Pirate Cove Rework
This mod reworks Vampire Coast Pirate Coves into proper foreign-slot outposts with multiple building slots, discoverability, specialised roles, and meaningful choices.
A Pirate Cove should be more than a single hidden money box nailed under someone else’s harbour.
Instead of picking one of CA’s four old cove buildings and forgetting about it, each Pirate Cove now becomes a small hidden network: a smuggling hub, military staging post, spy nest, safehouse, raiding base, friendly harbour compact, or something much louder and much riskier.
- Expands Pirate Coves to four building slots
- Enables Discoverability for Pirate Coves
- Replaces CA’s original four Pirate Cove buildings with a full new building ecosystem
- Allows Pirate Coves to survive razing, similar to newer foreign-slot systems

Pirate Coves now use a discoverability system similar to other hidden foreign-slot mechanics.
Loud, profitable, military, or parasitic coves are easier to discover. Safer, more cooperative, or covert coves are harder to find.
This means a rich pirate arsenal buried under a foreign port is powerful, but it is no longer invisible just because the local authorities are apparently very bad at noticing cannons, monsters, and drunken undead sailors.
This mod is compatible with popular overhaul mods but does not include compatibily to hire modded unit from Pirate Cove buildings. Modders are welcome to create patches that add their units to those buildings if desired.
Compatible with mods that allow Pirates Coves to exist in non-coastal settlements. However the cove spread buildings will still only spread to coastal settlements.
Higher conflict risk with mods that alter:
- Pirate Cove buildings
- Vampire Coast foreign slots
- Pirate Cove UI / hostile settlement slot UI
- Vampire Coast recruitment from foreign slots
- Discoverability behaviour for Pirate Coves
- Corsair Contracts – Pirate Coves give your captains somewhere to scheme; Corsair Contracts gives them someone to scheme for. Adds mercenary contracts, Infamy rewards, contract travel, and paid work for all playable Vampire Coast factions.
- New campaign recommended
- Existing coves from old saves may behave inconsistently depending on what was already built
- Removing the mod mid-campaign is not recommended
Reuse and editing are fine with attribution.
Enjoying the mod ? Feel free to buy me a coffee so I can turn more caffeine into code at https://ko-fi.com/hereticangel/tip
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Revisions:
Old revisions of this mod are available below. Click the link to download.