Every ship you board instead of sinking can join Kenway's Fleet — a management mini-game that earns real and in-game money and unlocks exclusive rewards. It runs in the background, quietly funding your piracy.
How the fleet works
Capture, don't sink
Board and take a ship to add it to your fleet instead of destroying it.
Send trade routes
Dispatch ships from the planning table below the Jackdaw's deck to timed missions for gold.
Clear pirate hunters
Some routes are contested — send enough combined strength to win the fight.
Unlock rewards
Certain routes unlock the Rhona Dunn and other exclusive equipment you can't get otherwise.
Tips
- Upgrade captured ships to raise their combat strength before hard routes.
- Routes complete in real time — set them when you stop playing so they finish by your next session.
- Keep a mix of strong and cheap ships so you always have something to send.
- Prioritise routes that reward exclusive gear over pure gold once you're wealthy.
Rewards worth chasing
Beyond gold, certain Fleet routes are the only source of some exclusive gear (like the Rhona Dunn schematic) and rare materials. Once you're wealthy, prioritise those reward routes over pure-cash runs, upgrade your captured ships so they survive contested routes, and keep the whole fleet dispatched whenever you log off.
Resynced rebuilt this from scratch
The turn-based mini-game is gone, and so is the companion app. If you played
the 2013 version, forget how the Fleet worked: it is now a hands-off dispatch system built into the game itself. You
reach it at the
planning table, in the room just below the Jackdaw’s main deck, once you have
finished
This Old Cove in Sequence 4 — the same mission that opens the
Harbourmaster.
Each hull does one job
Ship type is not a strength rating here. It decides which missions that ship can be sent on at
all, so a fleet of one type is a fleet that cannot do half the work.
| Ship | Mission | What it is for |
| Schooner | Trade | The most Reales |
| Brig | Piracy | The only source of Art Pieces |
| Man-o-War | Patrol | Lowers the Risk Level so your other ships stop sinking |
| Frigate | Scout | Restocks warehouses — the least profitable route, which is why most fleets skip it |
Patrols are not a wasted slot. A Man-o-War lowering Risk in a region is what
keeps the Schooners you actually care about from being lost, so the temptation to send everything on Trade is the
expensive mistake. Runs pay roughly 1,250 to 4,600 Reales depending on the region’s difficulty,
plus the rare Yellowed Map Pieces.
Forts gate the Fleet. The Caribbean fleet map splits into regions, each held
by at least one fort, and every fleet mission in a region stays locked until you take its fort. So a
Fleet that has run dry is usually a map problem, not a ship problem. Some missions also want specific trade goods
— wine, sugar — before they will start.
Still to verify
Cross-checked on 5 September 2026 against VideoGamesChronicle, TheGamer and AllThings.how — which agree that Resynced replaced the mini-game and companion app with the planning table, on the ship-to-mission locks, on the 1,250-4,600 Reales reward range and the wine/sugar goods some routes need, and on forts gating each region's missions. They also answer what this page used to leave blank: the Frigate runs Scout missions. What is still unverified is the only thing reading cannot settle — nobody here has played it.