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Captain Paths

Each captain class changes pricing, voyage modifiers, reputation growth, inspection profile, and starting relationships. You pick a class at game start, but your choices during play push you toward one of three emergent postures.

Class Play style Starting edge
Merchant Volume trade, port fee discounts Steady, reliable, safe
Smuggler Inspection evasion, underworld connections Lean margins, high flexibility
Navigator Speed bonuses, fuel efficiency Storm resilience, fast routes
Privateer Faction-aligned combat, salvage income Political leverage
Corsair High-risk piracy, black market access Reputation volatility
Scholar Cultural knowledge, luxury trade bonuses Diplomatic options
Merchant Prince Luxury specialist, high starting capital Expensive tastes
Dockhand No advantages, everything earned Hard mode
Bounty Hunter Combat-funded, target contracts Faction heat
Custom 10 skill points across Trade/Sailing/Shadow/Reputation Your trade-offs

The custom builder lets you choose a home port, cultural background, and faction alignment. Every choice is a trade-off, not an optimization puzzle.

As you play, your choices push you toward one of three captain identities. These are not classes – they are what your choices turn you into.

Convoy discipline. Trust-based access. Public consequence.

  • Earns through: volume trade on legitimate routes
  • Strengths: steady income, institutional trust, safe route access
  • Weaknesses: trapped by legitimacy, vulnerable to shortage and delay
  • Fears: delivery delay, undercapacity, public failure

Relief is the safest, most consistent path. It wins on reliability. The danger is that consistency becomes complacency – and when the supply chain shifts, the Relief captain has no fallback.

Paper leverage. Timing abuse. Institutional risk.

  • Earns through: clever positioning, brokered goods, institutional gaps
  • Strengths: flexibility, information advantage, cross-civilization access
  • Weaknesses: thin margins, vulnerable to inspection and seizure
  • Fears: seizure, exposure, paper closure

Gray is lean, clever, and survivable. It peaks early and then has to work to stay ahead. The danger is that the system starts remembering your name.

Direct confrontation. House politics. Reputation volatility.

  • Earns through: combat salvage, direct trade, faction leverage
  • Strengths: combat income, house access, tactical flexibility
  • Weaknesses: crew injury risk, expensive ship maintenance, escalation pressure
  • Fears: escalation, crew loss, thin support networks

Honor is combat-funded and volatile. One good fight is rewarding. Seven fights in a row starts costing crew health, hull integrity, and salvage value.

Five ship classes gate route access and define your combat profile:

Class Role Unlocks
Sloop Starter Regional routes, light cargo
Cutter Fast upgrade Speed advantage, still light
Brigantine Mid-game Cross-region routes, bulk cargo
Galleon Late mid-game Long-haul luxury routes, heavy cargo
Man-of-War Endgame Dangerous shortcuts, military presence

Upgrading your ship is a campaign decision, not just a purchase. Bigger ships cost more to maintain, dock at higher fees, and attract more attention.

Ten recruitable companions across five roles (two per role):

Role Effect Examples
Marine Combat damage + interception Iron Marta, Red Tomas
Navigator Speed + danger reduction Star Lila, Old Henry
Surgeon Injury healing at sea Dr. Amara, Patches
Smuggler Inspection evasion Shadow Kai, Rosa the Fence
Quartermaster Trade bonus on sells Coin Mariam, Dockhand Pete

Maximum two companions at a time. Each has a home port, required standing to recruit, personality, morale, and departure conditions. Quality over quantity.

Dogfood simulation confirms: three postures produce different routes, different trade mixes, different combat profiles, different failure textures, and different captain identities. Credit ratio between strongest and weakest path lands in the 3-5x band – different lives, not equal ones.