Pearl Farm is a Harbour and Production Building which produces Pearls. It can be built only in the New World, it requires free harbour area and pearls fertility. It must be connected to a warehouse or a trading post by a road to enable goods transportation; adjacency to the trading post is not sufficient.
Productivity[]
It takes 90 seconds to produce 1 ton of pearls so the production rate is 0.67 tons of pearls per minute. Productivity can be changed by adjusting working conditions and using items.
Production Chains[]
All regular production chains involving the Pearl Farm are listed below.
Jewellery[]
★ The Coal Mine may be replaced with two
Charcoal Kilns
for +10
+30
-10
-400
-4
+5
Supplies:
• 190 Investors Residences (up to 9500
Investors)
• or 4 Hotels (up to 2000
Tourists)
Alternatives[]
Pearl Farms are also involved in the following production chains when particular items are equipped in a Trade Union.
Jewellery (Using Gold Ore instead of Gold)[]
Jewellery
Illustrious Gemologist
Supplies:
• 95 Investors Residences (up to 4750
Investors)
• or 2 Hotels (up to 1000
Tourists)
Items[]
Some items when equipped in trade unions or harbourmaster's offices can have an impact on pearl farms.
Trade union items for all production buildings[]
![]() Common | ||
---|---|---|
Free money! | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Riots -40% Duration:50:00Destroyed after use |
Expedition Bonus![]() |
![]() Common | ||
---|---|---|
Puts out fires. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -40% Duration:50:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Lots of free money! | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Riots -60% Duration:01:20:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Makes it look like your premises are all above board. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -10% Chance of Fire: +20% |
![]() Uncommon | ||
---|---|---|
A volatile source of electric power. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +100% Explosion Chance: +70% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Uncommon | ||
---|---|---|
Fewer fires, for little cost. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +5% Chance of Fire: -30% |
![]() Uncommon DLC Required
The Anarchist | ||
---|---|---|
The people own what they produce! They should be free to join a great queue to collect their quota! | ||
![]() Affects All Production Buildings |
Effects Productivity: -10% Maintenance Cost: -15% |
![]() Uncommon | ||
---|---|---|
Reduces the risk of fire. | ||
![]() Affects All Production Buildings |
Effects Chance of Fire: -30% |
![]() Uncommon | ||
---|---|---|
The old toll of toil. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
![]() Uncommon | ||
---|---|---|
Puts out fires well. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -60% Duration:01:20:00Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon DLC Required
The Anarchist | ||
---|---|---|
Workers are enthused by the new system of written labour notes to reward their efforts. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Workforce Needed: -20% |
![]() Rare DLC Required
The Anarchist | ||
---|---|---|
The people need somewhere they feel comfortable sharing ideas to help economise during production! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -20% |
![]() Rare | ||
---|---|---|
You can make everything on the cheap, and no-one has to know. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Chance of Fire: +30% |
![]() Rare DLC Required
The Anarchist | ||
---|---|---|
A new and better printing machine helps distribute labour notes to workers at no maintenance cost! | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
![]() Rare | ||
---|---|---|
Reduces the risk of fire, and looks nice. | ||
![]() Affects All Production Buildings |
Effects Attractiveness: +2 Chance of Fire: -40% |
![]() Rare | ||
---|---|---|
An investment that provides your people with the ways and means to combat a blaze. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +10% Chance of Fire: -50% |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
This unpredictable prototype was originally built to gain an unfair advantage at steam car races. | ||
![]() Affects All Production Buildings |
Effects Productivity: +15% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
---|---|---|
Very good at putting out fires. | ||
![]() Affects All Production Buildings when activated |
When activated Chance of Fire -90% Duration:02:00:00Destroyed after use |
Expedition Bonus![]() |
![]() Rare | ||
---|---|---|
Life-changing sums of free money! | ||
![]() Affects All Production Buildings when activated |
When activated Workforce Needed -15% Duration:02:00:00Chance of Riots -90% Destroyed after use |
Expedition Bonus![]() |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
Some say there's a tiny boy inside pulling the levers... | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -15% |
Crafting Cost![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
---|---|---|
Once heard, cannot be unheard. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
![]() Rare | ||
---|---|---|
A safe source of electric power. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +75% Explosion Chance: +50% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Epic DLC Required
The Anarchist | ||
---|---|---|
A man with an infectious, impetuous and impassioned urge for action. | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% Maintenance Cost: -20% Workforce Needed: -25% |
Expedition Bonus![]() |
![]() Epic | ||
---|---|---|
A worker's gift. "Just in case you have to wake us up, boss. We can be bunch of sleepyheads sometimes..." | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -50% |
![]() Epic | ||
---|---|---|
Feras' voice puts people in a comforting trance, letting them lead happier, more focused and productive lives. | ||
![]() Affects All Production Buildings |
Effects Productivity: +50% Maintenance Cost: -10% Workforce Needed: -10% Chance of Riots: -20% |
Expedition Bonus![]() Trait: Hypnotist |
![]() Epic | ||
---|---|---|
Better factory materials cost more money, but it's bound to be worth it in the end, argues Lord Fizgig. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +15% Chance of Fire: -70% |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
A reinforced variant, which in spite of the minor combustion risk, takes all the labour out of warehouse work. | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic DLC Required
The Anarchist | ||
---|---|---|
An airy space, not at all empty, but brimming with ideas for economisation! Self-sufficiency; over-abundance! Those are the topics for discussion at this venue's very functional table. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -25% Workforce Needed: -40% |
![]() Epic | ||
---|---|---|
Reduces the risk of fire, and looks divine. | ||
![]() Affects All Production Buildings |
Effects Attractiveness: +3 Chance of Fire: -50% |
![]() Epic | ||
---|---|---|
Shirkers begone! The shrill cry of a new day has sounded! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -20% Workforce Needed: -40% |
![]() Epic | ||
---|---|---|
A highly-efficient and safe source of electrical power! | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: +50% Provides electricity |
Expedition Bonus![]() |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Epic DLC Required
The Anarchist | ||
---|---|---|
The labour notes are now so beautifully typeset and presented, they really look like they're worth something! A sign of the wonders of anarchy to come! | ||
![]() Affects All Production Buildings |
Effects Productivity: +25% Workforce Needed: -40% |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
Compensates for its faithfulness in performing simple human tasks by being wilfully blind. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -30% |
Crafting Cost![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic | ||
---|---|---|
Von Malching fought hard at the council to ensure children might also enjoy supervisory roles in factories. | ||
![]() Affects All Production Buildings |
Effects Maintenance Cost: -50% Chance of Fire: +40% |
![]() Legendary | ||
---|---|---|
Angela has an astonishing intellect, but it's her capacity to improvise that makes her really sparkle. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -20% Provides electricity |
Expedition Bonus![]() ![]() Trait: Diver |
This item can provide electricity only to buildings that can normally be affected by power plants |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
Old Nate's baby. Prone to the odd tantrum, but provides the lift everyone needs in times of logistical disconsolation. | ||
![]() Affects All Production Buildings |
Effects Productivity: +35% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
The nearest thing Nate has to a companion. Unlike a human servant, it won't complain when he kicks it for setting things on fire. | ||
![]() Affects All Production Buildings |
Effects Workforce Needed: -50% |
Crafting Cost![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
Specific harbourmaster's office items[]
![]() Common | ||
---|---|---|
Smells like the bottom of the sea. | ||
![]() Affects ![]() |
Effects Productivity: +10% |
Expedition Bonus![]() Trait: Pirate |
![]() Uncommon | ||
---|---|---|
Nothing slips past the net. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +25% |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
This spawn can help you grow a small colony of oysters in unfamiliar waters. | ||
![]() Affects ![]() |
Effects Productivity: -15% ![]() |
![]() Uncommon | ||
---|---|---|
Are those legs sequinned, or is it actually a tail? | ||
![]() Affects ![]() |
Effects Workforce Needed: -50% |
Expedition Bonus![]() Trait: Diver |
![]() Rare | ||
---|---|---|
Perfectly content to breathe his air through a tube. | ||
![]() Affects ![]() |
Effects Productivity: +30% Extra Goods Occasionally produces extra ![]() |
Expedition Bonus![]() ![]() Trait: Diver |
![]() Rare | ||
---|---|---|
Originating on the "crab coast," this whopper of a net is a treat for fishermen. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +35% |
Expedition Bonus![]() |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
Buckets of fun. | ||
![]() Affects All Coastal Production Buildings ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +15% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare DLC Required
Sunken Treasures | ||
---|---|---|
Clever use of water's potential energy to generate electricity. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Chance of Fire: +150% Explosion Chance: +70% Provides electricity |
Crafting Cost![]() ![]() ![]() |
This item can provide electricity only to buildings that can normally be affected by power plants Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Rare | ||
---|---|---|
This spawn can help you grow a large colony of oysters in unfamiliar waters. | ||
![]() Affects ![]() |
Effects![]() |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
Grab even more with each fell swoop. | ||
![]() Affects All Coastal Production Buildings ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +25% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Epic | ||
---|---|---|
These oysters have been adapted to grow in a very wide range of seas, and with an increased yield! | ||
![]() Affects ![]() |
Effects Productivity: +25% ![]() |
![]() Epic | ||
---|---|---|
Drifts about looking for extra fish. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +40% Workforce Needed: -50% |
Expedition Bonus![]() |
![]() Epic | ||
---|---|---|
Her fellow sailors swear once she's underwater, she grows gills. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +40% Extra Goods Occasionally produces extra ![]() |
Expedition Bonus![]() ![]() Trait: Diver |
![]() Epic DLC Required
Sunken Treasures | ||
---|---|---|
This advanced hydroelectric paddlewheel is immune to rust and corrosion, if not the odd explosion. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Chance of Fire: +100% Explosion Chance: +50% Provides electricity |
Crafting Cost![]() ![]() ![]() ![]() |
This item can provide electricity only to buildings that can normally be affected by power plants Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary | ||
---|---|---|
A man who will pursue his underwater prey to the ends of the earth, even if it costs him his own life. | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +50% Extra Goods Occasionally produces extra ![]() Occasionally produces extra ![]() |
Expedition Bonus![]() ![]() ![]() Trait: Zoologist |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
This unique hydroelectric generator has a gold plaque inscribed with its inventor's motto: "Consequences be dammed! Ha! — N8" | ||
![]() Affects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Chance of Fire: +50% Explosion Chance: +30% Provides electricity |
Crafting Cost![]() ![]() ![]() ![]() |
This item can provide electricity only to buildings that can normally be affected by power plants Source: crafting at Old Nate's workshop in Cape Trelawney |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
These tricky lobster nippers could sneak mice out from their slippers, or tip some salted kippers on some drippy tallship skippers. | ||
![]() Affects All Coastal Production Buildings ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Effects Productivity: +35% |
Expedition Bonus![]() Crafting Cost ![]() ![]() ![]() ![]() |
Source: crafting at Old Nate's workshop in Cape Trelawney |
Harbourmaster's office items for all harbour buildings[]
![]() Common | ||
---|---|---|
Good for repairing buildings. | ||
![]() Affects Harbour Buildings when activated |
When activated Self-Repair +200% Duration:00:45Active Healing Your buildings constantly repair themselves, even during combat. Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Excellent for repairing buildings. | ||
![]() Affects Harbour Buildings when activated |
When activated Self-Repair +300% Duration:01:00Active Healing Your ship constantly repairs itself, even during combat. Destroyed after use |
Expedition Bonus![]() |
![]() Uncommon | ||
---|---|---|
Helps your harbour recover fast! | ||
![]() Affects Harbour Buildings |
Effects Maintenance Cost: +15% Self-Repair: +50% |
Expedition Bonus![]() |
![]() Rare | ||
---|---|---|
Helps your harbour recover even faster! | ||
![]() Affects Harbour Buildings |
Effects Self-Repair: +75% |
Expedition Bonus![]() |
![]() Epic | ||
---|---|---|
Wow, there's actually a system for keeping the dockyard running smooth now. | ||
![]() Affects Harbour Buildings |
Effects Self-Repair: +100% Active Healing Your buildings constantly repair themselves, even during combat. |
Expedition Bonus![]() |
![]() Legendary | ||
---|---|---|
A chest any salty sailor would be proud of, filled with things to keep your dockyard running whatever the weather. | ||
![]() Affects Harbour Buildings |
Effects Maintenance Cost: -25% Self-Repair: +150% Active Healing Your buildings constantly repair themselves, even during combat. |
Expedition Bonus![]() |
![]() Legendary DLC Required
Sunken Treasures | ||
---|---|---|
Joined after you helped the Queen at Trelawney. Was in charge of logistics during the war, so expect military efficiency at the docks! | ||
![]() Affects Harbour Buildings |
Effects Harbour Activity: +30% Every time passive trade happens at the trading post, there is a chance of gaining 5t of ![]() ![]() ![]() ![]() ![]() Loading Speed: +100% |
Expedition Bonus![]() |
Available from The Queen quest: Tribute to a Legend Unique: you can have only one such item in the game |