Progression Guide

Best Great Inagua Upgrade Order in Black Flag Resynced

· Updated July 13, 2026

Official concept art of the Great Inagua mansion in Black Flag Resynced.

The short answer

Upgrade the Harbormaster first, then the Campfire, General Store, and income buildings. The Harbormaster unlocks more and higher tiers of Jackdaw upgrades, which directly makes every dangerous voyage easier. The Campfire adds two fleet slots and makes more pirates available to hire. The General Store turns cash into rare and legendary gear. Everything else is worth doing, but those four investments give the clearest early return.

Great Inagua is not merely a decorative home screen. Resynced turns Edward’s hideout into a progression hub: the village grows, fleet management lives here, new side missions arrive here, and residents can generate regular income. Treat it like an upgrade tree with a view, not a shopping list to clear from left to right.

Official concept art of a Caribbean smuggler den from the Black Flag Resynced Fan Kit.

Priority one: Harbormaster

Put the Harbormaster at the front of the queue. It has three levels and increases both the number and tier of Jackdaw upgrades you can buy. That matters because a better ship solves more problems than a cosmetic flourish: tougher hulls survive mistakes, stronger weapons end fights before the second ship arrives, and meaningful naval upgrades make resource runs safer.

This is especially important because resources come from the ships you fight. Higher-level enemy ships carry more plunder, but they also demand a Jackdaw that can survive the exchange. The Harbormaster is the link between the materials you collect and the actual power you can spend them on. Build it whenever it blocks the next ship improvement you want.

Do not buy an expensive vanity upgrade while your naval progression is locked behind the Harbormaster. The Caribbean is happy to charge you twice for that decision.

Priority two: Campfire and crew capacity

The Campfire makes drunk pirates free to hire and adds two more slots to Edward’s fleet. This is a practical upgrade, not background scenery. Boarding earns more loot than sinking a disabled ship, but boarding also costs crew. A reliable supply of recruits helps you keep taking the profitable option without making every successful deck fight feel like a staffing crisis.

The added fleet slots matter as soon as you start capturing ships worth keeping. More room means more flexibility when choosing whether to add a prize to Kenway’s Fleet, use it for another boarding outcome, or sell it. If you are engaging with fleet missions at all, Campfire moves up the list rather than waiting behind an income building.

Priority three: General Store

The General Store has three levels and unlocks rare and legendary weapons, decorations, and outfits. It is the right next purchase for players who are already comfortable at sea but need better ground-combat options or a specific loadout. It is also a clean answer to a common early-game error: hoarding money while expecting the shop inventory to improve on its own.

The store is not as universally urgent as the Harbormaster. A legendary weapon is nice; a hull upgrade that stops you from being sunk is nicer. But once the ship is no longer behind the curve, the store gives your cash a direct purpose and broadens your options for fights, stealth routes, and appearance.

Priority four: passive income buildings

The Mansion Façade, Tower and Garden, and Guesthouse each increase maximum passive income and add a fleet slot. The Fisherman’s Wharf also raises hideout income over time and doubles the effectiveness of skinning hunted animals. The Treasure Dealer increases hideout profit, offers exclusive items and map restoration, and can improve profits from fleet trading missions.

These upgrades are strongest when you play long sessions or regularly return to Great Inagua. They do not immediately change a difficult combat encounter, so build them after the Harbormaster has opened your required ship tiers. Between the income options, pick Fisherman’s Wharf early if you hunt; pick Treasure Dealer early if you are actively trading and exploring maps; otherwise take whichever passive-income building fits your available resources.

Useful, but situational: Tavern and Brothel

The Tavern adds three minigames and lets you tip the jar to improve the chance of finding a Royal Convoy at sea. Build it when you want a deliberate convoy-hunting loop, not because it is next in a visual row.

The Brothel makes dancers free to hire and applies benefits to Edward, the Jackdaw, and its crew. That makes it a legitimate mid-game power investment for players using social stealth and sailing constantly. It is still less urgent than unlocking ship tiers, because a benefit you cannot access through a strong enough Jackdaw is a benefit you do not get to enjoy for long.

A simple buying order

  1. Harbormaster until it permits the Jackdaw upgrade you need.
  2. Campfire when boarding or fleet management becomes part of your routine.
  3. General Store when you have ship fundamentals covered.
  4. Fisherman’s Wharf or Treasure Dealer for the playstyle you actually use.
  5. Mansion Façade, Tower and Garden, and Guesthouse for sustained income and fleet capacity.
  6. Tavern and Brothel when their specific loops matter to you.

There is no universal order after the first two steps. A player concentrating on Legendary Ship preparation should keep feeding the Harbormaster; an explorer who hunts and restores maps should bring the Wharf and Treasure Dealer forward. The editorial judgment is simple: buy the upgrade that unlocks your next activity, not the upgrade that happens to look most finished.

Do not ignore the hideout’s other jobs

Great Inagua also houses Edward’s treasures, fleet management, new side missions, and regular income. The villa has Bernard Woodhouse, whose collection-related stories develop as you bring back relics and art. Milo van der Graaff appears here for naval and assassination contracts. Those are reasons to visit the hideout even when you have no building ready to buy.

For the broader ship loop, pair this order with the boarding versus sinking guide and the Jackdaw officers guide. Build the hub around the voyage you want to take next, and Great Inagua stops being a money sink.

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