Sea of Conquest: Pirate War Beginner's Guide — Your First Week at Sea
Ship cabins, Emeralds, Conches and gang protection explained. The build order and spending rules that keep a free pirate account out of trouble.
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TL;DR
Three things decide your first week. One: upgrade the flagship before any individual cabin, because flagship level is what unlocks everything else. Two: join an active gang in your first hour — free build help and safe water are worth more than any upgrade you can buy. Three: Emeralds buy Conches and nothing else, ever. No speed-ups, no resource packs, no impulse purchases.
What the game doesn’t tell you
Sea of Conquest looks like a pirate RPG and plays like a base-builder wearing a pirate costume. Your flagship is your town hall. Your cabins are your buildings. Your heroes are the only RPG layer, and they are the layer the tutorial explains worst.
Here is the gap. The tutorial walks you through upgrading a cabin, so new players spend their first day upgrading cabins. That is backwards. Flagship level is the gate on everything: how many cabin slots you have, which cabins exist at all, what ship parts you can equip, your tech tree, and how many sailors you can carry into a fight. Pour resources into a cabin on a low-level ship and you will hit a cap in two days with nothing to show for it.
Second gap: heroes come only from summons. There is no shop where Emeralds buy a hero. You spend Conches at Rocky, the raccoon on your crew, and you get Conches from events, chapters, daily activity and the various shops — which is where Emeralds come in indirectly. This matters because it means every Emerald you spend on a speed-up is an Emerald not spent on the only roster you will have for the season.
Third gap, and the one that actually hurts: beginner protection expires. It ends either when your flagship crosses the early-level threshold or when the timer runs out, whichever comes first. New players spend the protected window building a tall, shiny, resource-stuffed ship, then lose beginner status and discover that a warehouse full of loose wood and iron is an advertisement. Resources sitting in your warehouse can be plundered. Resources held as unopened packs in your inventory cannot.
Fourth: naval combat is not a power-number comparison. Formation matters, hero role matching matters (putting a hero in the slot that suits them grants a meaningful stat bonus), and sailor count matters — going into a fight short on sailors is throwing the fight. Morale drops when supplies run out and your efficiency drops with it. Check sailors and supplies before you commit, every time.
The steps, explained
Chapters are your economy
Chapter rewards dwarf anything you can grind in week one, and chapter progress is what unlocks daily quests, commissions, gathering nodes and seasonal content. Treat the main story as the actual game for the first two or three days. Every time you are unsure what to do, open the chapter list and clear the next objective.
The build order that works
Once the flagship can support them, build the three passive generators first: the Construction Materials Room for wood, the Smithing Table for iron, and the Mess Hall for gold. These compound. A gun bay built on day one gives you a slightly better chance in fights you should not be taking; a resource room built on day one is still paying you in week three.
After the generators, the Shipbuilder’s Study (construction speed) earns its slot, because build time is the real bottleneck in this genre. Combat cabins — gun bays, oarsman quarters — come once you have resources to actually feed them.
Gang first, everything else second
Join a gang before you build anything. Gang members can shave real time off your construction queue for free, which is a permanent compounding discount on your entire account. Gang territory gives you water where you are not a target. Gang donations give you seals for the gang store, and the daily donation cap means you want to start accumulating on day one, not day ten.
The quality bar is simple: is anyone online right now, and does anyone answer in chat? An inactive gang gives you none of the help and all of the enemies, because gang wars do not care whether your gang shows up.
Three heroes, not thirteen
Each ship has a captain, first mate and gunner slot, and assigning a hero whose profile matches the slot gives a stat bonus. You will accumulate heroes faster than you can level them. Pick three — ideally one SSR from the beginner pool plus two SR fillers — and put every promotion badge and every gold coin into those three.
This is the mistake the community sees most often: a new player with twelve heroes at level 20 and nothing that can clear a chapter boss. Duplicates are not a roster, they are badges. Convert them.
What not to spend
Emeralds on speed-ups. The whole point of a speed-up is to land an upgrade at a moment that matters — the last hour before a gang war, the final build in an event. Burning them to skip a four-minute timer on day two is pure waste.
Emeralds on resource packs you do not need in the next hour. Resources in your warehouse are plunderable. Buying resources you will not immediately spend converts premium currency into loot for someone else.
Gold on levelling blue heroes. R-rarity heroes exist to become badges. Level them to whatever a story chapter demands and no further.
Promotion materials spread across the roster. Three heroes. The stat difference between a fully promoted SSR and a half-promoted one decides fights; the difference between eight mediocre heroes and nine mediocre heroes decides nothing.
Faction donations past the cheap bracket. The first handful of daily donations cost a modest amount of gold; the price climbs sharply after that. Take the cheap ones every day and stop when the cost jumps — the extra points are not worth the gold a new account has.
Your shield items, during the day. Save them for the hours you are asleep. A shield burned at 2pm while you are watching the screen is a shield you do not have at 4am.
Starter tier list
Hero rankings in a seasonal strategy game age fast — new heroes and collaboration units arrive every season, and a unit that was a carry can become a role filler. Read the tiers in the frontmatter as “where to put your badges this month”, not as permanent truth.
S — Bones, Lester, Griffin. Build your formation around whichever of these you own. Lester in particular shows up commonly in beginner summon pools, which makes him the most likely free carry for a new account.
A — Luna, Sharky, Ahab. Entirely viable for a whole season on a free account. If the beginner pool gives you one of these and no S-tier, do not wait for better: invest and move on.
B — the rest of the SR pool. First mate and gunner slots on your secondary ships. Level them until they stop failing content, then stop.
C — every R hero. Badges. That is their job.
Your first week, day by day
Day 1. Clear chapters until gathering nodes unlock. Join an active gang. Spend every free summon the beginner pool gives you. Queue a long build before you log off.
Day 2. Flagship upgrade, then the three resource rooms. Claim your daily VIP points — the daily login streak increases what you get, so the habit is worth more than any single claim. Start donating to your gang daily.
Day 3. Chapters again, plus the first commissions. Pick your three heroes and commit. Set auto-replenish for supplies at port so morale never tanks mid-voyage.
Day 4. Ship parts: helm, cannon, sail, figurehead. Equip the best you own even if the rarity is low — empty slots are free stats you are declining. Start converting surplus resources into packs.
Day 5. Beginner protection is near its end or already gone. Audit: warehouse near empty, surplus in packs, shield items in inventory, gang territory nearby. Then start NPC content and events for Conches.
Day 6. Gang activities — co-op battles and assists. This is also when you find out whether your gang is actually active. If nobody showed up, leave and join one that does. Week one is the cheapest time to switch.
Day 7. Audit the account: flagship pushed as high as resources allow, three resource rooms running, builder never idle, three heroes invested, Emeralds untouched except for Conches. If all seven are true, you are through the part of the game where most accounts quit.
Frequently asked questions
Who develops Sea of Conquest: Pirate War?
FunPlus International AG. It is a free-to-play naval strategy game with ship building, hero collection and seasonal server-versus-server content, available on iOS, Android and PC.
Can I get heroes without spending money?
Yes, but only through summons. You cannot buy a hero directly with Emeralds — you spend Conches at Rocky, and Conches come from events, daily activity, chapter rewards and shops. A free account should bank every Conch and pull on featured banners, not the standard pool.
What should I actually spend Emeralds on?
Conches, and effectively nothing else. Not speed-ups on a four-minute build, not resource packs you do not need that hour, not extra builder slots before your ship can use them. Emeralds are the only currency in the game with no free substitute.
Why do stronger players keep raiding me?
Beginner protection ends, and loose resources in your warehouse are the reward for hitting you. Keep surplus in unopened packs, sit inside friendly gang territory, and keep your shield items for the hours you are offline.
Is it too late to start a season behind?
No. The game is built around seasonal resets and new-server cycles, and chapter rewards scale with how far behind you are. Joining an established, active gang matters far more than your start date.



