Plexus
Architeuthidae puericomedentis

-Robert Louis Stevenson's Treasure Island
Ports:
Ports are where ships are built, goods are sold and crews are based. It costs 50,000 Doubloons to construct a port, can be constructed one per island, two per large island.
Ships:
Can only be built in port, colonial or player owned, must not be an outlaw of colonial power or must have player permission. Ships must be named when built. Upkeep must be paid per turn or you may have a mutiny on your hands.
Sloop-

Basic small ship: slow, weak and small hull capacity (100). 10 Doubloons/turn upkeep. 1,000 Doubloons.
Cutter-

A slightly larger ship than the sloop: quicker, stronger a larger hull (250). 20 Doubloons/turn upkeep. 2,000 Doubloons.
Merchant Brig-

The next step up in ships, much faster, and has a large hull (500); Only packs a little more firepower. 40 Doubloons/turn upkeep. 4,000 Doubloons.
War Brig-

The Merchant Brig's martial counterpart, while it does not hold quite as much in her hull (350), it is stronger and faster. 50 Doubloons/turn upkeep. 5,000 Doubloons.
Merchant Galleon-

A huge trading behemoth with ample firepower to repel some, but not all attackers and a hull size of 1000. Comparable in speed as the Merchant Brig. 75 Doubloons/turn upkeep. 7,500 Doubloons.
War Frigate-

Strong and unequaled when it comes to speed. Moderate sized hull (500). 80 Doubloons/turn upkeep. 8,000 Doubloons.
Grand Frigate-

Feared across the sea, unequaled in firepower and fast for her size. Hull of 750 units. 100 Doubloons/turn upkeep. 10,000 Doubloons.
Ship Movements:
Travel- Depending on your captain's intelligence, you can move from an island to a neighboring one or from one side of the sea to the other.
Trade- The movement of goods from one place to another. You can pick up trade deals at the tavern. You must go to the starting location first, pick up the goods, then to the drop location, you will be paid upon arrival. Completion of successful transports will allow greater trade deals to become avaliable as you build trust with your clients. Warning: This is not without danger, as other pirates may be aware of the valuable goods in your hold. Of course, you could accidentially 'lose' the contents of your hold, I'm sure no one would hold it against you...
Capture- Attacking a settlement or a ship with the intent of capturing it or its cargo or both.
Pillage- Ransacking a settlement or port for profit, be sure not to underestimate the defense these settlements can put up.
Attack- Attacking a settlement or ship with the intent of destroying it.
Sea Battle:
Men... to yer stations. Battle, where honor is fought and won for or ye be paying a visit to Mr. Davy Jones and his locker of doom... yea, DOOM!
Basically, who wins a battle comes down to a few variables:
-Captain Skill
-Crew Loyalty
-Ship Strength
ie. It would not be such a good idea to take on the Etainish Royal Grand Frigate Fire Fox under Admiral Berry with a sloop. You will lose your ship, your goods and your captain's life.
Let's say the Dancing Firefly attacks the Galloping Sandcrab:
-The Dancing Firefly, being the attacker, is better off due to the element of surprise.
Advantage: Dancing Firefly.
-The Dancing Firefly is a War Brig, while the Galloping Sandcrab is a Merchant Galleon. While the Sandcrab is slower than it's attacker, it has slightly more and bigger guns.
Advantage: Galloping Sandcrab.
-The Galloping Sandcrab is commanded by Captain Van der Waal (7/3/4), while he is as smart as a whip, he's somewhat lacking in the leadership department.
-The Dancing Firefly is commanded by Captain Allende (4/5/5); not as smart as his rival, but he has more of a rapport with his crewmen due to his strong leadership skill and his stamina will allow him to keep cool during heat of the battle.
Advantage: Dancing Firefly
Even though Van der Waal has the better ship, Allende has the element of surprise working for him and he is an all around better rounded character than his rival. It is most likely that Allende and his Dancing Firefly would win this battle.
Winner: Dancing Firefly