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Formulas for Ship Economy and Combat Effectiveness in Corsairs Legacy

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:

Base = (Hull × r) + (Rigging × r) + (Crew × 120) + (Capacity × 0.05 × r) + (50 × Speed × r) + (100 × Turn × r)

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:

Buy = Base × (1 − 0.005 × Charisma)

Charisma provides a discount from 0.5% to 5%, with values ranging from 1 to 10.

Example:

  • Charisma 199.5% of Base
  • Charisma 1095% 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:

Sell = Base × (0.05 + 0.1×HullMod + 0.1×RiggingMod) × (K + 0.3×Charisma) / 100

Where:

HullMod = currentHull / maxHull
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

damaged Hull × class coefficient in pesos


where Hull is the damaged hull value.

Repair cost for 30% rigging damage

damaged Rigging × class coefficient in pesos


where Rigging is the damaged rigging value.

Ship Firepower Formula

Firepower Index = Guns × Caliber


where Guns is the number of cannons and Caliber is their caliber.

Firepower per minute (considering reload time):

6 lb: 15 s → 60/15 = 4.000 shots/min per gun
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 furled → 35%
Sails half-open → 100%
All sails open → 70%

Speed

Sails furled → 0%
Sails half-open → 50%
All sails open → 100%

Crew Supply Cost Formulas for 30 Days

Consumption rates:

Provisions = ceil(30 × Crew / 2)
Rum = ceil(30 × Crew / 4)
Medicine = ceil(30 × Crew / 10)


where Crew is the crew size and ceil means rounding up.

Prices:

Provisions = 15 pesos
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

Loot = (10 − R) × (1000 × M1) + (Capacity / 10 × M2)

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)

E[Loot] = E[M] × (10 − R) × 1000 + E[M] × (Capacity / 10)

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.

Loot = (10 − R) × (1000 × M1) + (Capacity / 10 × M2)

Multiplier bounds:

  • Min: M1 = 1, M2 = 1
  • Max: M1 = 4, M2 = 4
  • Average value: E[M] = 2.5

Average convoy loot:

E[Loot] = 2500 × (10 − R) + 0.25 × Capacity


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:

E[Loot] = 3000 × (10 − R) + 0.3 × Capacity

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