Crafting a ship is where the whole system comes together — and it’s the only route that gives you a hull built exactly the way you want it. To build one you need five things at the same time: a Shipyard, a blueprint for the ship, the materials the recipe calls for, the money — reals and doubloons — that it costs, and a high enough crafting level. Miss any one and the build won’t happen. Get them all together and you choose the woods, press craft, and the ship appears in your docks.
A blueprint is the recipe for a specific hull: it defines which ship you’re building and exactly what materials and components that build consumes. As with every recipe, you can only craft ships whose blueprints you’ve unlocked — and blueprints unlock as your crafting XP climbs, with the bigger, more complex hulls sitting behind higher thresholds. A handful of ship blueprints — and the permits some hulls require to build — are instead bought from the Admiralty. Think of your unlocked blueprints as the menu of what your shipyard can make; expanding it is part of growing as a crafter.
Crafting is the only point at which you choose what a ship is made of. When you start the build you pick the frame wood, the planking wood, and a trim — and those choices are locked in for the life of the hull. This is the whole reason to craft rather than buy a generic ship: a captured or shop hull comes as-is, but a crafted one can be tuned to its job, light and fast or heavy and tough. The trade-offs behind those choices are covered in depth on Woods & Trim.
A hull’s recipe rarely consumes only raw materials — it also wants components that are themselves crafted in your other buildings (the Workshop and Forge) and in turn made from raw materials. So a big build is really a small supply operation: gather raws, work them up into components, and feed everything to the shipyard. Bigger hulls now eat proportionally more of everything than they used to — the August 2026 recipe pass scaled requirements up with ship size — so that supply operation grows faster than the ship does. One practical limit to remember — a deep-water ship can’t be built in a shallow-water port, so the shipyard you use has to suit the hull you want.
The same pass raised what a hull costs in money by a great deal more than that. Where a Brig once cost a few thousand reals it now runs into the tens of thousands; a Frigate went from tens of thousands to the high hundreds of thousands; a Bellona from tens of thousands to over a million, plus doubloons on top of every one of them. The developers put the change in terms most captains will recognise: a Bellona that used to cost about one NPC kill’s worth of income now costs around thirty, and a Frigate about fourteen. Those are August 2026 figures and they will drift, but the shape is what matters — building a ship is now a serious capital decision rather than something you do between fights.
The color shown on a finished ship is its craft quality, running from gray through green, blue, and purple to gold. The quality determines how many of the ship’s upgrade slots are unlocked, but the color is not a verdict on the whole build: a lower-color ship made from well-chosen woods may suit its job better than a gold hull with the wrong wood combination.
You choose the hull, woods, and trim when you place the build, but you do not choose its color. Quality is rolled when the ship is crafted, so spending rare materials does not guarantee a purple or gold result. Port location affects the odds: higher-quality ships are more likely when built in capturable ports and less likely in uncapturable ports — a rule introduced by the November 2025 crafting update and tilted further toward capturable ports by the August 2026 update, which raised the purple and gold chances there again. Treat quality as a chance at extra upgrade potential, and judge the finished ship by its color, woods, trim, and bonuses together — and, since the August 2026 update, by her Rating, which sums up what she is worth to whoever sinks her.
Where you build now matters more than it did, because a bad roll costs more than it did. At current prices a failed quality roll on a ship of the line is a seven-figure disappointment, so if you have a shipyard in a capturable port, that is where the expensive hulls belong. Sinking a million reals into a build in an uncapturable port to save yourself a sail is a poor trade.
You don’t start able to build a first rate. Your crafting level rises as you bank crafting XP, and each step up unlocks bigger, more complex hulls — so the path to building ships of the line is to keep building the ships you can, the same way combat rank rises by fighting, until crafting tops out at roughly level 87. The fastest way to climb is to keep building hulls close to your current crafting level: the XP a build awards falls off sharply the further below your level you go, dwindling to nothing several tiers under, so churning out cheap low-tier hulls stops paying once you’ve outgrown them. The August 2026 update re-tuned those XP awards alongside the new recipes, so the climb now costs real money as well as time — budget for it before you commit to a crafting career. The full XP curve lives on Buildings. A crafter is a distinct kind of captain, and a valuable one: while others buy hulls at the auction, you’re the one supplying them — and a crafter listing their own builds has the auction listing fee waived, as covered on Acquiring a Ship. If you’d rather get a ship another way, weigh the options there too.
This page draws on facts from, and gratefully credits: Aquillas (Eléazar de Damas) — Naval Action User Guide, Rev. 13, May 31 2025 · Prezeey — 2026 New & Returning Player Comprehensive Guide (Steam) · Naval Action — Steam Developer Announcements. Prose is original; see how this guide is made.
