Corsair Cove reviews: 98% at fifty hours, and then a wall
1,199 reviews from the game's first four weeks, split by playtime. Approval reaches 98% by fifty hours, then the data runs out.
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1,199 reviews from the game's first four weeks, split by playtime. Approval reaches 98% by fifty hours, then the data runs out.
All 15 Corsair Cove worker and crew ranks with their per-minute upkeep, the building that makes each good, and the two ranks you cannot supply without raiding.
A dependency-derived opening build order for Corsair Cove, from free Woodcutter to your first crewed ship, with the two upkeep goods new players forget.
Plain definitions for Cohesion Value, Stack Size, Supplies and Dedicated Workers, plus two formulas that reproduce the game's own derived columns exactly.
Every Corsair Cove housing building ranked by build cost per capacity, plus what each Hand-class worker role does and how many staff slots an island needs.
The three real gates on every Corsair Cove hull upgrade - pier, crew rank and new materials - tier by tier, including the raid-only resource behind Tier 6.
All 77 production buildings and 30 unlockable buildings joined into one cost-and-output matrix, ranked by how many other buildings depend on each one's output.
Notoriety, Empire, Seafaring and Wealth normalized into one comparison table, showing identical point costs but different unlock mixes and wiki gaps.
All 29 Corsair Cove ships compared by computed stat gain per crew slot, showing which hulls are worth crewing to capacity first.
Keyword counts from a 100-review Steam sample lined up against Corsair Cove's four post-launch patches by date, with sample-size caveats and no causal claims.
Every official Corsair Cove patch since release, with version numbers and fix categories, tracking whether each known issue was actually resolved next patch.
Every Corsair Cove resource scored by how many production tiers sit under it, with total-input counts computed from the wiki's raw ingredient table.
Every producible resource's revenue minus its own input cost, set against its cohesion value, to show which goods pay in coin and which pay in crew morale.