Buildings

First draft — under review. This page was generated by AI and has not yet been reviewed for accuracy. Treat everything here as provisional until it has been checked against the game.

If you want to make things in Naval Action, you need buildings — and there are really only three that matter: the Workshop, the Forge, and the Shipyard. The important thing to understand up front is what they aren’t: they’re not passive factories that pile up goods while you’re offline. They’re workbenches you stand at and operate — you feed in materials, choose what to make, and craft it on the spot.

The three crafting buildings

Each building is a station for one part of the craft:

  • Workshop — makes components and repair supplies: the rope, fittings, planks, and consumables that other recipes (and your ships in battle) depend on. It’s the broadest, lowest building and usually the first you put up.
  • Forge — makes guns: cannons, carronades, and the ammunition they fire. If you want to arm your own hulls or sell ordnance, this is where it’s made.
  • Shipyard — makes ships. It’s the top of the chain and the most demanding to unlock and supply; the whole subject of building a hull is covered on Ship Crafting & Blueprints.

How they chain together

The three buildings are designed to feed one another, and seeing that chain is the key to crafting well. Raw materials — bought, traded, or looted (see Resources & Woods) — go into the Workshop to become components. Components and more raws go into the Forge to become cannons and shot. And the Shipyard pulls components, guns, and woods together into a finished ship. Each step adds value, which is why a self-sufficient crafter — or a clan that splits these roles between members — can build a fully armed hull far more cheaply than buying every piece.

Buildings live at your outposts

A building has to sit in a port where you hold an outpost, because it draws on that port’s warehouse for materials and deposits what it makes there. That ties your crafting geography to your outpost network: it’s usually smart to cluster a building where the materials it needs are easy to get, rather than hauling raws across the map to a shipyard in the wrong place. You can hold only a limited number of buildings — the cap rises with rank and can be extended — so each one is a real choice about what you mean to make.

Planning what to build

Because buildings and their slots are limited, build to your intent. A captain who mainly fights and wants to keep ships repaired and armed leans on a Workshop and perhaps a Forge; a dedicated shipwright invests in a Shipyard and the supply lines to feed it; a trader may skip buildings altogether and simply buy what others craft. Note too that blueprints — the templates the Shipyard builds from — come from the Admiralty, which is a purchasing post, not a building you construct. For how the money side of this pays off, see Making Money.

Sources & Credits

This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025. Prose is original; see how this guide is made.

Last verified 2026-06-30 by AI.