Crew, Fleet & Legacy
Who sails with you, and what you leave behind
A minimum crew to work the ship at all, officers with their own loyalty, and a name that outlives you.
Crew, Fleet & Legacy
Who sails with you, and what you leave behind
These are the crew and legacy systems as designed and proven end to end in the first version. In the rebuild, the people are only beginning to come aboard — the measured figures live on the Status page.
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Crew and survival
A minimum crew to work the ship at all. Water that kills in three days and food in three weeks. Morale that turns into desertion in port, and mutiny that can cost you a ship — one you can hunt down and take back.
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Mates
Named officers with the same six skills you have, who grow alongside you and lift the ship only while stationed aboard. They have loyalty, they can be bought, and below a threshold they walk — sometimes with a ship.
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Six skills and the Captain's Chronicle
Trade, Carpentry, Discipline, Survivalism, Exploration and Infamy — each earned by doing the thing, each with a tree of three branches and a lifetime budget that forces real choices. No respec. Six trees are live.
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Your fleet
Buy hulls, put mates in command, give orders — follow, hold, sail to. Stances and engagement filters are in, and the boats work real logistics: hands row between decks to man a prize, cargo loads into any hull in reach, and a rail to heave things over the side.
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Nations and allegiance
Seven crowns own the ports. Pledge yourself at creation, invest at a town hall to flip a port's allegiance, re-pledge at a palace.
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Campaign
The Portuguese line: an audience with the King, six parallel story arcs gated behind different skills, and per-nation standing that moves with what you do. The exploration arc is the one that carries you south to Australia — a continent this century hasn't charted.
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Dynasty
Court by gift, marry, raise children who serve aboard as your officers, and on your death hand the ship to an heir who keeps the heirlooms and the skills they actually earned at sea.
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Rescue and passengers
Pull castaways aboard; they eat your stores and die if the casks run dry, and the Crown pays per man landed alive.
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Sea-stories and epithets
Nine earned, permanent traits with small perks, and the dockside titles that come with them.
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Exploration
Your Exploration level is half ports found and half fog burned off the open water. Nothing is handed to you — and because the world is the real Earth, a coastline you half-remember is a coastline you can actually use.
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Treasure hunts
Map pieces bought as riddles, dug up by camping ashore where you think the answer is. No waypoint markers.
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Curiosities and the grey lady
Twenty-four collectible valuables, four of them one-of-a-kind, worth little where they were made and dear far from home. A stranger at one port per game runs a hidden ten-errand line for a set of usable curios.
Your First Mate
Isaac Rourke
Rourke is the mate who guides you — the voice at your shoulder while you work out what the ship and the sea want from you.
Before you leave any port he gives you the briefing on the ship's state, so you sail knowing what you're short of. Like every mate he carries the same six skills you do, grows alongside you, and lifts the ship only while he's stationed aboard.
Mates have loyalty, and it isn't unconditional. Let it fall far enough and a mate walks — sometimes with one of your ships.
Join the Crew
Come aboard
The Discord is where the work happens in the open — build progress, screenshots, the things that broke, and the first call when there's something worth sailing. Come and say hello.
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