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Port Liberty ToolsFan-made · not Travian Games

Getting started

What actually matters in your first days on a server: onboarding, town choice, quests, reputation, and the habits that keep you from falling behind.

13 min read · 15 sections

Verified EA6

How you arrive on the server

Every round starts on the water. Have you played Port Liberty before? That one question decides your first stop. Either way, you pick one of eight towns and tutorial quests begin on your real estate.

Two ways in

Returning playerEternal IslandMeta lobby between worlds · pick 2 workers to bring in (store up to 3) · profession and traits stay · round progress resets
Brand-new playerTutorial islandLearn place, produce, sell, buy, and sail · then pick your town

What you bring to your town

ReturningCaptain + 2 pickedWorkers you chose on Eternal Island · sail to town pick
Brand-newCaptain + 2 PioneersFixed starter team · sail to town pick after the tutorial

Both paths meet here

Town pick1 of 8Permanent for the round · coordinate with guild first
LandYour estateTutorial quests continue on real map
This guideStarts belowTown choice, quests, supply, and daily habits

On Eternal Island, only two workers enter the new server even if you stored three. Profession and traits carry; buildings, goods, and chapter progress do not.

Mobile: Learn the location switcher, swipeable goods bar, full worker bar, and focus mode early if you play on a phone.

Skip ahead: Join a guild · Daily loop · Town supply · Site tools

Pick your town, then live with it

The archipelago has eight towns on four islands, two per island. Each town is its own team.

You select one town when you first arrive. You cannot change it later in the round. Coordinate with your guild or friends before you click; a mismatched pick splits your group for the entire server.

After town pick, follow the tutorial quest line. Open every quest tab. Some objectives hide in side or hidden quests that are easy to miss.

The eight towns

Buffalo Breeze
Millford
Arena Bay
Clearwell
Everstone
Bellford
Meridian Bay
Elderwood

Quests are your compass

Early game: follow quests. They teach estate basics, town systems, and combat hooks.

Work the main quest line and scan all quest tabs. Side and hidden quests often pay well in gold, goods, or workers.

Optional quest tricks · not required

Extra PioneerBuild loopBuild, destroy, rebuild a cheap starter building (e.g. sugarcane plantation) to finish build-count quests
Extra pioneerDonate 10k goodsQuest reward · donate 10,000 goods to community buildings and earn an extra Pioneer
Salesman worker25 booth salesQuest reward · rare and valuable seller for the whole round

Your first three buildings

During the tutorial, expect three starter buildings you will be asked to place: sugarcane plantation, clay pit, and lumberjack.

Before you place them, decide what you want to produce long-term. Pick one chain or a few chains that share workers and goods (sugar toward rum, clay toward bricks, wood toward planks). You cannot build every type in the game. In practice, most players target 15 to 20 buildings out of 46 possible types, spread across 3 or 4 estates as they unlock (see Chapter length and late joiners).

Each island has different terrain, so plan chains where workers have short walks.

New production buildings need a road to harbour storage before construction can finish. Upgrades, ratios, and layout rules are in the buildings guide.

If you are not ready to commit, place where the tutorial asks and adapt later. Starter buildings are cheap unless you heavily upgrade them.

Demolition refunds drop each chapter, so plan big layout moves early.

Gold refund when demolishing

Chapter 180%
Chapter 270%
Chapter 360%
Chapter 450%
Chapter 50%

Hire your first worker

At town level 1, recruitment opens. You see three random choices from the unlocked worker pool.

As town level rises, more professions enter the pool, which dilutes your chance to roll salesman or bargainer. Early levels are the best time to hunt utility workers. See the workers guide for profession tiers and traits.

Many players reroll for a bargainer on the first hire because booth trading efficiency pays off all round. Others prioritize production specialists to match their chosen chain. You also need reputation to hire each time the town levels up.

Town level 1 pool (typical)

Production (4)Planter · miner · lumber · distillerSugarcane, clay, wood, sugar chains
Utility (2)Salesman · bargainerBest odds now · booth and town supply

Reroll cost

Pearls per reroll20 + 20 eachFirst reroll 20 pearls, then +20 each · see Pearls and the in-game shop

Pearls and the in-game shop

The in-game shop sells pearls and chapter packs. Pearls are the premium currency for convenience buys on your estate and at worker recruitment.

Each chapter pack is available once per chapter. It bundles pearls, a manifest package (5 cards), and one Pioneer worker. Buy every pack from Chapter 1 through Chapter 4 and you can add up to 4 extra Pioneers on top of normal town recruitment.

Shop offers

PearlsPremium currencyPurchased in the shop · also bundled in chapter packs
Chapter packOnce per chapterPearls + manifest package (5 cards) + 1 Pioneer

Chapter packs through the round

Each chapter1 packChapters 1 through 4 · one purchase per chapter
Buy all four4 PioneersExtra workers on top of town recruitment hires

Spend pearls on

Manifest packages5-card packsBurst cards for movement, production, selling, repairs, research
Building speed-upEstate timersAccelerate construction on your estate
Worker rerollRecruitment20 pearls first reroll, +20 each after

Join a guild early

Join a guild in your first days. You need one to use the guild laboratory and earn research points for your personal tech tree.

The guild hall is a building in town, but it is not shared by the whole town. Only your guild uses it (10 members max). In the Lab tab, assign workers as organizer or researcher (one of each role per player).

The auctions tab unlocks from Chapter 2 (bid at 70,000 rep). Academy, library, booths, and full lab rules are in the workers guide.

Guild hall at a glance

Who uses itYour guild onlyUp to 10 members · not a community building
Guild labOrganizer · ResearcherResearch points for your tech tree · one role each per player
AuctionsFrom Chapter 2Guild personality buffs · 70,000 rep to bid

Your daily loop

Once buildings are up, repeat this loop each session. Training speeds and guild lab roles are in the workers guide.

Every session · six steps

1 · ProduceYour estateRun production buildings
2 · RotateTrain & buildAcademy, library, community, guild lab
3 · QuestsSpend goodsMain line and side tabs
4 · SellBooth or wholesaleTown supply for rep · wholesale for gold
5 · DonateCommunityGoods and worker build time
6 · SeaMain questShip battles when the line opens

Do not leave mismatched workers at 100% speed when training or a community build slot would pay more.

Keep your ship repaired for sea fights. Manifest cards are burst tools: save strong cards for later, especially legendary ones.

Reputation: the unlock key of week one

Reputation is your personal star ranking score. It is not spendable like pearls or gold. You earn it from town supply sales, donations, academy teaching, pirate fights, king's demand fills, quests, and more.

Two personal scores · do not mix them up

ReputationStar rankUnlocks buildings, hires, elections · earned from town play
Research pointsBlue vialsPersonal tech tree unlocks · e.g. Artillery costs 16 RP

Early reputation gates

4000 repGuild labJoin a guild · assign lab roles
6000 repAcademyTown worker training · see workers guide
20000 repTown hallElections
70000 repAuctionsTab from Chapter 2 · bid at 70,000 rep

Worker hire reputation (examples)

Town lvl 1100 repFirst recruitment
Town lvl 2200 repNext hire
Town lvl 3300 repKeeps climbing

Week one priority: reputation unlocks guild lab, academy, and more workers. Town supply sales through your market booth give gold and reputation. Community donations give reputation without gold. Balance both.

Town supply, wholesale, and donations

Port Liberty is a cooperative game. Your town only grows when everyone pulls together: feeding town supply, trading on wholesale, and donating to shared buildings.

To sell into town supply, assign a salesman or bargainer at your market booth and list goods there. Booth setup, seller roles, and sell speeds are in the workers guide.

Town supply does not treat every good the same. Demand rotates, and population gain depends on how much was sold in the last 24 hours. Recent hours count more than older sales, so one good hour after silence may not move the needle.

Check town supply before you list at your booth. Prioritize high-demand goods so the town levels faster and unlocks more workers for everyone. If you oversaturate a good above demand, sell speed drops by 50%. Coordinate with your town instead of flooding one good alone.

Three ways to use goods

Town supplyGold + repPopulation for the town · via market booth
WholesaleGoldBuy and sell with other players
DonationsReputationCommunity buildings · king's demand at King's landing

Population from town supply (last 24h, demand met)

High demand goodsPopulation added0 / +4 / +12Tiers by volume sold in last 24h
Low demand goodsPopulation added0 / +1 / +3Tiers by volume sold in last 24h

Chapter length and late joiners

Chapter 1 is the normal entry point. Most new players join in the first few days after server start.

Chapters 1 through 4 run on fixed timers. Chapter 5 allows up to 100 days, but the round ends once both endgame objectives are done: the Statue of Liberty push and the King's Fleet battle (also called Royal Battle). In practice that often finishes in 2-3 days.

You start with one estate in Chapter 1. Each new chapter, you can buy one more estate with gold, up to four estates by Chapter 4. Spread production across them as you unlock new maps.

Joining during Chapter 1 is the best window to learn and stay competitive. Joining in Chapter 2 or later still lets you learn mechanics and contribute, but catching leaders is very hard if you arrive much later. Do not treat "I will figure it out next week" as harmless. The clock is tight.

Chapter length

Chapter 110 days
Chapter 210 days
Chapter 39 days
Chapter 47 days
Chapter 5100 days~2-3 days typical · Statue + King's Fleet battle

Estates you can own

Chapter 11 estateStarting map · River Delta
Chapter 2+1 buySecond estate unlocks for purchase
Chapter 3+1 buyThird estate unlocks for purchase
Chapter 44 totalFourth estate · maximum for the round

Community buildings and chapter rankings

Every player in the same town shares one set of community buildings. Level them with goods donations and worker construction time. Donate surplus goods and assign workers to build slots when your town needs them.

Shared community buildings

Wholesale market
Academy
Fort
Town hall
Shipyard
Library
Building yard
King's landing
Statue

Military elimination · end of Chapter 1 and 2

TriggerFewest Military PointsLowest military ranking at chapter end · raise via fort, shipyard, pirate wins
TownEliminatedRemoved from the map by pirates
PlayersRelocatedGuilds stay together · lose 10% reputation

Chapter 1 ranking rewards · entering Chapter 2

Economy · top 3 towns+10% merchant speed+1 good in the wholesale market at chapter end
Culture · #1 town4 worker picks+1 extra worker at chapter end

Later in the round · 6 towns remain

Chapter 3Partner onlyAllied pairs · trade and sail to partner town only
Chapter 4Trade openAll towns · cannonballs on wholesale
Chapter 5EndgameStatue of Liberty + King's Fleet battle (Royal Battle)

The mayor should lead build coordination: call out which community building to donate to first, where to assign construction workers, and when to shift focus. Check town chat or mayor orders before you donate so effort is not spread too thin across buildings.

Royal Fleet and king's demand

Every 4 days, the Royal Fleet visits your town and the king asks for goods. That is king's demand: donate before the timer runs out at King's landing.

This is not the King's Fleet battle at the end of the round. That endgame fight is the same as Royal Battle (Chapter 5). This section is only the recurring 4-day donation event.

Two fleet events · do not mix them up

King's demandEvery 4 daysRoyal Fleet visit · donate goods · timer at King's landing
King's Fleet battleChapter 5Endgame fight · same as Royal Battle · not this section

King's demand at a glance

ScheduleEvery 4 daysRoyal Fleet visits your town · timer at King's landing
Who donatesAll playersGoods on the king's list
You earnReputationKing's demand values in the goods database

Population freeze · missed goods

Max freezeUp to 24hPopulation growth paused for the town
3 goods on list8h each24 hours split across goods asked
4 goods on list6h each24 hours split across goods asked

Town coordination

Leading townsHigher demandsLists target towns ahead in the race
MayorSwap one goodCan replace one item on the list before the deadline

Fill the list to keep population growing. Contribute every cycle and coordinate in town chat on what to stock before the fleet arrives.

Ship battles: start with Artillery

Quests push you into ship battles against NPC pirates at sea. Enemy formations mix different ship types with different HP, damage, and icons. The main quest line opens fights early. Sink enemy boats before they close distance and keep your ship repaired. Stock cannonballs from the Fort while prices are still low.

Pirate blockades cut off access to a town on the map. About once per day, a random town can be blockaded. Players must fight the blockade waves to reach that locked town again. Once all waves are beaten, everyone can sail there. Wins also feed reputation. More in the ship battles guide.

First tech tree unlock to prioritize

Artillery · Additional fire mode16 RPUnlock on your tech tree · long-range shots before enemies close

Enemy ship types

Small ships10 HPSink these first
Sword icon15 HPHigh damage · tackle after small ships
Shield icon45 HPLow damage · tanky
Boss ships80+ HPHighest HP · clear smaller ships first

Three combat actions

ArtilleryLong rangeArcing shots from distance · weak if enemies close on you
Full BroadsideClose rangeFast damage cycles · high risk if mistimed
TailwindSpeed-upEnemies miss while active · trigger before their full broadside

Pirate quest rewards

Resources
Reputation
Gold
Gems
Pearls

Unlock Artillery on your tech tree as soon as you have 16 research points.

Battle habits: 1. One ship at a time. At the start, swing to one side of the enemy formation, preferably where the fastest ships are. 2. Tailwind timing: When your speed-up is active, enemy shots miss. Trigger it when you expect a full broadside. 3. Target order: Sink small ships (10 HP) first, then sword ships (15 HP, high damage), then shield ships (45 HP). Boss ships (80+ HP) last. 4. Save cannonballs: Do not fire a broadside into a ship with only 1 or 2 HP left.

Captain repair skills and ship roles are in the workers guide.

What to explore next on this site

This guide covers your first days in-game. Keep this site open beside the game to plan layouts, see production chains, and look up goods rep and building stats.

Use the Jump to the data & tools strip at the bottom of this page for one-click access. If you open the same pages every session, bookmark the layout builder, production chain tree, and goods database.