Players often post about a lack of warehouse capacity, particularly when stockpiling materials for a major upgrade. A good example is upgrading Atlantic, which requires 4,000 mechanical parts to reach 4 stars and 8,000 to reach 5 stars (and Titanic is even worse) – seemingly impossible if you’re not at some amazingly high level …
But is it?
Here’s a way to stretch your warehouse capacity, almost any time you need it and for as long as you like – all you need is some planning and a cargo captain with at least one trip left … the higher the value of the captain the better. I have a +1,400 cargo captain that I keep for warehouse duties, but you can start with whatever you have.
Take a look at the image below, which shows my warehouse during the recent Fishing event; my total capacity was 8,110 at the time. You’ll see that I had more than 20,000 items either in the warehouse or on the way from destinations – nearly 3x the rated capacity. Note that this includes more than 3,000 mechanical parts.
Keeping your warehouse overfilled relies on two features of the Seaport game:
- You only have to keep ONE unit of capacity free in order to start a new trip (or a new production run for mechanical parts); and
- You can cancel any voyage with 30 seconds of sending your ship without losing any captain that you assigned to that ship.
Assume you have the situation shown below (11,631 units taken of 8,035) and you want to send a couple of ships to fetch more octopuses.
Here’s how it works:
Get a ‘spare’ ship into your Main Dock – it can be any of your ships not currently on a voyage; if you have a high-value captain, the ship’s cargo capacity isn’t too important. Assign your high-value captain to this ship – in my case, I used Nautilus with my +1,400 cargo captain.
Make sure you’re ready with the ships you want to send to fetch the octopuses. I had HMS Geyser (150/147) and Star I (160/202) in dock, +50% captains assigned to each of them. Getting the ships you want in the right place is one of the things that takes some planning …
Now send your ‘spare’ ship to the Market Town and have it take as many items as possible from your warehouse stock. In my case, I used Nautilus to take 8,652 octopuses (see image below).
Sending Nautilus reduced my warehouse usage down to 2,979 – giving me a whole load of free space. So, WITHOUT DELAY, in the following order: (i) set your Workshop in production if you want, and (ii) send your ships to fetch materials, starting with the lower cargo-capacity of the two (HMS Geyser in my case).
Then click right away to go to your Map View and enable the Fleet Overview if it isn’t already on your screen. You’ll see something like the image below – in my case, I’d done everything I needed with 13 seconds left to cancel Nautilus – which is what I did next.
This leaves you with Nautilus back in your Main Dock and the two cargo ships (HMS Geyser and Star I) still on their way to pick up the fresh batches of octopuses. In my case, you can see from the image below that there were an additional 5,400 octopuses on the way, meaning that the total warehouse capacity in use was now 17,031 …
Finally, remove your (unused) high-capacity captain from Nautilus, and send your ‘spare’ ship on its way to do something else!
You’ll see that you need a few things set up right for this to work, not least you need to have a large quantity of one item to send to your Market Town – unless you’re very quick with a mouse or your fingers, in which case you can send more than one ‘spare’ ship to market. But, be warned, if you don’t cancel your ‘spare’ ship(s) within 30 seconds, you’ll use one voyage of your high-capacity captain on a trip to market …
Enjoy! I take no responsibility for lost high-capacity captains, by the way 🙂