Ashore

What gives the voyage a point

Every port is a painted harbour with a working door list, real prices and real stock — and a life you can build on the land behind it.

Ashore

What gives the voyage a point

  • Ports

    75%

    Every port is a painted harbour view with a working door list: trade house, shipyard, chandler, tavern, town hall, harbour office, inn, and a palace where there is one. Prices, stock and services are all real.

    Remaining: more painted backdrops, regional character per crown, and capital-city extras.

  • Hostile ports

    100%

    You are never refused at sea. You land, you see the town, and the watch at the head of the pier turns you away — or seizes you, if you are wanted. Jail strains your crew's loyalty, and you can pay the fine.

  • The tavern

    80%

    Drinkers at the tables carry the rumours: prices, ports, work. Gambling — three period games, one per port — a chartmaker who sells riddle-clue map pieces, and shanties on request.

    Remaining: a few services still finding their final home in the room.

  • The Quinta — your estate

    85%

    A walkable farm you build up yourself: land granted ten acres at a time by crown deed, crops, workers, a steward, a carriage, a market cart.

    Remaining: build timers and estate events, deliberately deferred.

  • Dockside errands

    100%

    Small paid work from townspeople — letters, price reports — that settles itself when you next dock where it was bound.

  • Living market

    90%

    Real supply and demand per port, prices that move, and a price book that remembers what you saw and ages it out. NPC traders move actual stock, so the market shifts whether you are watching or not.

  • Production chains

    80%

    Raw goods feed manufactures feed naval stores, in named works ports.

    Remaining: some end-of-chain demand waits on combat and shipyard sinks.

  • Warehouses

    100%

    Tiered storage in port that funds itself out of a captain's purse, with upkeep taken on a cycle — or seized if you let it lapse.

  • Contracts and commissions

    85%

    Special merchant runs for experienced traders, and ranked crown commission tracks out of the palace.

    Remaining: the infamy track waits on combat.

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