Corsair Cove profit per minute vs. cohesion: the real trade

Corsair Cove Guide 11 min read

Data basis: the Corsair Cove Wiki Resources page (wiki.hoodedhorse.com), last edited 2026-08-22, read 2026-08-22, against game version 1.1.4.242868 (Patch #4, 18 August 2026). Sale prices, stack sizes, ingredient ratios and cohesion values are quoted from that page. Net profit and the profit-cohesion gap are computed by us, method below.

The wiki prints a “Production Sale per min.” column and a separate “Cohesion Value” column for every resource, and it is tempting to read the first one as “how good is this good” and stop there. That number is gross revenue — it says nothing about what you spent to make the thing you’re selling. A resource that sells for a lot per minute but eats expensive inputs can net less than a cheap resource with no ingredients at all. And cohesion, which measures crew morale rather than coin, sometimes points in the opposite direction from either number.

How net profit is computed

For every resource with a production building (we excluded the six raid-only resources and Coins, which have no recipe to cost out), we:

  1. Take the wiki’s unit sale value: Stack Selling Value ÷ Stack Size. This is what one unit of a resource is worth if you sold a full stack, per unit.
  2. For every ingredient in the recipe, multiply its per-minute quantity by its own unit sale value from step 1. Summed across all ingredients, this is the input cost per minute.
  3. Net profit per minute = the wiki’s own “Production Sale per min.” figure for the output, minus the input cost from step 2.

This treats every ingredient as if it were sold on the open market instead of consumed, which is the correct opportunity-cost framing for “is it worth converting X into Y” — if turning Hardwood into Charcoal into Steel nets less than selling the Hardwood and Charcoal separately, the conversion is destroying value, not creating it.

For resources with more than one recipe (Silver Lining, Copper Lamp, Hardtack, Spyglass, Ammunition, Booze, Stew, all of which list two or three producing buildings on the wiki separated by |), we used the first listed recipe and its matching sale-per-min figure. See the caveats section.

The full table, ranked by net profit per minute

ResourceCategoryBuildingRevenue /minInput cost /minNet /minCohesion
Naval GunWeaponsCannon Foundry12.03.768.2422.0
Whale OilShipsBlubber Pot5.00.05.05.0
Roast BirdFoodRotisserie4.80.44.414.0
CannonballWeaponsLead Workshop4.80.724.0812.0
HardtackFoodTack Oven5.01.043.9615.0
PistolsWeaponsPistol Maker5.01.483.5215.0
Fancy ClothingEquipmentMaster Tailor5.01.523.4815.0
ProsthesisEquipmentLimb Maker5.01.673.3315.0
SpyglassEquipmentSpyglass Maker5.01.83.215.0
ToolsShipsTool Maker4.81.882.9218.0
Cassava BreadFoodCassava Oven3.20.592.6112.0
PearlEquipmentPearl Diver2.402.43.0
TarMaterialsTar Kiln3.00.662.3428.0
BootsEquipmentCobbler3.00.842.1611.0
Cast IronMaterialsIron Caster3.00.962.0411.0
BarrelDrinkCooper2.20.192.015.0
FittingsShipsHammermill3.01.081.929.0
SteelMaterialsSteel Foundry4.42.481.9211.0
Silver LiningShipsSilver Smith6.04.171.8322.0
JewelleryEquipmentJeweller5.03.21.815.0
RumDrinkDistillery2.91.121.787.0
CharcoalMaterialsCharburner2.20.491.7110.0
SabresEquipmentWeaponsmith5.03.361.6415.0
FishFoodFishing Hut1.601.63.0
GuanoWeaponsGuano Gatherer1.201.23.0
Fresh WaterDrinkCistern1.201.28.0
Copper OreMaterialsCopper Mine1.201.23.0
Iron OreMaterialsIron Mine1.201.23.0
MedicineEquipmentApothecary2.21.01.211.0
FibreMaterialsLeafcutter1.201.23.0
SaltFoodSaltern1.201.23.0
EyepatchEquipmentEyepatch Maker1.50.41.16.0
FabricMaterialsWeaver2.21.121.088.0
Tattoo InkEquipmentInk Maker1.50.481.029.0
SeashellsMaterialsShell Farm0.800.83.0
PineappleDrinkPineapple Grove0.800.83.0
CochinealEquipmentCochineal Harvester0.800.88.0
EggsFoodEgg Thief0.800.83.0
Lead OreWeaponsLead Mine0.800.83.0
LimeMaterialsLime Kiln0.800.83.0
TurtlesDrinkTurtle Catcher0.800.83.0
Jolly RogerShipsFlag Maker3.02.240.764.0
Turtle SoupFoodSoup Kitchen1.50.80.74.0
TabbyConstructionTabby Cradle1.50.80.711.0
CopperMaterialsBloomery2.21.520.685.0
Stone BlocksConstructionStonecutter0.80.20.64.0
StoneMaterialsQuarry0.600.63.0
BirdsFoodBird Catcher0.600.63.0
Wooden AwlEquipmentHardwood Workshop0.70.10.64.0
LeatherEquipmentTanner1.20.60.68.0
PlanksConstructionSawmill0.70.190.515.0
Colour PigmentEquipmentPigment Maker1.10.60.54.0
RopeShipsRope Maker0.90.40.511.0
HardwoodMaterialsWoodcutter0.400.44.0
Sugar CaneDrinkSugar Cane Farm0.400.48.0
PigFoodPig Herder0.400.42.0
HerbsFoodHerbalist0.400.48.0
Cassava RootsFoodCasssava Picker0.200.24.0
Black PowderWeaponsPowdermill1.00.880.128.0
PitchShipsTar Boiler3.02.930.078.0
Steel ChainShipsChain Smith0.000.09.0
FigureheadShipsMaster Carver1.41.5-0.15.0
SlopsEquipmentSlop Shop1.51.76-0.268.0
LeadWeaponsLead Smelter0.70.96-0.265.0
StewFoodCampfire0.41.4-1.04.0
SailsShipsSail Maker1.22.24-1.049.0
BoozeFoodMoonshine Still0.31.6-1.34.0
Copper LampShipsLamp Maker1.56.86-5.369.0
AmmunitionAmmunitionSmall Gun Tower0.06.2-6.20.0

What the gross-revenue chart gets wrong

Sorting on gross “Production Sale per min.” alone would have put Silver Lining (6.0/min gross) and Sabres (5.0/min gross) ahead of Whale Oil (5.0/min gross), Roast Bird (4.8/min gross) and Cannonball (4.8/min gross). Once input cost is netted out, that order inverts: Silver Lining drops to 19th place and Sabres to 23rd, because both burn expensive processed inputs (Steel, Tools, Cast Iron) that are worth more sold raw than converted. Whale Oil, Roast Bird and Cannonball all use cheap or free depth-0/depth-1 inputs and keep almost all of their gross revenue as net profit.

Highest net profit per minute, top 7 of 69 resources Corsair Cove — Net /min column, full ranked table above Naval Gun 8.24/min Whale Oil 5.00/min Roast Bird 4.40/min Cannonball 4.08/min Hardtack 3.96/min Pistols 3.52/min Fancy Clothing 3.48/min Net of input cost, not gross sale price — several gross leaders (Silver Lining, Sabres) fall out of this top 7.

Naval Gun is the standout at 8.24 net/min — it’s the highest-grossing resource in the game and the highest-net, because its 3.76/min input cost (Cast Iron, Cannonball) is small relative to its 12.0/min sale rate. If you have Cannon Foundry capacity, this is the profit-maximizing thing to run.

Where cohesion and profit disagree

Cohesion Value measures crew morale contribution, not coin, and the wiki tracks it independently per resource. Three patterns stand out from the table:

  • Tar is the cohesion outlier. At 28 cohesion — the single highest value in the entire resource list — it nets only 2.34/min in profit, well outside the top 10 by money. If you’re building a happiness-focused economy rather than a coin-focused one, Tar earns a production line the profit table alone wouldn’t justify.
  • Ammunition and Booze are the negative-cohesion-adjacent goods. Ammunition has 0 cohesion and the worst net in the table (-6.2/min); Booze has 4 cohesion and also nets negative. These are consumables — Ammunition feeds gun towers, Booze feeds crew directly — not market goods, so a negative “sale” net doesn’t mean you’re losing money on them; it means the wiki’s sale-per-min figure isn’t the right lens for consumables at all. Treat any resource with 0 or single-digit cohesion and a listed sale rate near zero as internally-consumed, not sold.
  • High cohesion and high profit do overlap at the top of the mid-table — Tools (18 cohesion, 2.92 net), Silver Lining and Naval Gun (22 cohesion each) all sit well above the median on both axes. If dock space is the binding constraint, these three are the ones that don’t force the coin-vs-morale choice at all.

What we could not confirm

  • The exact ratio behind multi-recipe resources. Six resources (Silver Lining, Copper Lamp, Hardtack, Spyglass, Ammunition, Booze, Stew) list two or three producing buildings on the wiki with pipe-separated ingredient and sale-rate values. We used the first listed recipe only; a second recipe at a different building could have a meaningfully different net profit that this table doesn’t show.
  • Shot’s Production Sale per min. field is listed as a non-numeric value (“-nan”) on the wiki as of 2026-08-22, which reads as either a data-entry gap or a genuinely undefined rate for that resource. We excluded Shot from the table rather than guess at a number.
  • Whether cohesion value is additive per stack sold or a flat per-item constant regardless of quantity produced. The wiki lists one Cohesion Value number per resource with no rate qualifier, so we treated it as a flat per-unit value; we could not confirm this against in-game crew-happiness telemetry.
  • In-game measured prices. Sale values may drift with your own port’s trade demand in ways the static wiki table does not capture.

For the dependency structure behind these recipes (what feeds what, and how many tiers deep), see the 77-resource production chain matrix. For how these resources fund ship construction, see the crew-scaling matrix for all 29 hulls. For the patch history behind the current version this data reflects, see the patch timeline. More Corsair Cove coverage lives on the game hub.

Sources

  • Corsair Cove Wiki, List of resources pagewiki.hoodedhorse.com, last edited 2026-08-22, read 2026-08-22. Sale values, stack sizes, ingredient ratios and cohesion values are transcribed from this page; net-profit and cohesion-gap analysis is our own computation, described above.