.

Economic Expansion 5 - Mining and Metal Working

In this post I’ll cover some of the changes coming to mining and metal working, which will include information regarding quarries in the economic revamp. 


Basic Process – Ore to Ingot


The largest change to the mining and metal working industry is in the processing of ores into workable metals.  Currently ores are harvested by mines and smelted by forges to become workable metal except for sulfur and saltpeter.  In the revamped economy all minerals that come from ores use the same process - ores are harvested by mines; the ores are reduced and then smelted.  Reduction is achieved by crushing the ore with hammers.  Reduction is a process that concentrates ores while reducing their weight for transport.


All mines in the revamp produce raw ores which will need to be reduced (or processed in the case of saltpeter).  Several structures have the ability to reduce ores but the partner Mining Company is the only mine that can.  Most mines will either sell the raw ore which does have regional market value or they will rely on two other structures that can also reduce ore – the Forge (currently in game) and the Stamp Mill.


Once ores are reduced ores they are ready to be smelted and in the revamped economy there are three smelting structures – the Forge (currently in game), the Blast Furnace and the partner Iron Works.  Smelting for the most part always involves the use of flux materials such as limestone, charcoal and sulfur.  Iron is already processed in this manner in game with limestone as its flux and in the revamped economy the other metals require similar additional ingredients in smelting.  Smelted ores produce workable materials in the form of pigs or ingots.  Iron has a unique smelting processes in that it can be smelt into wrought iron (called simply iron in game) and pig iron which is semi processed iron form used by multiple structures.


In implementing this process there were two changes to mine outputs – sulfur mines will produce sulfur ore and guano caves will produce guano.  Sulfur ore processes in the same manner as all the other metals.  Guano caves operate a bit differently in that guano is not considered an ore in the revamped economy and the Guano Cave is able to process the guano into saltpeter without the assistance of an additional structure.  Guano conversion to saltpeter can be accomplished more efficiently with the use of a Boilery. 


Industry Structure Changes and Additions:




There are few changes to the mines in game.  Outputs remain the same with general adjustments to higher labor and in some cases lower costs.  There are revamped versions of each mine (except the Guano Cave).  These Large Mine revamp versions have different outputs and costs and have higher maintenance needs than Basic Mines.  There is only one partner mine – the Mining Company.  Like the Logging Company the Mining Company can harvest all mine resources at the port it is located.  The Mining Company the most efficient mine is available to all careers and factions.



The Forge is essentially the same in that it continues to produce everything it currently produces and gains essential production part recipes such as rudder irons needed for basic shipbuilding.  The Forge’s low maintenance costs and high versatility result in increased labor costs and some inefficiency in processing. 


Stamp Mill

The Stamp Mill’s primary function is as an all-purpose ore reducer and pig to wrought iron converter.  The process of converting iron ore to ingots is faster if the ore is reduced to pig iron by a Blast Furnace and then wrought by the Stamp Mill than going directly from ore to ingots (the methods used by the Forge and Finery).  In addition to its function as an ore reducer and pig iron converter Stamp Mills are also capable of producing some iron work more efficiently such as hoop or bar iron.  The Stamp Mill is a basic structure available to all careers and factions.


Blast Furnace

The Blast Furnace is the high efficiency smelter intended to be a supplement structure to the Finery and Foundry.  It is for the most part a single purpose structure that is also the source of one of the few mineral resources being added – lead which comes as a byproduct from smelting other metals.  The Blast Furnace is a basic structure available to all.



The Finery is a semi replacement to the retiring Advanced Forge in that is can do everything the Forge can do more efficiently.   It is also capable of producing additional items produced by some of the other structures though not as efficiently such as bolts, hoop iron, and copperware.  Its strength is similar to that of the Forge in that it is capable of ore to finished product production for many items.  The Finery is a free trader only basic structure.



The Foundry a partner level cannon producing structure.  Basic cannon are still produced the Forge for use on basic ships.  The Foundry can produce basic cannon as well as the newer cannon – the long and short cannon.  The Foundry will also produce bronze cannon though those will not be part of the first build to the Test server later this week.  The Foundry is also capable of producing most of the items that are produced by the Finery with more or less efficiency (depending on the item).


Iron Works


The Iron Works is a partner level combination structure that combines the functions of the Blast Furnace, Stamp Mill and Foundry into a single structure with a smaller slot footprint that the three other structures combined.   




The Pottery is a new basic structure being added that produces clay based products and glass.  Clay products such as brick are used in structure construction and shipbuilding while others such as retorts are used in ore processing.  Glass production is similar in that it is use predominantly for structure and ship construction as well as some agriculture applications in the form of vessel glass.


Clay Pit


The Clay Pit is a new resource structure that produces two new materials - Clay and Sand.  Clay and Sand are used primarily used by the Pottery but are also used in some ore processing and other structures as recipe ingredients.  The Clay Pit is a basic structure available to all.




Quarries have a reduced role overall in the revamped economy as granite and marble usage in shipbuilding is reduced.  In the revamped economy quarries are reduced to a single Large Quarry structure which is capable of quarrying any stone found in the port it is located.  Current Marble, Limestone and Granite Quarries will be retired in that new deeds can no longer be produced in the 2.15 build.  The existing structures will continue to function and deeds currently held can either be used or exchanged. 

Economic Expansion 4 – Agriculture and Textiles

In this post I’ll discuss the changes coming to the agricultural structures consisting of all structures using organic resources other than wood and agricultural processing structures that use those resources such as the textile industry.


One of the most significant changes involving the agriculture and textile industries is the use of containers for shipping.  There is no assumption that storage containers are made as part of harvest or production and agriculture resources in particular almost always require a container in the revamped economy.  Unless a recipe specifically utilized a container in production such as rum or wine currently do, existing stocks of agricultural products will need containers in order to be shipped in the 2.15 build.


As for the rest of the changes they vary depending specifically on what structure is being discussed.  In general the agriculture industries follow a model where initial resource harvesting is can be done by any faction or career but the processing of those resources is heavily a free trader only enterprise for nationals.  Pirates are moving toward their own resource usage model that will allow them to make everything they need but is focused more on raiding and pillaging than building infrastructure. This system will be explained in more detail with Provisioning and Shipbuilding and in the Loot Economy posts.


For a brief look at the rest of the changes to the agriculture and textile industries we’ll start with Plantations as they are the most numerous of the agriculture structures.




Some plantations in general change little in comparison to lumber oriented structures.  Cacao, coffee, cochineal, and cotton plantations as well as vineyards and pastures all maintain their current places in the revamped economy as the producers of those resources.  Few of their outputs are changed, labor costs are increased (this is general to the economy as a whole) and costs rise or fall depending on the specific crop being produced. 


The Sugar Plantation, Tobacco Plantation, General Plantation and all Advanced structure deeds are being retired.  The existing structures will continue to operate producing their primary crops though less efficiently than their replacement structures in the revamped economy.  Existing deeds for these structures can be exchanged or still be used.  These plantations are being replaced by the Sugar Estate, Tobacco Estate and Plantation Estate structures.  These three plantation estates are all free trader only structures.  Estate structures in general combine harvesting and processing of their particular crops or provide new crops.  New crops being added include Flax, Rice, Maize, and Peas.


New structures also being added into this category of resource producers include:


·         Farms which produce Pigs, Poultry and Butter as well as having Cheese production moved to them from the Provisioner (which becomes a purely provisioning structure).  Farms are basic structures available to all factions and careers.

·         The Salt Pen produces Salt which is used in provisioning and many resource processes.  The Salt Pen is a basic structure available to all factions and careers.

·         The Buccaneer’s Camp is a special Buccaneer only structure that focuses on the unique relationship Buccaneers have with native resources.  The Buccaneer’s Camp has the ability to produce some of the same resources as other structures while also having some unique resources such as Turtles and Shellfish used in Pirate only recipes.  The Buccaneer’s Camp will be covered in greater detail in the Loot economy posts as it is one of the few structures that straddles both the resource and loot segments of the economy.

·         The Farm Estate is a new partner level structure that combines the outputs of the Farm and the Plantation Estate into an agriculture super structure capable of producing the widest variety of agriculture resources.  The Farm Estate is available to all factions and careers.


Meat and Hides


With the addition of pork being added greater distinction was desired regarding meat production as it affects provisioning requirements explained in a later post.  The change required that meat produced from game be distinguishable from beef and pork so an item such as cured meat is being removed from the game.  All existing supplies of cured meat can be exchanged for cured beef regardless of their origin in the revamped economy at local junk dealers. 


Slaughterhouses are being maintained with pork production replacing game and fish and additional meat byproducts such as beef fat used in the production of tallow being added.  Hides produced by Slaughterhouses are cattle hides only as pigs produce pigskin.  Game hides are referred to as skins in the revamped economy.  Their production, along with game meat is entirely done by the Hunting Lodge in the revamped economy just as fish production is entirely done by the Fishing Lodge.  This change necessitated the removal of fish curing and game hide production from the Slaughterhouse.


With Game hide production moved to the Hunting Lodge the Tanner is being retired in favor of the new Leather Works structure.  The Tanner will continue to function primarily as a processor of cattle hides and a secondary processor of game skins with reduced output.  New Tanner deeds will not be available in the 2.15 build.  The Leather Works becomes the primary hide processor and product manufacturer with several new leather products being added such as different types of leather, footwear, livery tack, buckets, bindings, and belts.  The Leather Works is a basic free trader only structure.


Other Resource Processors


The Tar Distillery, Rum Distillery and Sugar Refinery are all being retired in favor of a generalized Boilery structure capable of the production previously covered by all three.  The Boilery is intended to serve as an addition to structures that use distillation or boiling for concentration as part of its resource processing.  As with the other retired structures the current Tar Distillery, Rum Distillery and Sugar Refinery will continue to operate, existing deeds will continue to work but no more new deeds can be produced in the 2.15 build.  The Boilery is a free trader only basic structure.


There are additional new structures in the Chandler’s Shop that specializes in the production of soap and candles and the Bakery which specializes in bread, beer and ale production.  The outputs of these structures are used predominantly in provisioning and other industrial processes.  The Chandler’s Shop and Bakery are basic structures available to all factions and careers.


The Powder Mill is little changed beyond labor and cost adjustments common to the entire economy and receives a new recipe for Blasting Powder (used by mines and quarries) as a new product available for production.  The Powder Mill continues to be a basic structure available to all factions and careers.


The Winery is also little changed as it already used containers in its resource processing.  It has similar adjustments that are common to most structures in the economy revamp with some additional production options that center around container usage and a tie in with the Loot economy covered in posts regarding that portion of the economy.  No changes have been made to the Winery’s restrictions.


Textile Industry Changes


The biggest changes to the textile industry include the addition of linen based products used predominantly in provisioning and containers (sacks) used by a variety of agriculture structures for product shipping in addition to all products currently produced.  As an industry, textile production is moving to a free trader only based production model with Pirates having much of this type of production moved to their revamped shipbuilding covered in later posts.


The Textile Mill and Advanced Textile Mill are being retired as some of their current products are being spun off into their own businesses.  The existing Textile Mills and Advanced Textile Mills will continue to function and will have necessary recipes versions of new items added to them to maintain the ability to continue a basic production chain with them.  The new items added however will come with slower and more costly output than the Improved Textile Mill that replaces them.  Existing Textile Mill deeds can still be used or exchanged in the revamped economy.  The Improved Textile Mill is a free trader only basic structure intended to replace both current textile mill structures. 


Other changes to the textile industry include:


·         Rigging production is moving out of the textile industry completely.  The textile industry continues to produce most of the components of rigging but the final assembly of rigging in the revamped economy is done in the shipyards, (or structures like careening camps for Pirates). 

·         The Rope Walk is a new structure takes over as the primary cordage producing structure.  It is a basic free trader only structure.  The Rope Walk produces rope more efficiently than the Textile Mill as well as being a producer of cable and oakum used in shipbuilding. 

·         The Sail Loft is a new sail producing structure.  It is a basic free trader only structure.  The Sail Loft produces sails of differing sizes and strengths with its output being used in rigging construction, ship provisioning and ship outfitting production. 

·         The Textile Factory is a new partner structure that combines the Improved Textile Mill, Rope Walk and Sail Loft production capabilities in addition to the added production of clothing items used in provisioning and desired by regional markets.  The Textile Factory is available to all factions and careers.

Economic Expansion 3 - Logs and Lumber

In my previous two posts I touched lightly on some of the general global changes that are coming with the 2.15 economic revamp.  In this post I’d like to start focusing on a single industry type and go into more detail regarding the changes affecting that industry.  In this post I’m going to focus specifically on logging camps, lumber mills and the other structures associated with them.

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The Captain's Log

Today I'm pleased to announce that we're relaunching a blog specific to Pirates of the Burning Sea, as we previously had for We're calling this incarnation the Captain's Log and it will be your primary source for all news related to PotBS, including upcoming development, patch notes, and the latest sales we're running.

The first set of blog posts that will be featured on the Captain's Log are Fodderboy's guide to the new Economy Expansion, and we hope to grow from there to feature weekly content for our dedicated fans!

Economic Expansion 1 - Introduction

I'm happy to announce the upcoming release of 2.15 builds to the Test Server later this week! The primary focus of our latest update is the major upgrade we're giving to the game's economy, revamping and expanding all aspects of production in the Caribbean and on the high seas. The 2.15 patch will feature more than 30 new structures, hundreds of additional recipes and items, and the addition of a loot-based production process!

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