Outposts & Warehouses

An outpost is your foothold in a port — somewhere to dock ships, store goods, and build. More than convenience, it’s what makes a port yours to operate from: the goods you leave in a port’s warehouse only stay put if you hold an outpost there. Deciding where to plant your handful of outposts is one of the most consequential economic choices you make, because it sets where you can stage ships, gather resources, and trade from.

What an outpost is

Setting up an outpost in a port gives you a permanent presence there: docks to leave and pick up ships, a warehouse to store goods, and the footing to put up crafting buildings. The persistence is the key part — visit a port without an outpost and anything you leave in its storage is lost when you move on; establish an outpost and your goods and ships stay safe between visits. An outpost turns a port from a place you pass through into a base you operate from.

The warehouse

The warehouse is your storage in a port: materials, modules, cannons, books, doubloons, and crafting goods all live there. Storage is per port — each outpost has its own warehouse, and goods don’t flow automatically between them, so what’s in your home warehouse isn’t reachable from an outpost three regions away. You move goods between the warehouse and your ships’ holds by dragging them across, loading cargo to carry and unloading it to store. As you accumulate more than the default space holds, the warehouse can be expanded for a fee.

Docks, buildings, and the port base

An outpost is really three things clustered together. The docks hold the ships you leave at that port. The warehouse holds your goods. And the port is where you put up crafting buildings — a workshop, a forge, a shipyard — since those have to sit in a port where you hold an outpost. That clustering is why an outpost is the unit of expansion: each new one is a complete little base — somewhere to keep ships, store materials, and craft. The buildings side is covered under Buildings.

Moving between your outposts

You can teleport yourself between outposts you own for a fee in reals — a fast way to jump to where you need to be. The important limit: this moves you, not your fleet. Ships and cargo generally stay where you left them, so a network of outposts lets you hop quickly between bases but doesn’t magic your goods around — hauling cargo still means actually sailing it. That distinction is exactly why where your outposts sit matters so much.

Placing them well

Because outposts are few and each one is a real investment, treat placement as strategy, not convenience. The usual reasons to plant one:

  • Resource access — near ports that produce the raw materials your crafting needs, so you gather and store without long hauls.
  • Trade routes — at the ends of a profitable trading run, so you can buy, store, and stage cargo where the margins are.
  • Frontline staging — near contested waters, so you can keep fighting ships forward and join the action without sailing from the rear.
  • Reach — spreading a few outposts across regions so you’re never far from a base, rather than clustering them all at home.

You’ll manage all of this — founding outposts, paying for expansions, and teleporting between them — from the Admiralty and port screens. Once you’ve a base worth filling, the money to fill it comes from 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.