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Getting Started

First priorities and common mistakes for new Seas of Glory players.

Your first goal is not to build everything. It is to keep the port moving: enough resources to upgrade, enough population to build, enough Docks progress to create ships, and enough spying to avoid costly mistakes. Think in loops: collect resources, remove the biggest bottleneck, build a few useful ships, then decide whether the next problem is economy, defense, trade, or combat.

Upgrade HQ and Docks early because they shape the rest of your port. HQ supports broader progression and unlocks important systems later, while Docks open better ship options and improve shipbuilding pace. Keep Warehouse and Farmland close behind so resources and population do not quietly block progress.

Do not ignore production. Forest, Workshop, and Mines make the three core resources steady, but Warehouse capacity decides how much of that progress you can actually keep.

The checklist is more than a tutorial. It introduces core milestones such as HQ upgrades, Docks progress, early ships, Trade Post progress, Armada membership, trade routes, market offers, raids, and voyages. Claiming completed checklist rewards can give resources or ships, which helps new ports avoid long stalls.

Use it as a route through the early game, but do not follow it blindly if your port has an obvious emergency. If storage is full, upgrade Warehouse. If population is blocking orders, upgrade Farmland. If you are exposed to attacks, spend time on defense before chasing the next reward.

Early ships should solve specific jobs. Sloops give you basic combat strength, Spy Ships help you avoid blind attacks, Trade Ships move resources, and Carracks help defend ports. Do not rush specialists without a plan: Fire Ships need a winning attack before their siege value matters, and Flagbearers only matter when you are ready for conquest pressure.

Keep some ships at home. Sending every combat ship away can leave your port weak during the return window, and using Trade Ships as if they were warships can leave your economy unable to move resources.

Spying is the cheapest way to turn uncertainty into a plan. Spy before expensive attacks, conquest attempts, or raids against active players. Reports tell you whether the target is worth attacking, whether Port Defenses are high, and whether you need a different fleet mix.

Not every attack needs to be a huge battle. Some attacks are for loot, some are for weakening defenses, some are for conquest pressure, and some should be cancelled mentally before they ever launch because the spy report makes the risk obvious.

  • Spending every resource on ships before the port can replace them.
  • Letting Warehouse capacity lag behind production, trade, or raid rewards.
  • Building specialist ships without the escorts they need.
  • Attacking without spying first.
  • Upgrading whatever is cheapest instead of what removes the current bottleneck.
  • Staying solo for too long when trade, defense, and conquest would be easier with an Armada.

Once your first port is stable, start looking beyond your own buildings. Friends help you keep track of players. Armadas give you shared forums, membership, diplomacy, coordinated trade, and combined conquest pressure. Voyages give ships another productive use, while skill points let strong ports specialize further.

Read Port Growth if upgrades are slowing down, Fleet Building if you are choosing ships, Combat before attacking, or Armadas before committing to group play.