✕ To Settlement

FoE Pirates Settlement: Intro & Strategy

The Pirates Settlement is the seventh Cultural Settlement in Forge of Empires and combines classic production management with a dice mini-game at the black market. Like Polynesia, there are no roads – you build compactly, produce goods, and can play the dice game 3 times a day for extra goods. The settlement unlocks through the research "Trading Patents" from the Colonial Age.


Overview

FeatureValue
RoadsNone – buildings don't need a connection
CurrencyDoubloons
Playthroughs12 (main building max) + Exalted afterwards
GoodsFish, Spices, Rum, Cannons
Special featureBlack market dice game – 3 goods playable daily
BottleneckBuilding space (few pickaxes)

Buildings & Production

Residential buildings (doubloons + population)

BuildingSizePopulationDoubloons / cycle
Hammock Place2×218129 / 5h
Small Shed3×362543 / 10h
Barrack4×41742,165 / 20h

Residential buildings provide population and doubloons – but the doubloon production is low relative to the space (Hammock Place: ~26/h) compared to the diplomacy buildings (Small Cutter 150/h). In practice: only build as many residential buildings as you actually need for population – the rest goes to goods production and coin suppliers. Since there are no roads, placement is overall simpler than e.g. with the Vikings.

Goods buildings (all 5h base, 10h/20h possible)

BuildingSizeProducesBuild cost (doubloons/supplies/pirates)
Fisher4×3Fish270 / 360 / 36
Spice Market3×3Spices203 / 270 / 45
Rum Distillery3×5Rum338 / 450 / 27
Cannon Builder4×4Cannons360 / 480 / 24

Diplomacy & coin buildings (diplomacy + doubloons)

The piers only provide diplomacy. The three ships combine diplomacy and doubloon production on 5-minute to 20-hour cycles:

BuildingSizeDiplomacy5 min15 min1h5h10h20h
Small Pier1×18––––––
Small Cutter2×23221501503995981,195
Long Pier1×348––––––
Wide Pier3×148––––––
Red-Sailed Brig4×3192842016011,6012,4014,802
Big Pier3×3216––––––
Blackwater Galleon5×33601202888632,3013,4516,901

From 10 hours the doubloon production per hour drops significantly – in practice: prefer 1 hour, otherwise 5 hours.

Doubloons per hour comparison:

Building1 hourSpaceDoubloons/space
Hammock Place25.8/h2×26.45
Small Cutter150/h2×237.5
Red-Sailed Brig601/h4×350.1
Blackwater Galleon863/h5×357.5

Expansions

The settlement grows through 12 sectors:

SectorFishSpicesRumCannons
110101010
220101010
340201010
460402010
590604020
699906040
7107999060
81151079990
912311510799
10131123115107
11140131123115
12148140131123

Tip: Always use the good with the lowest quantity for expansions – the production time stays the same, but you need fewer units.


Optimal flow

Phase 1: Start

Start setup
Pirates start setup: Green = Hammock Places, Red = Fishers
  • Build 2 Hammock Places + 4 Small Piers + 1 Fisher → the first 4 quests are done right away
  • Remove the Small Piers → place 2 more Hammock Places + 1 more Fisher in their place
  • After an hour start a 5h production for the fishers, overnight 10h

Phase 2: Cutters & Black Market (Day 1–3)

Second rebuild
Pirates 2nd rebuild: Green = Hammock Places, Red = Fishers, Blue = Small Cutters
  • Collect 10 Fish → unlock Small Cutters
  • Remove 1 Fisher → place 2 Small Cutters
  • From 35 Fish, the Black Market can be unlocked with Quest 6 – the dice game can significantly speed up the start depending on dice luck and goods offer

Phase 3: Mid phase & finish

From here it runs according to the well-known schema:

  • Buy expansion → produce goods → unlock buildings → complete quest
  • Briefly set up piers for unlocks (diplomacy), then remove them again
  • Choose expansions with favorable obstacles – pickaxes are rare
  • Gradually scale up to 4 goods buildings at once

TL;DR: Start with 2 hammocks + 4 piers + 1 fisher → set up cutters → unlock black market → then expansion/production/unlock in a loop. The dice luck factor makes every run different – logging in three times a day is enough.


Rewards

PlaythroughReward
1Pirate Treasure Book, level 1
2–3Upgrade kit
4Emissary Blackbeard (100 goods of previous era)
5–8Upgrade kits
9Emissary Anne Bonny (+ Town Hall slot)
10–11Upgrade kits
12Exalted Pirate Treasure Book (28 days)

Pirate Treasure Book (main building)

At max level it provides good attack and defense values for the defense army (blue) and defense for the attack army (red), both also for QI, +150% supplies boost, coin production and random units.

Blackbeard's Hideout (secondary building, time challenge)

2×2 building with 5 levels. Fragments are awarded based on speed:

RankFragments
Gold (fastest completion)50
Silver30
Bronze20

As usual, the secondary building is negligible.

Emissaries & Slots

The settlement unlocks 2 emissaries. The slots are located in the Town Hall of your capital.

EmissaryDaily bonus
Blackbeard100 goods of the previous era
Anne Bonny16 FP

The black market (dice game)

Every 24 hours, 3 random goods are offered to you. You can play all three in a row and thus get up to 3 goods per day.

How it works:

  • 5 dice, up to 3 rolls per round
  • Yahtzee-like combinations: pairs, straights, full house, 4/5 of a kind
  • Rolled dice can be held; the rest are rolled again

Tips for a smooth run

  • Unlock the Spice Market early. It opens access to the black market and significantly speeds up goods collection.
  • Use pickaxes sparingly. They are limited and come primarily as quest rewards. Only clear impediments that block your planned expansion.
  • Avoid overproduction. With an eye on unlocks and quests, only produce what is needed for the next goal.