I have a comment to
- Whether a shipyard produces a ship or a raw boat should be decided through 1) whether water is near - if not, only raw boats are produced & 2) by target quantity - ships should be counted world wide (not per economy), while rawboats should be counted per economy.
Shouldn't ships be counted per sea? A map could have more than one disjuncted water area. If a shipyard has access to two of them it should prefer building ships where less are available (or the ratio is lower if different limits are definable for different seas).
Another idea is to have running costs for ships in any form. Otherwise ships could be endles save stores of material as they cannot be attacked (I wouldn't want to have naval battles too). It will also make the Player think more about how many ships are to build. Some ideas are:
- Ships need food per time, depending on how many people are on board
- From time to time there are storms in which all ships need one textile (Spidercloth, Cloth) and one upgraded trunk (Plank, Blackwood, Wood)
Ships not fullfilling its ressource requirements sink.