Formulas for Ship Economy and Combat Effectiveness in Corsairs Legacy

This article compiles the key formulas that define a ship’s economy and combat effectiveness. All values are provided for the current game version and may be adjusted during balancing.
Base Ship Cost Formula
The base price (Base) is calculated as follows:
where r is the rank modifier (GetShipSize).
Main influencing factors:
- Capacity significantly affects the price.
- Hull and Rigging scale with rank (r).
- Crew adds a fixed cost (120 per slot).
- Speed and Turn have a noticeable impact.
Ship Purchase Price at the Shipyard
Purchase formula:
Charisma provides a discount from 0.5% to 5%, with values ranging from 1 to 10.
Example:
- Charisma 1 → 99.5% of Base
- Charisma 10 → 95% of Base
The purchase price is the same at the colonial shipyard and from smugglers.
Ship Selling Formula
The selling price depends on:
- current hull condition (HullMod)
- current rigging condition (RiggingMod)
- shipyard type (K)
- hero’s charisma (Charisma)
Selling formula:
Where:
RiggingMod = currentRigging / maxRigging
K = 35 (colony) or 25 (smugglers)
At 100% condition:
- maximum ≈ 9.5% of Base in a colony
- maximum ≈ 7% with smugglers
Selling is always less profitable than buying.
Ship Repair Cost Formula
Class coefficients
- Class 7 - 3
- Class 6 - 6
- Class 5 - 12
- Class 4 - 15
- Class 3 - 18
- Class 2 - 21
- Class 1 - 24
Repair cost for 30% hull damage
where Hull is the damaged hull value.
Repair cost for 30% rigging damage
where Rigging is the damaged rigging value.
Ship Firepower Formula
where Guns is the number of cannons and Caliber is their caliber.
Firepower per minute (considering reload time):
9 lb: 18 s → 60/18 = 3.333 shots/min per gun
12 lb: 21 s → 60/21 = 2.857 shots/min per gun
Sail Position Modifiers
Turn (Maneuverability)
Sails half-open → 100%
All sails open → 70%
Speed
Sails half-open → 50%
All sails open → 100%
Crew Supply Cost Formulas for 30 Days
Consumption rates:
Rum = ceil(30 × Crew / 4)
Medicine = ceil(30 × Crew / 10)
where Crew is the crew size and ceil means rounding up.
Prices:
Rum = 27 pesos
Medicine = 33 pesos
Loot Formulas
The amount of loot is determined by the ship class (R), its Capacity, and random multipliers M1 and M2.
Base Formula
where:
- R — ship class;
- Capacity — ship capacity;
- M1 — random multiplier for the class-based part;
- M2 — random multiplier for the capacity-based part.
The first part of the formula scales with (10 − R). The second part is proportional to the ship’s capacity and calculated as Capacity / 10.
Multiplier Ranges by Ship Type
- Military ship:
M1, M2 ∈ {0, 1}
Expected value: E[M] = 0.5
Probability of zero loot: 25% - Common ship:
M1, M2 ∈ {0, 1, 2}
E[M] = 1
Probability of zero loot: 11.11% - Merchant ship:
M1, M2 ∈ {0, 1, 2, 3}
E[M] = 1.5
Probability of zero loot: 6.25%
Average Loot (Expected Value)
The value of E[M] depends on the ship type according to the table above.
Loot Formula for a Merchant Convoy
Merchant convoys use extended multiplier ranges.
Multiplier bounds:
- Min: M1 = 1, M2 = 1
- Max: M1 = 4, M2 = 4
- Average value: E[M] = 2.5
Average convoy loot:
Loot Formula for a Merchant Convoy in the Old World
In the Old World region, increased multipliers are used.
Multiplier bounds:
- Min: M1 = 2, M2 = 2
- Max: M1 = 4, M2 = 4
- Average value: E[M] = 3
Average loot:











