Captain & Company Articles

What survives a war reset in Captain & Company

2026-09-08

Every war in Captain & Company ends with a reset, and the reset takes most of what you own. This is the full list of what goes and what stays, read out of the production database and the reset code on 8 September 2026.

The short answer

Of 194 active items, 101 are cleared at the end of a war and 93 are kept. Your doubloon balance goes to zero. Your faction goes back to the Black Blades. Your metrics, talents and perks are wiped.

Four things are permanent, and they are the only permanent progression in the game: land crystals, land, badges and reputation.

Item by item

Every item in the game carries a war_reset flag, and the reset filters on exactly that. Counting the active catalog by category:

CategoryClearedTotal
Blueprints3636
Runes1616
Resources3035
Hulls89
Ship equipment753
Currencies39
Cannon equipment11
Cosmetics you wear031
Land02
Ship cards02

Two rows in that table do most of the work, and they point in opposite directions. Everything you crafted towards is cleared. Everything you bought to look a certain way is kept.

Your ship is taken, unless it is a raft

Every hull in the game resets except one.

HullEnd of war
RaftKept
DinghyTaken
Dinghy (pass)Taken
Merchant sloopTaken
Freeblade sloopTaken
Clockwork brigTaken
Tidesong brigTaken
Wraith brigTaken
Phoenix frigateTaken

Nothing is issued to replace it. There is no starter brig and no hull granted for holding a Pirate Pass, and the reset code says so in as many words. Everyone starts the next war on a raft and works up, including people who paid.

The two ship cards are the exception that proves the rule. They are kept, because a card is not a hull.

Every cannon goes

All seven weapons and all five of their blueprints are cleared:

default_cannon, blasted_cannon, gunmetal_cannon, skeletal_cannon, scattergun, grindstone_gatling_gun, and the legacy cannon row.

So the first hull you craft in a new war arrives with empty weapon slots, and arming it is a separate job. This is deliberate and was confirmed by the owner on 31 August 2026: all cannons and guns reset at the end of a war.

boombucket goes with them. It is the only other piece of ship equipment that is cleared.

Your paint is safe

All 46 ship paints are kept, from amethyst_breath to waving_waters. So are all 31 pieces of worn cosmetic equipment. Nothing you own for the look of it is ever taken by a reset.

That is the clearest line in the whole system. Cosmetics are permanent, tools are not.

Currencies split three ways

CurrencyEnd of war
DoubloonsCleared
TicketsCleared
mBLASTCleared
NuggiesKept
Quest ticketsKept
mUSDCKept
MarquesKept
BIGKept
Airdrop pointsKept

Doubloons are the one that matters, because doubloons are what a war is scored on. Which brings us to the part people get wrong.

Doubloons are not simply deleted

They are converted twice on the way out, and the two payouts are not the same payout.

The winning faction's bonus. The game mints 10 percent of every doubloon still held anywhere in the game (FACTION_WINNER_BONUS_RATE) and splits it among the winning faction only, in proportion to each player's balance.

The land crystal cash out. Then everybody's final balance is converted to land crystals, winners and losers alike. The pool is every land crystal players burned on land maintenance during the war, plus a manual top up the owner can add up to the moment the war ends. So the crystals spent keeping land come back to the playerbase rather than leaving the economy.

Each share is proportional to your final doubloon balance, taken from the season snapshot rather than the live profile, because the live balances are about to be zeroed. Offline autopirate voyages are excluded from the cash out: a share mailed to one is never claimed, and counting them would destroy that slice of the pool rather than pay it to anyone.

Note what both payouts measure. It is the balance you are holding at the deadline, not what you earned across the war. The owner was asked directly on 22 August 2026 and chose balance held. A doubloon you spend is a doubloon you cannot stake on the outcome, so holding through a war is the risk the payout rewards.

Everything else the reset touches

Beyond items and doubloons, the reset also:

pointing at one

The stash is worth a sentence of its own. It is inventory like any other, so putting ore in it before a reset does not carry the ore through. That gap existed once and is closed.

The four permanent things

Land crystals, land, badges and reputation survive every war. They are the only progression in Captain & Company that accumulates across wars, which is why the reset guards them twice: once before it starts, by checking that nothing permanent is flagged as clearable, and once after it finishes, by counting the rows again and refusing to report success if any went missing. Both checks stop the reset rather than logging and carrying on.

The reasoning is written into the code itself. A plot cannot be replayed from a ledger and a badge cannot be re-earned for a season that has ended, so the damage would be permanent and silent.

Where these numbers came from

Every figure here was read on 8 September 2026: the item counts and flags from the live production catalog, and the behaviour from games/services/faction_towers_service.py and games/services/permanent_progression.py in the game's backend.

Item flags are data and can be changed without a code release, so treat the date above as the date this was true. The behaviour is less likely to move than the list.