Making Money

First draft — under review. This page was generated by AI and has not yet been reviewed for accuracy. Treat everything here as provisional until it has been checked against the game.

There is no single best way to make money in Naval Action — there are several, and the honest way to choose between them is by how much you can afford to lose. Hauling cargo for an NPC risks almost nothing and pays modestly; running a loaded merchant across contested water risks everything and can pay for a week of play in one trip. The trick early on is to earn steadily at the safe end while you learn, and reach for the risky, high-margin routes once a loss won’t set you back to nothing.

Two kinds of income

Keep the two currencies in mind, because different activities earn different money. Reals — your everyday spending money — come mostly from trade and missions: delivering cargo, buying low and selling high, and selling goods or ships you’ve made. Doubloons — the scarce currency that buys outposts and expansions — come mostly from combat: sinking and capturing ships, and from patrol-zone and event rewards. A balanced captain does some of both, so that neither balance runs dry.

Trading and delivery

The most beginner-friendly income is the delivery mission: you accept a contract to carry cargo from one port to another and are paid in reals on arrival, with the reward scaling by distance. Deliveries come in weight tiers — roughly light, medium, and heavy, on the order of 150, 180, and 500 units of cargo weight — so you can pick a haul that fits your hold rather than being forced into cargo you can’t carry. The cargo belongs to the issuer, so an interception costs you only your ship, not a hold full of your own money — and recent updates have deliberately made deliveries something you can run alongside combat or ordinary travel rather than as a dedicated chore. Run inside safer waters and a delivery is close to free income while you find your feet.

Beyond that sits open-world trading proper — buying goods with your own reals, carrying them to a port that wants them, and selling at a profit. This is the high end of the trade ladder: the margins are real, but now the cargo is yours, so losing the ship loses the investment too. The full mechanics — the market, contracts, and finding routes — are on Trading & Contracts, and you can scout live port prices on NavalGaming’s own market browser before you commit a single real.

Combat, missions, and events

Fighting pays — and it’s the main source of doubloons. The steady version is combat missions against NPCs, which hand you a contained fight and a reward for winning it; sinking or capturing NPC ships in the open world also drops loot and doubloons. Beyond the basics:

  • Hunt missions — standing tasks to sink or assist on a number of ships of a given type, paid out from a reward chest you claim in a friendly port. They reward the fighting you’d likely be doing anyway. Quest and patrol payouts sit in that Reward Chest until you claim them, and some items are heavy enough to matter for your hold — see Loki Chests & Journal.
  • Patrol zones and events — rotating areas and timed events that pay — often in doubloons — for the damage you deal, rewarding showing up and fighting hard rather than just landing the kill. Ranking on the daily leaderboard adds a placement-scaled reward chest on top — the better you finish, the larger the chest — though, as with all rewards in the 2026 build, the exact scaling is balance-tuned and worth checking in-game. See Patrol Zones & Events.

Crafting and selling

If you invest in the crafting side of the game, you can make goods to sell — cannons, repairs, modules, and ships — to other players who’d rather buy than build. You set the price on what you craft, so the profit is the gap between your material-and-labour cost and what the market will bear. It rewards specialising and, often, working within a clan that splits roles — one captain feeds raw materials, another forges guns, another builds hulls. Selling a ship you built yourself skips the auction listing fee, and the final sale price depends on the tax of the port you list it in, so where you sell matters as much as what you sell — see Acquiring a Ship. The resource-and-buildings machinery behind this is its own subject; see Ship Crafting.

Incidental income

Not every real has to be earned on purpose. Fishing while you sail is genuinely passive — you drop a catch into your hold as you travel, and it sells like any other trade good, turning otherwise dead sailing time into a small trickle of income. The other easy pickup is the sealed bottle: you can open one per server reset, and it yields two items drawn from a varied pool — sellable goods, upgrades, doubloons, and the like. Neither will make you rich, but both reward simply being out on the water, so it costs nothing to take them as they come.

Choosing a route for where you are

Match the activity to how much a loss would hurt right now:

RouteRiskBest for
Delivery missions (safe waters)Almost none — cargo isn’t yoursBrand-new captains building a first stake
Combat missions & NPC huntingLow–moderate — you risk your shipEarning doubloons while you learn to fight
Market & contract tradingModerate — capital tied up in goodsPatient players who read supply and demand
Open-world tradingHigh — lose ship and cargoEstablished captains who can absorb a bad run
Crafting for saleModerate — up-front building investmentSpecialists, especially within a clan
Patrol zones & eventsModerate — real fights for real stakesCombat-minded players farming doubloons
Last verified 2026-07-04 by AI.