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	<title>Corsair Cove Official Wiki - User contributions [en]</title>
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	<updated>2026-09-16T15:13:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox&amp;diff=1675</id>
		<title>Module:Ship infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox&amp;diff=1675"/>
		<updated>2026-08-22T18:45:34Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Changed case of damage template names to match in-game names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[&lt;br /&gt;
Generates the infobox for Template:Ship infobox.&lt;br /&gt;
&lt;br /&gt;
For testing on the debug console, copy and paste this line of code:&lt;br /&gt;
=p.main({args = {name = &amp;quot;Bedlam&amp;quot;}, expandTemplate = function (_, t) return mw.getCurrentFrame():expandTemplate(t) end})&lt;br /&gt;
&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
local ships_data = require(&amp;quot;Module:Ships_data&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
---@diagnostic disable: undefined-field&lt;br /&gt;
local resourceData = mw.loadData(&amp;quot;Module:ResourceData&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local CSS_INFOBOX = &amp;quot;cc-infobox-ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_H = CSS_INFOBOX .. &amp;quot;-header&amp;quot;&lt;br /&gt;
local CSS_H_TIER = CSS_H .. &amp;quot;-tier&amp;quot;&lt;br /&gt;
local CSS_H_NAME = CSS_H .. &amp;quot;-name&amp;quot;&lt;br /&gt;
local CSS_H_CLASS = CSS_H .. &amp;quot;-class&amp;quot;&lt;br /&gt;
local CSS_H_ICON = CSS_H .. &amp;quot;-icon&amp;quot;&lt;br /&gt;
local CSS_H_DESCRIPTION = CSS_H .. &amp;quot;-description&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local function CSS_RECOLOR_PATH(path)&lt;br /&gt;
  if (not path) or (type(path) ~= &amp;quot;string&amp;quot;) or (path == &amp;quot;&amp;quot;) or (path == &amp;quot;None&amp;quot;) then &lt;br /&gt;
    return &amp;quot;cc-panel-recolor-gray&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  return &amp;quot;cc-panel-recolor-&amp;quot; .. path:lower()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local CSS_S = CSS_INFOBOX .. &amp;quot;-stats&amp;quot;&lt;br /&gt;
local CSS_S_TITLE = CSS_S .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_S_FULLROW = CSS_S .. &amp;quot;-fullrow&amp;quot;&lt;br /&gt;
local CSS_S_ROW = CSS_S .. &amp;quot;-row&amp;quot;&lt;br /&gt;
local CSS_S_ROW_COL = CSS_S_ROW .. &amp;quot;-col&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_STAT_MAX = &amp;quot;cc-ship-stat-max&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_W = CSS_INFOBOX .. &amp;quot;-crew&amp;quot;&lt;br /&gt;
local CSS_W_TITLE = CSS_W .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_W_ROW = CSS_W .. &amp;quot;-row&amp;quot;&lt;br /&gt;
local CSS_W_ROW_COL = CSS_W_ROW .. &amp;quot;-col&amp;quot;&lt;br /&gt;
local CSS_W_ROW_COL_ADV = CSS_W_ROW_COL .. &amp;quot;-advanced&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_C = CSS_INFOBOX .. &amp;quot;-construction&amp;quot;&lt;br /&gt;
local CSS_C_TITLE = CSS_C .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_C_PIER = CSS_C .. &amp;quot;-pier&amp;quot;&lt;br /&gt;
local CSS_C_TABLE = CSS_C .. &amp;quot;-table&amp;quot;&lt;br /&gt;
local CSS_C_TABLE_QTY = CSS_C_TABLE .. &amp;quot;-qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_U = CSS_INFOBOX .. &amp;quot;-unlock&amp;quot;&lt;br /&gt;
local CSS_U_TITLE = CSS_U .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_U_REQ = CSS_U .. &amp;quot;-requirements&amp;quot;&lt;br /&gt;
local CSS_U_REQ_POINTS = CSS_U_REQ .. &amp;quot;-points&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local function CSS_U_REQ_POINTS_PATH(path)&lt;br /&gt;
  return CSS_U_REQ_POINTS .. &amp;quot;-&amp;quot; .. path:lower()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions&lt;br /&gt;
&lt;br /&gt;
--- Retrieves the specified value from the given stats array.&lt;br /&gt;
---@param stats ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@return number&lt;br /&gt;
local function get_stat_value(stats, stat_name)&lt;br /&gt;
  for _, pair in ipairs(stats) do&lt;br /&gt;
    if pair.stat == stat_name then&lt;br /&gt;
      return pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@alias ExpandTemplateFunction fun(title: string, args: table): string&lt;br /&gt;
&lt;br /&gt;
--- Hides dependency on the frame object from template expansion.&lt;br /&gt;
---@return ExpandTemplateFunction&lt;br /&gt;
local function make_template_expander(frame)&lt;br /&gt;
  return function(title, args)&lt;br /&gt;
    return frame:expandTemplate({ title = title, args = args })&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for header section&lt;br /&gt;
&lt;br /&gt;
--- Builds the header section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_header_section(ship, callTemplate)&lt;br /&gt;
  local tier_icon = callTemplate(&amp;quot;Ship tier icon&amp;quot;, { ship.tier, path = ship.principle_path, size = &amp;quot;md&amp;quot; })&lt;br /&gt;
  local header_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_H)&lt;br /&gt;
  header_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_TIER)&lt;br /&gt;
          :wikitext(tier_icon)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_NAME)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(ship.name)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_CLASS):addClass(CSS_RECOLOR_PATH(ship.principle_path))&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(ship.class .. &amp;quot; Tier &amp;quot; .. ship.tier)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_ICON)&lt;br /&gt;
          :wikitext(&amp;quot;[[File:&amp;quot; .. ship.icon_filename .. &amp;quot;|x128px]]&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_DESCRIPTION)&lt;br /&gt;
          :wikitext(ship.description)&lt;br /&gt;
      :done()&lt;br /&gt;
  return header_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for stats section&lt;br /&gt;
&lt;br /&gt;
--- Builds one full-row stat with name and base value (only).&lt;br /&gt;
---@param stats ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_fullrow(stats, stat_name, callTemplate)&lt;br /&gt;
  local stat_fullrow = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S_FULLROW)&lt;br /&gt;
  stat_fullrow&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
          :wikitext(callTemplate(stat_name, { size = &amp;quot;sm&amp;quot; }))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stat_fullrow&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds one stat column with icon, base, and max value.&lt;br /&gt;
---@param stats_base ShipStatAmount[]&lt;br /&gt;
---@param stats_max ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_column(stats_base, stats_max, stat_name, callTemplate)&lt;br /&gt;
  local stat_column = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
  stat_column&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(callTemplate(stat_name .. &amp;quot; icon&amp;quot;, { size = &amp;quot;sm&amp;quot; }))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats_base, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_STAT_MAX)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats_max, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stat_column&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the stats section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_section(ship, callTemplate)&lt;br /&gt;
  local stats_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S)&lt;br /&gt;
  stats_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Stats&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Health&amp;quot;, callTemplate))&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Crew&amp;quot;, callTemplate))&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Supplies&amp;quot;, callTemplate))&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW)&lt;br /&gt;
          :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
              :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                  :wikitext(&amp;quot;Base&amp;quot;)&lt;br /&gt;
              :done()&lt;br /&gt;
              :tag(&amp;quot;div&amp;quot;):addClass(CSS_STAT_MAX)&lt;br /&gt;
                  :wikitext(&amp;quot;Max&amp;quot;)&lt;br /&gt;
              :done()&lt;br /&gt;
          :done()&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Gun Damage&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Boarding Damage&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Speed&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Manoeuvrability&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Armour&amp;quot;, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stats_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for crew section&lt;br /&gt;
&lt;br /&gt;
--- Builds one crew column with label, icon, and quantity.&lt;br /&gt;
---@param crew_type string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_crew_column(crew_type, qty, callTemplate)&lt;br /&gt;
  local is_crew_advanced = {&lt;br /&gt;
    [&amp;quot;Swabbies&amp;quot;] = false,&lt;br /&gt;
    [&amp;quot;Scallywags&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Picaroons&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Bombardiers&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Crow&#039;s Eyes&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Buccaneers&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Navigators&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Renegades&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Marauders&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Corsairs&amp;quot;] = true,&lt;br /&gt;
  }&lt;br /&gt;
  local column = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W_ROW_COL)&lt;br /&gt;
  column&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(crew_type)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass()&lt;br /&gt;
          :wikitext(callTemplate(&amp;quot;Pirate icon&amp;quot;, { crew_type, size = &amp;quot;md&amp;quot; } ))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(qty))&lt;br /&gt;
      :done()&lt;br /&gt;
  return column&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the crew section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_crew_section(ship, callTemplate)&lt;br /&gt;
  local crew_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W)&lt;br /&gt;
  crew_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_W_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Crew&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
  local crew_row = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W_ROW)&lt;br /&gt;
  for _, crew in ipairs(ship.crew_types) do&lt;br /&gt;
    crew_row:node(build_crew_column(crew.type, crew.qty, callTemplate))&lt;br /&gt;
  end&lt;br /&gt;
  crew_section:node(crew_row)&lt;br /&gt;
  return crew_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for construction section&lt;br /&gt;
&lt;br /&gt;
--- Appends the construction pier wikitext.&lt;br /&gt;
---@param pier string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return string&lt;br /&gt;
local function write_construction_pier_wikitext(pier, callTemplate)&lt;br /&gt;
  local pier_icons = {&lt;br /&gt;
    [&amp;quot;Shallow Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 1.png&amp;quot;,&lt;br /&gt;
    [&amp;quot;Trade Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 2.png&amp;quot;,&lt;br /&gt;
    [&amp;quot;Deep-water Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 3.png&amp;quot;,&lt;br /&gt;
  }&lt;br /&gt;
  return &amp;quot;[[File:&amp;quot; .. pier_icons[pier] .. &amp;quot;|x32px|link=&amp;quot; .. pier .. &amp;quot;|&amp;quot; .. pier .. &amp;quot;]] [[&amp;quot; .. pier .. &amp;quot;]]&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Appends qty, icon, and name cells for one construction cost to a table row.&lt;br /&gt;
---@param row HtmlNode&lt;br /&gt;
---@param resource string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
local function append_construction_cost(row, resource, qty, callTemplate)&lt;br /&gt;
  local icon_file = resourceData[resource][&amp;quot;icon_file&amp;quot;]&lt;br /&gt;
  row&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;):addClass(CSS_C_TABLE_QTY)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(tostring(qty))&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(&amp;quot;[[File:&amp;quot; .. icon_file .. &amp;quot;|x32px|link=&amp;quot; .. resource .. &amp;quot;|&amp;quot; .. resource .. &amp;quot;]]&amp;quot;)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(resource)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the construction table.&lt;br /&gt;
---@param construction_costs ShipResourceAmount[]&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_construction_table(construction_costs, callTemplate)&lt;br /&gt;
  local construction_table = mw.html.create(&amp;quot;table&amp;quot;)&lt;br /&gt;
  local row&lt;br /&gt;
  for index, cost in ipairs(construction_costs) do&lt;br /&gt;
    if index % 2 == 1 then&lt;br /&gt;
      row = mw.html.create(&amp;quot;tr&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    if index % 2 == 0 then&lt;br /&gt;
      row:tag(&amp;quot;td&amp;quot;):attr(&amp;quot;style&amp;quot;, &amp;quot;min-width: 16px;&amp;quot;):wikitext(&amp;quot;&amp;amp;nbsp;&amp;quot;):done()&lt;br /&gt;
    end&lt;br /&gt;
    append_construction_cost(row, cost.resource, cost.qty, callTemplate)&lt;br /&gt;
    if index % 2 == 0 or index == #construction_costs then&lt;br /&gt;
      construction_table:node(row)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return construction_table&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the construction section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_construction_section(ship, callTemplate)&lt;br /&gt;
  local construction_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_C)&lt;br /&gt;
  construction_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Construction&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_PIER)&lt;br /&gt;
          :wikitext(write_construction_pier_wikitext(ship.pier, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_TABLE)&lt;br /&gt;
          :node(build_construction_table(ship.construction_costs, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return construction_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for unlock section&lt;br /&gt;
&lt;br /&gt;
--- Builds one unlock points block with icon, color block, and quantity.&lt;br /&gt;
---@param path string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function append_points_block(path, qty, callTemplate)&lt;br /&gt;
  local path_icons = {&lt;br /&gt;
    Notoriety = &amp;quot;T_ICO_VEC_P_Notoriety1.png&amp;quot;,&lt;br /&gt;
    Empire = &amp;quot;T_ICO_VEC_P_Empire2.png&amp;quot;,&lt;br /&gt;
    Seafaring = &amp;quot;T_ICO_VEC_P_Sea.png&amp;quot;,&lt;br /&gt;
    Wealth = &amp;quot;T_ICO_VEC_P_Wealth.png&amp;quot;,&lt;br /&gt;
  }&lt;br /&gt;
  local block = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ_POINTS_PATH(path))&lt;br /&gt;
      :wikitext(&amp;quot;[[File:&amp;quot; .. path_icons[path] .. &amp;quot;|x24px|link=&amp;quot; .. path .. &amp;quot;|&amp;quot; .. path .. &amp;quot;]]&amp;quot;)&lt;br /&gt;
      :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(qty))&lt;br /&gt;
      :done()&lt;br /&gt;
  return block&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the unlock points blocks.&lt;br /&gt;
---@param unlock_points ShipUnlockAmount[]&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_unlock_points_block(unlock_points, callTemplate)&lt;br /&gt;
  local row = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ_POINTS)&lt;br /&gt;
  for _, point in ipairs(unlock_points) do&lt;br /&gt;
    row:node(append_points_block(point.path, point.qty, callTemplate))&lt;br /&gt;
  end&lt;br /&gt;
  return row&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the unlock section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_unlock_section(ship, callTemplate)&lt;br /&gt;
  local unlock_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U)&lt;br /&gt;
  if #ship.unlock_points == 0 then&lt;br /&gt;
    unlock_section&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_TITLE)&lt;br /&gt;
            :wikitext(&amp;quot;Unlock&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ)&lt;br /&gt;
            :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                :wikitext(&amp;quot;Unlocked by building first pier.&amp;quot;)&lt;br /&gt;
            :done()&lt;br /&gt;
        :done()&lt;br /&gt;
  else&lt;br /&gt;
    unlock_section&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_TITLE)&lt;br /&gt;
            :wikitext(&amp;quot;Unlock&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ)&lt;br /&gt;
            :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                :wikitext(&amp;quot;Spend points:&amp;quot;)&lt;br /&gt;
            :done()&lt;br /&gt;
            :node(build_unlock_points_block(ship.unlock_points, callTemplate))&lt;br /&gt;
        :done()&lt;br /&gt;
  end&lt;br /&gt;
  return unlock_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- Orchestrates the infobox.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_infobox_for_ship(ship, callTemplate)&lt;br /&gt;
  local html = mw.html.create(&amp;quot;div&amp;quot;):addClass(&amp;quot;cc-infobox-ship&amp;quot;)&lt;br /&gt;
  html:node(build_header_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_stats_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_crew_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_construction_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_unlock_section(ship, callTemplate))&lt;br /&gt;
  return html&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Infobox main&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Entry point for {{#invoke:Ship infobox|main|name=...}}.&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
  local args = frame.args&lt;br /&gt;
  local name = args.name or args[1]&lt;br /&gt;
  if name == &amp;quot;&amp;quot; then&lt;br /&gt;
    return &amp;quot;&#039;&#039;&#039;Ship name is required&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  local ship = ships_data.get_ship_by_name(name)&lt;br /&gt;
  if not ship then&lt;br /&gt;
    return &amp;quot;&#039;&#039;&#039;Ship not found&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  local callTemplate = make_template_expander(frame)&lt;br /&gt;
  local html = build_infobox_for_ship(ship, callTemplate)&lt;br /&gt;
  return html&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Boarding_Damage&amp;diff=1674</id>
		<title>Template:Boarding Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Boarding_Damage&amp;diff=1674"/>
		<updated>2026-08-22T15:30:33Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Alias for how this label appears on-screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Boarding damage]]&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Gun_Damage&amp;diff=1673</id>
		<title>Template:Gun Damage</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Gun_Damage&amp;diff=1673"/>
		<updated>2026-08-22T15:30:09Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Alias for how this label appears on-screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Gun damage]]&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=List_of_Pirates&amp;diff=1462</id>
		<title>List of Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=List_of_Pirates&amp;diff=1462"/>
		<updated>2026-08-10T03:02:03Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* List of Pirates */ Updated top-tier pirates&amp;#039; upkeep--also clarified ship class path affiliations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== List of Pirates ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot;| Icon !! Name !! Type !! Upkeep per min. !! Occupation&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Drifters|size=lg}}&lt;br /&gt;
| [[File:T_Population_Drifter.png|x16px|link=Drifters]] [[Drifters]] || Hand || 1 [[File:T_ICO_Housing.png|x16px|link=Tent]] [[Tent|Housing]] || Will automatically be assigned to available jobs&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Builders|size=lg}}&lt;br /&gt;
| [[File:T_Population_Builder.png|x16px|link=Builders]] [[Builders]] || Hand || 1 [[File:T_ICO_Housing.png|x16px|link=Tent]] [[Tent|Housing]] || Will automatically construct [[Buildings|Production Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Fetchers|size=lg}}&lt;br /&gt;
| [[File:T_Population_Fetcher.png|x16px|link=Fetchers]] [[Fetchers]] || Hand || 1 [[File:T_ICO_Housing.png|x16px|link=Tent]] [[Tent|Housing]] || Will automatically transport [[Resources]] between [[Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Greenhands|size=lg}}&lt;br /&gt;
| [[File:T_Population_Masterhand.png|x16px|link=Greenhands]] [[Greenhands]] || Hand || 1 [[File:T_ICO_Housing.png|x16px|link=Tent]] [[Tent|Housing]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_DefaultStew.png|x16px|link=Stew]] [[Stew]] || Works in [[Buildings|Simple Production Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Masterhands|size=lg}}&lt;br /&gt;
| [[File:T_Population_Ironhead.png|x16px|link=Masterhands]] [[Masterhands]] || Hand || 1 [[File:T_ICO_Housing.png|x16px|link=Tent]] [[Tent|Housing]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_RoastBird.png|x16px|link=Roast Bird]] [[Roast Bird]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_Ale2.png|x16px|link=Booze]] [[Booze]] || Works in [[Buildings|Advanced Production Buildings]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Swabbies|size=lg}}&lt;br /&gt;
| [[File:T_Population_Sailor_kid.png|x16px|link=Swabbies]] [[Swabbies]] || Crew || 1 [[File:T_ICO_resource_DefaultStew.png|x16px|link=Stew]] [[Stew]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_Ale2.png|x16px|link=Booze]] [[Booze]] || Works on [[Ships|All Ships]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Picaroons|size=lg}}&lt;br /&gt;
| [[File:T_Population_Plunderer.png|x16px|link=Picaroons]] [[Picaroons]] || Crew || 1 [[File:T_ICO_resource_Rum.png|x16px|link=Rum]] [[Rum]] || Works on Level 2 &amp;amp; 3 [[Ships|Destroyers &amp;amp; Reavers]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Scallywags|size=lg}}&lt;br /&gt;
| [[File:T_Population_Ablehand.png|x16px|link=Scallywags]] [[Scallywags]] || Crew || 1 [[File:T_ICO_resource_CassavaBread.png|x16px|link=Cassava Bread]] [[Cassava Bread]] || Works on Level 2 &amp;amp; 3 [[Ships|Prowlers &amp;amp; Hunters]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Bombardiers|size=lg}}&lt;br /&gt;
| [[File:T_Population_Powdermonkey.png|x16px|link=Bombardiers]] [[Bombardiers]] || Crew || 1 [[File:T_ICO_resource_medicine.png|x16px|link=Medicine]] [[Medicine]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_Boots.png|x16px|link=Boots]] [[Boots]] || Works on Level 3 &amp;amp; 4 [[Ships|Destroyers &amp;amp; Hunters]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Crows Eyes|size=lg}}&lt;br /&gt;
| [[File:T_Population_Lookout.png|x16px|link=Crow&#039;s Eyes]] [[Crow&#039;s Eyes]] || Crew || 1 [[File:T_ICO_resource_turtleSoup.png|x16px|link=Turtle Soup]] [[Turtle Soup]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_Slops.png|x16px|link=Slops]] [[Slops]] || Works on Level 3 &amp;amp; 4 [[Ships|Prowlers &amp;amp; Reavers]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Buccaneers|size=lg}}&lt;br /&gt;
| [[File:T_Population_Helmsmen.png|x16px|link=Buccaneers]] [[Buccaneers]] || Crew || 1 [[File:T_ICO_resource_tabacco.png|x16px|link=Tobacco]] [[Tobacco]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_EyePatch.png|x16px|link=Eyepatch]] [[Eyepatch]] || Works on Level 4 &amp;amp; 5 [[Ships|Prowlers &amp;amp; Destroyers]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Navigators|size=lg}}&lt;br /&gt;
| [[File:T_Population_Navigator.png|x16px|link=Navigators]] [[Navigators]] || Crew || 1 [[File:T_ICO_resource_wine.png|x16px|link=Wine]] [[Wine]]&amp;lt;br/&amp;gt;1 [[File:T_ICO_resource_TattooInk.png|x16px|link=Tattoo Ink]][[Tattoo Ink]] || Works on Level 4 &amp;amp; 5 [[Ships|Hunters &amp;amp; Reavers]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Marauders|size=lg}}&lt;br /&gt;
| [[Marauders]] || Crew&lt;br /&gt;
| 0.1 {{Resource|Sabres|size=sm}}&amp;lt;br/&amp;gt;0.1 {{Resource|Spyglass|size=sm}}&lt;br /&gt;
| Works on [[Ships]]: Tiers 5 &amp;amp; 6 {{Empire icon}} Destroyers &amp;amp; {{Seafaring icon}} Hunters&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Renegades|size=lg}}&lt;br /&gt;
| [[Renegades]] || Crew &lt;br /&gt;
| 0.1 {{Resource|Prosthesis|size=sm}}&amp;lt;br/&amp;gt;0.1 {{Resource|Hardtack|size=sm}} &lt;br /&gt;
| Works on [[Ships]]: Tiers 5 &amp;amp; 6 {{Notoriety icon}} Prowlers &amp;amp; {{Wealth icon}} Reavers&lt;br /&gt;
|-&lt;br /&gt;
| {{Pirate icon|Corsairs|size=lg}}&lt;br /&gt;
| [[Corsairs]] || Crew&lt;br /&gt;
| 0.1 {{Resource|Fancy Clothing|size=sm}}&amp;lt;br/&amp;gt;0.1 {{Resource|Pistols|size=sm}} &amp;lt;br/&amp;gt;0.1 {{Resource|Jewellery|size=sm}}&lt;br /&gt;
| Works on all Tier 6 [[Ships]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Corsair_Cove_Official_Wiki:ToDo&amp;diff=1453</id>
		<title>Corsair Cove Official Wiki:ToDo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Corsair_Cove_Official_Wiki:ToDo&amp;diff=1453"/>
		<updated>2026-08-07T19:58:14Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* To-Do Items */ typo in template name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page serves as a simple collection of any needed changes in the wiki.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For users:&#039;&#039;&#039; You can inform us over on the Discord if you find any errors, wrong information or other requests. Only with your feedback can this wiki grow into its best form!&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also log in with your Steam account to edit this page and leave a new note down below with your To-Do item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For editors:&#039;&#039;&#039; If you make partial edits of a page and need something more, such as Text Icons, better Formatting or Images, you can leave a note down below for other editors. If you see a To-Do item on this page that you can resolve, feel free to tackle it! And ask in the Discord for help, there is a lot support.&lt;br /&gt;
&lt;br /&gt;
== To-Do Items ==&lt;br /&gt;
&lt;br /&gt;
* Formatting issue with [[Template:Building infobox]] for multiple construction materials&lt;br /&gt;
* Missing documentation for some Icon Templates like [[Template:Pirate]]&lt;br /&gt;
* Missing upkeep styling in Community Buildings like the [[Galley]]&lt;br /&gt;
&lt;br /&gt;
== Editing Basics ==&lt;br /&gt;
A lot of very helpful info can be found here! https://wiki.hoodedhorse.com/Nova_Roma/Help:Editing&lt;br /&gt;
&lt;br /&gt;
== How to edit page types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ How to edit&lt;br /&gt;
|-&lt;br /&gt;
! Page !! Process&lt;br /&gt;
|-&lt;br /&gt;
| Simple Content Page&amp;lt;br/&amp;gt;(Like a Resource or Building) || This is the simplest form of editing, and text will just show up right on the page.&amp;lt;br/&amp;gt;Most of these pages sometimes already contain a template text. You can simply fill in the template fields, look at the linked documentation for more details or just ask us on Discord :)&lt;br /&gt;
|-&lt;br /&gt;
| Content Table&amp;lt;br/&amp;gt;(Like the List of buildings) || These pages are automatically generated from data in the wiki. If you want to change something about them, just reach out on the Discord!&lt;br /&gt;
|-&lt;br /&gt;
| Infobox&amp;lt;br/&amp;gt;(Like the resource infobox) || These infoboxes are automatically populated with data from the wiki. You can still add the text around by changing template parameters. If you want to change something about them, just reach out on the Discord!&lt;br /&gt;
|-&lt;br /&gt;
| Data || All the data lives in separate Module: pages. You can change some entries if you follow the basic lua syntax.&lt;br /&gt;
|-&lt;br /&gt;
| Templates &amp;amp; Functions || These are highly technical pages with lots of uses. Please reach out on Discord before changing these!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Corsair_Cove_Official_Wiki:ToDo&amp;diff=1452</id>
		<title>Corsair Cove Official Wiki:ToDo</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Corsair_Cove_Official_Wiki:ToDo&amp;diff=1452"/>
		<updated>2026-08-07T19:55:56Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: /* To-Do Items */ I uploaded the missing icons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page serves as a simple collection of any needed changes in the wiki.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For users:&#039;&#039;&#039; You can inform us over on the Discord if you find any errors, wrong information or other requests. Only with your feedback can this wiki grow into its best form!&lt;br /&gt;
&amp;lt;br/&amp;gt;You can also log in with your Steam account to edit this page and leave a new note down below with your To-Do item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For editors:&#039;&#039;&#039; If you make partial edits of a page and need something more, such as Text Icons, better Formatting or Images, you can leave a note down below for other editors. If you see a To-Do item on this page that you can resolve, feel free to tackle it! And ask in the Discord for help, there is a lot support.&lt;br /&gt;
&lt;br /&gt;
== To-Do Items ==&lt;br /&gt;
&lt;br /&gt;
* Formatting issue with [[Template:Building infobox]] for multiple construction materials&lt;br /&gt;
* Missing documentation for some Icon Templates like [[Template:Pirate icon]]&lt;br /&gt;
* Missing upkeep styling in Community Buildings like the [[Galley]]&lt;br /&gt;
&lt;br /&gt;
== Editing Basics ==&lt;br /&gt;
A lot of very helpful info can be found here! https://wiki.hoodedhorse.com/Nova_Roma/Help:Editing&lt;br /&gt;
&lt;br /&gt;
== How to edit page types ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ How to edit&lt;br /&gt;
|-&lt;br /&gt;
! Page !! Process&lt;br /&gt;
|-&lt;br /&gt;
| Simple Content Page&amp;lt;br/&amp;gt;(Like a Resource or Building) || This is the simplest form of editing, and text will just show up right on the page.&amp;lt;br/&amp;gt;Most of these pages sometimes already contain a template text. You can simply fill in the template fields, look at the linked documentation for more details or just ask us on Discord :)&lt;br /&gt;
|-&lt;br /&gt;
| Content Table&amp;lt;br/&amp;gt;(Like the List of buildings) || These pages are automatically generated from data in the wiki. If you want to change something about them, just reach out on the Discord!&lt;br /&gt;
|-&lt;br /&gt;
| Infobox&amp;lt;br/&amp;gt;(Like the resource infobox) || These infoboxes are automatically populated with data from the wiki. You can still add the text around by changing template parameters. If you want to change something about them, just reach out on the Discord!&lt;br /&gt;
|-&lt;br /&gt;
| Data || All the data lives in separate Module: pages. You can change some entries if you follow the basic lua syntax.&lt;br /&gt;
|-&lt;br /&gt;
| Templates &amp;amp; Functions || These are highly technical pages with lots of uses. Please reach out on Discord before changing these!&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainSelaOlofsdotter_Neutral.png&amp;diff=1451</id>
		<title>File:T CaptainSelaOlofsdotter Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainSelaOlofsdotter_Neutral.png&amp;diff=1451"/>
		<updated>2026-08-07T19:51:44Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Sela captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sela captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainPhoenix_Neutral.png&amp;diff=1450</id>
		<title>File:T CaptainPhoenix Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainPhoenix_Neutral.png&amp;diff=1450"/>
		<updated>2026-08-07T19:51:21Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Timothy captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Timothy captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainScarlet_Neutral.png&amp;diff=1449</id>
		<title>File:T CaptainScarlet Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainScarlet_Neutral.png&amp;diff=1449"/>
		<updated>2026-08-07T19:50:22Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Scarlett captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Scarlett captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainRaven_Neutral.png&amp;diff=1448</id>
		<title>File:T CaptainRaven Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainRaven_Neutral.png&amp;diff=1448"/>
		<updated>2026-08-07T19:50:13Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Raven captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Raven captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainRambullion_Neutral.png&amp;diff=1447</id>
		<title>File:T CaptainRambullion Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainRambullion_Neutral.png&amp;diff=1447"/>
		<updated>2026-08-07T19:50:03Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Rambullion captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Rambullion captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainKanja_Neutral.png&amp;diff=1446</id>
		<title>File:T CaptainKanja Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainKanja_Neutral.png&amp;diff=1446"/>
		<updated>2026-08-07T19:49:45Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Kanja captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Kanja captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainJonah_Neutral.png&amp;diff=1445</id>
		<title>File:T CaptainJonah Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainJonah_Neutral.png&amp;diff=1445"/>
		<updated>2026-08-07T19:49:36Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Jonah captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Jonah captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainIguanama_Neutral.png&amp;diff=1444</id>
		<title>File:T CaptainIguanama Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainIguanama_Neutral.png&amp;diff=1444"/>
		<updated>2026-08-07T19:49:28Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Iguanama captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Iguanama captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainHonorataVanHorn_Neutral.png&amp;diff=1443</id>
		<title>File:T CaptainHonorataVanHorn Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainHonorataVanHorn_Neutral.png&amp;diff=1443"/>
		<updated>2026-08-07T19:49:07Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Honorata captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Honorata captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainGhostCaptain_Neutral.png&amp;diff=1442</id>
		<title>File:T CaptainGhostCaptain Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainGhostCaptain_Neutral.png&amp;diff=1442"/>
		<updated>2026-08-07T19:48:52Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Killigrew captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Killigrew captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainPirate_Neutral.png&amp;diff=1441</id>
		<title>File:T CaptainPirate Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainPirate_Neutral.png&amp;diff=1441"/>
		<updated>2026-08-07T19:48:39Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Pirate captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Pirate captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainCrown_Neutral.png&amp;diff=1440</id>
		<title>File:T CaptainCrown Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainCrown_Neutral.png&amp;diff=1440"/>
		<updated>2026-08-07T19:48:29Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Crown captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Crown captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainMachado_Neutral.png&amp;diff=1439</id>
		<title>File:T CaptainMachado Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainMachado_Neutral.png&amp;diff=1439"/>
		<updated>2026-08-07T19:48:16Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Machado captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Machado captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainEnrique_Neutral.png&amp;diff=1438</id>
		<title>File:T CaptainEnrique Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainEnrique_Neutral.png&amp;diff=1438"/>
		<updated>2026-08-07T19:47:53Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Enrique captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Enrique captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_Portrait_Chen.png&amp;diff=1437</id>
		<title>File:T Portrait Chen.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_Portrait_Chen.png&amp;diff=1437"/>
		<updated>2026-08-07T19:47:41Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Chen captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Chen captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainCharlie_Neutral.png&amp;diff=1436</id>
		<title>File:T CaptainCharlie Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainCharlie_Neutral.png&amp;diff=1436"/>
		<updated>2026-08-07T19:47:16Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Charlie captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Charlie captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainBlackbeard_Neutral.png&amp;diff=1435</id>
		<title>File:T CaptainBlackbeard Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainBlackbeard_Neutral.png&amp;diff=1435"/>
		<updated>2026-08-07T19:46:40Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Teach captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Teach captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainAudenziaMoro_Neutral.png&amp;diff=1434</id>
		<title>File:T CaptainAudenziaMoro Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainAudenziaMoro_Neutral.png&amp;diff=1434"/>
		<updated>2026-08-07T19:46:28Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Audenzia captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Audenzia captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainAmaraMachado_Neutral.png&amp;diff=1433</id>
		<title>File:T CaptainAmaraMachado Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainAmaraMachado_Neutral.png&amp;diff=1433"/>
		<updated>2026-08-07T19:45:46Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Amara captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Amara captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainAkuaCuffe_Neutral.png&amp;diff=1432</id>
		<title>File:T CaptainAkuaCuffe Neutral.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_CaptainAkuaCuffe_Neutral.png&amp;diff=1432"/>
		<updated>2026-08-07T19:45:32Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Akua captain portrait art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Akua captain portrait art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_ICO_Building_Tower_lvl_2.png&amp;diff=1431</id>
		<title>File:T ICO Building Tower lvl 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_ICO_Building_Tower_lvl_2.png&amp;diff=1431"/>
		<updated>2026-08-07T19:42:21Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Medium Gun Tower building icon art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Medium Gun Tower building icon art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_ICO_Loaded_Gun.png&amp;diff=1430</id>
		<title>File:T ICO Loaded Gun.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_ICO_Loaded_Gun.png&amp;diff=1430"/>
		<updated>2026-08-07T19:40:26Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Ammunition resource icon art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Ammunition resource icon art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_ICO_Building_Tower_lvl_3.png&amp;diff=1429</id>
		<title>File:T ICO Building Tower lvl 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=File:T_ICO_Building_Tower_lvl_3.png&amp;diff=1429"/>
		<updated>2026-08-07T19:39:57Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Large Gun Tower building icon art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Large Gun Tower building icon art&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data/doc&amp;diff=1428</id>
		<title>Module:Ships data/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data/doc&amp;diff=1428"/>
		<updated>2026-08-07T19:36:47Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: updated doc with enriched fields. added section on exported types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship data for &#039;&#039;Corsair Cove&#039;&#039;: 29 ships, schema validated at load time.&lt;br /&gt;
&lt;br /&gt;
Use from other modules and templates via &amp;lt;code&amp;gt;#invoke&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;require&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local ships_data = require(&amp;quot;Module:Ships_data&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important: Do not mutate returned tables.&#039;&#039;&#039; To save performance, the tables are &#039;&#039;&#039;not&#039;&#039;&#039; copied first. Modifications to the returned values will contaminate other uses of those tables.&lt;br /&gt;
&lt;br /&gt;
=== get_ship_by_name ===&lt;br /&gt;
&lt;br /&gt;
Returns one ship record, or &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; if the name isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local ship = ships_data.get_ship_by_name(&amp;quot;Landlubber&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name must match exactly, including spaces, for example &amp;lt;code&amp;gt;&amp;quot;Iron Fist&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== get_ship_by_index ===&lt;br /&gt;
&lt;br /&gt;
Returns the ship record at that position in canonical order, or &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; if out of range. Canonical order is from Tier 1 to 6, clockwise starting from the top around the Compass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local ship = ships_data.get_ship_by_index(1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== get_all_ships ===&lt;br /&gt;
&lt;br /&gt;
Returns the full array of ship records, in canonical order. Canonical order is from Tier 1 to 6, clockwise starting from the top around the Compass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;for i, ship in ipairs(ships_data.get_all_ships()) do&lt;br /&gt;
  ...&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== get_count_of_ships ===&lt;br /&gt;
&lt;br /&gt;
Returns the number of ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;for i = 1, ships_data.get_count_of_ships() do&lt;br /&gt;
  local ship = ships_data.get_ship_by_index(i)&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== get_ship_class_description ===&lt;br /&gt;
&lt;br /&gt;
Flavour text for the class of ship, aligned with the Principle Paths. Pass in the &amp;lt;code&amp;gt;class&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;hybrid_class&amp;lt;/code&amp;gt; field from a ship record to get its description. (The method ignores any trailing plus signs for the hybrid ships. Returns &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; for unknown classes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local flavour_text = ships_data.get_ship_class_description(&amp;quot;Destroyer+&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
The module&#039;s exported functions and returned records are typed using [[mw:Lua reference manual|LuaCATS]]-style annotations in the module&#039;s source. These aren&#039;t enforced at runtime, but document the exact shape of every value the module returns.&lt;br /&gt;
&lt;br /&gt;
=== ShipRecord ===&lt;br /&gt;
&lt;br /&gt;
A single ship&#039;s full data. See [[#Ship record shape|Ship record shape]] below for field-by-field details.&lt;br /&gt;
&lt;br /&gt;
=== ShipResourceAmount ===&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;code&amp;gt;{ resource, qty }&amp;lt;/code&amp;gt; pair used in &amp;lt;code&amp;gt;construction_costs&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ShipCrewAmount ===&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;code&amp;gt;{ type, qty }&amp;lt;/code&amp;gt; pair used in &amp;lt;code&amp;gt;crew_types&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ShipStatAmount ===&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;code&amp;gt;{ stat, qty }&amp;lt;/code&amp;gt; pair used in &amp;lt;code&amp;gt;stats_base&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;stats_crew_bonuses&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ShipUnlockAmount ===&lt;br /&gt;
&lt;br /&gt;
A &amp;lt;code&amp;gt;{ path, qty }&amp;lt;/code&amp;gt; pair used in &amp;lt;code&amp;gt;unlock_points&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== ShipsDataModule ===&lt;br /&gt;
&lt;br /&gt;
The shape of the table returned by &amp;lt;code&amp;gt;require(&amp;quot;Module:Ships_data&amp;quot;)&amp;lt;/code&amp;gt; — i.e. the functions documented above.&lt;br /&gt;
&lt;br /&gt;
== Ship record shape ==&lt;br /&gt;
&lt;br /&gt;
Each record in ships_data is a table with the following fields:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Field !! Type !! Note&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; || string || Display name&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;tier&amp;lt;/code&amp;gt; || number || 1..6, inclusive&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;principle_path&amp;lt;/code&amp;gt; || string || Primary Principle Path alignment of the class of ship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;class&amp;lt;/code&amp;gt; || string || Primary class of the ship, with an trailing plus sign for hybrids, similar to their in-game display, for example &amp;quot;Notoriety&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;hybrid_path&amp;lt;/code&amp;gt; || string || Secondary Principle Path alignment of the class of ship, according to the unlock requirement on the Compass (never has a trailing plus sign)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;icon_filename&amp;lt;/code&amp;gt; || string || The filename, including the extension, of the image of the ship, for example, &amp;lt;code&amp;gt;&amp;quot;T_Ship_Starter.png&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;pier&amp;lt;/code&amp;gt; || string || The pier required to build the ship, for example, &amp;quot;Shallow Pier&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;description&amp;lt;/code&amp;gt; || string || The English-language flavour text of the ship&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;construction_costs&amp;lt;/code&amp;gt; || array of &amp;lt;code&amp;gt;ShipResourceAmount&amp;lt;/code&amp;gt; || pairs of &amp;lt;code&amp;gt;{ resource, qty }&amp;lt;/code&amp;gt; mini-tables, where the resource is the name of the construction material, for example, &amp;quot;Naval Gun&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;crew_types&amp;lt;/code&amp;gt; || array of &amp;lt;code&amp;gt;ShipCrewAmount&amp;lt;/code&amp;gt; || pairs of &amp;lt;code&amp;gt;{ type, qty }&amp;lt;/code&amp;gt; mini-tables, where the type is the name of the crew as spelled in-game, for example, &amp;quot;Crow&#039;s Eyes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stats_base&amp;lt;/code&amp;gt; || array of &amp;lt;code&amp;gt;ShipStatAmount&amp;lt;/code&amp;gt; || pairs of &amp;lt;code&amp;gt;{ stat, qty }&amp;lt;/code&amp;gt; mini-tables, where stat is the name of the stat as spelled in-game, for example, &amp;quot;Gun Damage&amp;quot; or &amp;quot;Manoeuvrability&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stats_crew_bonuses&amp;lt;/code&amp;gt; || map of arrays of &amp;lt;code&amp;gt;ShipStatAmount&amp;lt;/code&amp;gt; || by crew_type&#039;s &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;, each returns an array of &amp;lt;code&amp;gt;{ stat, qty }&amp;lt;/code&amp;gt; like &amp;lt;code&amp;gt;stats_base&amp;lt;/code&amp;gt; but showing the marginal bonus &#039;&#039;&#039;per additional individual crew member of that type&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;stats_max&amp;lt;/code&amp;gt; || array of &amp;lt;code&amp;gt;ShipStatAmount&amp;lt;/code&amp;gt; || calculated table of the maximum stats with the most number of advanced crew, similar structure to &amp;lt;code&amp;gt;stats_base&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;unlock_points&amp;lt;/code&amp;gt; || array of &amp;lt;code&amp;gt;ShipUnlockAmount&amp;lt;/code&amp;gt; || calculated pairs of &amp;lt;code&amp;gt;{ path, qty }&amp;lt;/code&amp;gt; mini-tables based on the ship&#039;s &amp;lt;code&amp;gt;principle_path&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;hybrid_path&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nested pairs ===&lt;br /&gt;
&lt;br /&gt;
Construction, crew, and stats use ordered arrays of pairs of data: The first field is a resource&#039;s, crew type&#039;s , or stat&#039;s name, as spelled in-game, and the second field is the quantity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.construction_costs&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;ShipResourceAmount&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;resource–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.crew_types&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;ShipCrewAmount&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;type–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.stats_base&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;ShipStatAmount&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stat–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.stats_crew_bonuses&amp;lt;/code&amp;gt; is several arrays of &amp;lt;code&amp;gt;ShipStatAmount&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stat–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.stats_max&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;ShipStatAmount&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;stat-qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.unlock_points&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;ShipUnlockAmount&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;path-qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
&lt;br /&gt;
==== Crew bonuses ====&lt;br /&gt;
&lt;br /&gt;
The bonuses are first keyed by the crew type&#039;s name. Keys match that ship&#039;s &amp;lt;code&amp;gt;crew_types&amp;lt;/code&amp;gt; types. Typed in the table are fractional values of what is shown in-game divided by the number of crew. This means when working with this data, each individual value in the &amp;lt;code&amp;gt;stat–qty&amp;lt;/code&amp;gt; pair is the marginal additional stat that &#039;&#039;&#039;one crew member&#039;&#039;&#039; contributes to the ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local bonuses = ship.stats_crew_bonuses[&amp;quot;Scallywags&amp;quot;]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To get the highest possible maximum stats, use &amp;lt;code&amp;gt;ship.stats_max&amp;lt;/code&amp;gt; instead, which is pre-calculated.&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=User:76561197969631737&amp;diff=1427</id>
		<title>User:76561197969631737</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=User:76561197969631737&amp;diff=1427"/>
		<updated>2026-08-07T19:17:11Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: emptied&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox&amp;diff=1426</id>
		<title>Module:Ship infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox&amp;diff=1426"/>
		<updated>2026-08-07T19:16:38Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Landlubber path banner gray and unlocked by default&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[&lt;br /&gt;
Generates the infobox for Template:Ship infobox.&lt;br /&gt;
&lt;br /&gt;
For testing on the debug console, copy and paste this line of code:&lt;br /&gt;
=p.main({args = {name = &amp;quot;Bedlam&amp;quot;}, expandTemplate = function (_, t) return mw.getCurrentFrame():expandTemplate(t) end})&lt;br /&gt;
&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
local ships_data = require(&amp;quot;Module:Ships_data&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
---@diagnostic disable: undefined-field&lt;br /&gt;
local resourceData = mw.loadData(&amp;quot;Module:ResourceData&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local CSS_INFOBOX = &amp;quot;cc-infobox-ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_H = CSS_INFOBOX .. &amp;quot;-header&amp;quot;&lt;br /&gt;
local CSS_H_TIER = CSS_H .. &amp;quot;-tier&amp;quot;&lt;br /&gt;
local CSS_H_NAME = CSS_H .. &amp;quot;-name&amp;quot;&lt;br /&gt;
local CSS_H_CLASS = CSS_H .. &amp;quot;-class&amp;quot;&lt;br /&gt;
local CSS_H_ICON = CSS_H .. &amp;quot;-icon&amp;quot;&lt;br /&gt;
local CSS_H_DESCRIPTION = CSS_H .. &amp;quot;-description&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local function CSS_RECOLOR_PATH(path)&lt;br /&gt;
  if (not path) or (type(path) ~= &amp;quot;string&amp;quot;) or (path == &amp;quot;&amp;quot;) or (path == &amp;quot;None&amp;quot;) then &lt;br /&gt;
    return &amp;quot;cc-panel-recolor-gray&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  return &amp;quot;cc-panel-recolor-&amp;quot; .. path:lower()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local CSS_S = CSS_INFOBOX .. &amp;quot;-stats&amp;quot;&lt;br /&gt;
local CSS_S_TITLE = CSS_S .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_S_FULLROW = CSS_S .. &amp;quot;-fullrow&amp;quot;&lt;br /&gt;
local CSS_S_ROW = CSS_S .. &amp;quot;-row&amp;quot;&lt;br /&gt;
local CSS_S_ROW_COL = CSS_S_ROW .. &amp;quot;-col&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_STAT_MAX = &amp;quot;cc-ship-stat-max&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_W = CSS_INFOBOX .. &amp;quot;-crew&amp;quot;&lt;br /&gt;
local CSS_W_TITLE = CSS_W .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_W_ROW = CSS_W .. &amp;quot;-row&amp;quot;&lt;br /&gt;
local CSS_W_ROW_COL = CSS_W_ROW .. &amp;quot;-col&amp;quot;&lt;br /&gt;
local CSS_W_ROW_COL_ADV = CSS_W_ROW_COL .. &amp;quot;-advanced&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_C = CSS_INFOBOX .. &amp;quot;-construction&amp;quot;&lt;br /&gt;
local CSS_C_TITLE = CSS_C .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_C_PIER = CSS_C .. &amp;quot;-pier&amp;quot;&lt;br /&gt;
local CSS_C_TABLE = CSS_C .. &amp;quot;-table&amp;quot;&lt;br /&gt;
local CSS_C_TABLE_QTY = CSS_C_TABLE .. &amp;quot;-qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_U = CSS_INFOBOX .. &amp;quot;-unlock&amp;quot;&lt;br /&gt;
local CSS_U_TITLE = CSS_U .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_U_REQ = CSS_U .. &amp;quot;-requirements&amp;quot;&lt;br /&gt;
local CSS_U_REQ_POINTS = CSS_U_REQ .. &amp;quot;-points&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local function CSS_U_REQ_POINTS_PATH(path)&lt;br /&gt;
  return CSS_U_REQ_POINTS .. &amp;quot;-&amp;quot; .. path:lower()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions&lt;br /&gt;
&lt;br /&gt;
--- Retrieves the specified value from the given stats array.&lt;br /&gt;
---@param stats ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@return number&lt;br /&gt;
local function get_stat_value(stats, stat_name)&lt;br /&gt;
  for _, pair in ipairs(stats) do&lt;br /&gt;
    if pair.stat == stat_name then&lt;br /&gt;
      return pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@alias ExpandTemplateFunction fun(title: string, args: table): string&lt;br /&gt;
&lt;br /&gt;
--- Hides dependency on the frame object from template expansion.&lt;br /&gt;
---@return ExpandTemplateFunction&lt;br /&gt;
local function make_template_expander(frame)&lt;br /&gt;
  return function(title, args)&lt;br /&gt;
    return frame:expandTemplate({ title = title, args = args })&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for header section&lt;br /&gt;
&lt;br /&gt;
--- Builds the header section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_header_section(ship, callTemplate)&lt;br /&gt;
  local tier_icon = callTemplate(&amp;quot;Ship tier icon&amp;quot;, { ship.tier, path = ship.principle_path, size = &amp;quot;md&amp;quot; })&lt;br /&gt;
  local header_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_H)&lt;br /&gt;
  header_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_TIER)&lt;br /&gt;
          :wikitext(tier_icon)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_NAME)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(ship.name)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_CLASS):addClass(CSS_RECOLOR_PATH(ship.principle_path))&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(ship.class .. &amp;quot; Tier &amp;quot; .. ship.tier)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_ICON)&lt;br /&gt;
          :wikitext(&amp;quot;[[File:&amp;quot; .. ship.icon_filename .. &amp;quot;|x128px]]&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_DESCRIPTION)&lt;br /&gt;
          :wikitext(ship.description)&lt;br /&gt;
      :done()&lt;br /&gt;
  return header_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for stats section&lt;br /&gt;
&lt;br /&gt;
--- Builds one full-row stat with name and base value (only).&lt;br /&gt;
---@param stats ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_fullrow(stats, stat_name, callTemplate)&lt;br /&gt;
  local stat_fullrow = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S_FULLROW)&lt;br /&gt;
  stat_fullrow&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
          :wikitext(callTemplate(stat_name, { size = &amp;quot;sm&amp;quot; }))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stat_fullrow&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds one stat column with icon, base, and max value.&lt;br /&gt;
---@param stats_base ShipStatAmount[]&lt;br /&gt;
---@param stats_max ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_column(stats_base, stats_max, stat_name, callTemplate)&lt;br /&gt;
  local stat_column = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
  stat_column&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(callTemplate(stat_name .. &amp;quot; icon&amp;quot;, { size = &amp;quot;sm&amp;quot; }))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats_base, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_STAT_MAX)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats_max, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stat_column&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the stats section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_section(ship, callTemplate)&lt;br /&gt;
  local stats_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S)&lt;br /&gt;
  stats_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Stats&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Health&amp;quot;, callTemplate))&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Crew&amp;quot;, callTemplate))&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Supplies&amp;quot;, callTemplate))&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW)&lt;br /&gt;
          :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
              :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                  :wikitext(&amp;quot;Base&amp;quot;)&lt;br /&gt;
              :done()&lt;br /&gt;
              :tag(&amp;quot;div&amp;quot;):addClass(CSS_STAT_MAX)&lt;br /&gt;
                  :wikitext(&amp;quot;Max&amp;quot;)&lt;br /&gt;
              :done()&lt;br /&gt;
          :done()&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Gun damage&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Boarding damage&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Speed&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Manoeuvrability&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Armour&amp;quot;, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stats_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for crew section&lt;br /&gt;
&lt;br /&gt;
--- Builds one crew column with label, icon, and quantity.&lt;br /&gt;
---@param crew_type string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_crew_column(crew_type, qty, callTemplate)&lt;br /&gt;
  local is_crew_advanced = {&lt;br /&gt;
    [&amp;quot;Swabbies&amp;quot;] = false,&lt;br /&gt;
    [&amp;quot;Scallywags&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Picaroons&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Bombardiers&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Crow&#039;s Eyes&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Buccaneers&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Navigators&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Renegades&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Marauders&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Corsairs&amp;quot;] = true,&lt;br /&gt;
  }&lt;br /&gt;
  local column = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W_ROW_COL)&lt;br /&gt;
  column&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(crew_type)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass()&lt;br /&gt;
          :wikitext(callTemplate(&amp;quot;Pirate icon&amp;quot;, { crew_type, size = &amp;quot;md&amp;quot; } ))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(qty))&lt;br /&gt;
      :done()&lt;br /&gt;
  return column&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the crew section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_crew_section(ship, callTemplate)&lt;br /&gt;
  local crew_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W)&lt;br /&gt;
  crew_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_W_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Crew&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
  local crew_row = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W_ROW)&lt;br /&gt;
  for _, crew in ipairs(ship.crew_types) do&lt;br /&gt;
    crew_row:node(build_crew_column(crew.type, crew.qty, callTemplate))&lt;br /&gt;
  end&lt;br /&gt;
  crew_section:node(crew_row)&lt;br /&gt;
  return crew_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for construction section&lt;br /&gt;
&lt;br /&gt;
--- Appends the construction pier wikitext.&lt;br /&gt;
---@param pier string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return string&lt;br /&gt;
local function write_construction_pier_wikitext(pier, callTemplate)&lt;br /&gt;
  local pier_icons = {&lt;br /&gt;
    [&amp;quot;Shallow Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 1.png&amp;quot;,&lt;br /&gt;
    [&amp;quot;Trade Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 2.png&amp;quot;,&lt;br /&gt;
    [&amp;quot;Deep-water Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 3.png&amp;quot;,&lt;br /&gt;
  }&lt;br /&gt;
  return &amp;quot;[[File:&amp;quot; .. pier_icons[pier] .. &amp;quot;|x32px|link=&amp;quot; .. pier .. &amp;quot;|&amp;quot; .. pier .. &amp;quot;]] [[&amp;quot; .. pier .. &amp;quot;]]&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Appends qty, icon, and name cells for one construction cost to a table row.&lt;br /&gt;
---@param row HtmlNode&lt;br /&gt;
---@param resource string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
local function append_construction_cost(row, resource, qty, callTemplate)&lt;br /&gt;
  local icon_file = resourceData[resource][&amp;quot;icon_file&amp;quot;]&lt;br /&gt;
  row&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;):addClass(CSS_C_TABLE_QTY)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(tostring(qty))&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(&amp;quot;[[File:&amp;quot; .. icon_file .. &amp;quot;|x32px|link=&amp;quot; .. resource .. &amp;quot;|&amp;quot; .. resource .. &amp;quot;]]&amp;quot;)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(resource)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the construction table.&lt;br /&gt;
---@param construction_costs ShipResourceAmount[]&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_construction_table(construction_costs, callTemplate)&lt;br /&gt;
  local construction_table = mw.html.create(&amp;quot;table&amp;quot;)&lt;br /&gt;
  local row&lt;br /&gt;
  for index, cost in ipairs(construction_costs) do&lt;br /&gt;
    if index % 2 == 1 then&lt;br /&gt;
      row = mw.html.create(&amp;quot;tr&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    if index % 2 == 0 then&lt;br /&gt;
      row:tag(&amp;quot;td&amp;quot;):attr(&amp;quot;style&amp;quot;, &amp;quot;min-width: 16px;&amp;quot;):wikitext(&amp;quot;&amp;amp;nbsp;&amp;quot;):done()&lt;br /&gt;
    end&lt;br /&gt;
    append_construction_cost(row, cost.resource, cost.qty, callTemplate)&lt;br /&gt;
    if index % 2 == 0 or index == #construction_costs then&lt;br /&gt;
      construction_table:node(row)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return construction_table&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the construction section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_construction_section(ship, callTemplate)&lt;br /&gt;
  local construction_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_C)&lt;br /&gt;
  construction_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Construction&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_PIER)&lt;br /&gt;
          :wikitext(write_construction_pier_wikitext(ship.pier, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_TABLE)&lt;br /&gt;
          :node(build_construction_table(ship.construction_costs, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return construction_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for unlock section&lt;br /&gt;
&lt;br /&gt;
--- Builds one unlock points block with icon, color block, and quantity.&lt;br /&gt;
---@param path string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function append_points_block(path, qty, callTemplate)&lt;br /&gt;
  local path_icons = {&lt;br /&gt;
    Notoriety = &amp;quot;T_ICO_VEC_P_Notoriety1.png&amp;quot;,&lt;br /&gt;
    Empire = &amp;quot;T_ICO_VEC_P_Empire2.png&amp;quot;,&lt;br /&gt;
    Seafaring = &amp;quot;T_ICO_VEC_P_Sea.png&amp;quot;,&lt;br /&gt;
    Wealth = &amp;quot;T_ICO_VEC_P_Wealth.png&amp;quot;,&lt;br /&gt;
  }&lt;br /&gt;
  local block = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ_POINTS_PATH(path))&lt;br /&gt;
      :wikitext(&amp;quot;[[File:&amp;quot; .. path_icons[path] .. &amp;quot;|x24px|link=&amp;quot; .. path .. &amp;quot;|&amp;quot; .. path .. &amp;quot;]]&amp;quot;)&lt;br /&gt;
      :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(qty))&lt;br /&gt;
      :done()&lt;br /&gt;
  return block&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the unlock points blocks.&lt;br /&gt;
---@param unlock_points ShipUnlockAmount[]&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_unlock_points_block(unlock_points, callTemplate)&lt;br /&gt;
  local row = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ_POINTS)&lt;br /&gt;
  for _, point in ipairs(unlock_points) do&lt;br /&gt;
    row:node(append_points_block(point.path, point.qty, callTemplate))&lt;br /&gt;
  end&lt;br /&gt;
  return row&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the unlock section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_unlock_section(ship, callTemplate)&lt;br /&gt;
  local unlock_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U)&lt;br /&gt;
  if #ship.unlock_points == 0 then&lt;br /&gt;
    unlock_section&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_TITLE)&lt;br /&gt;
            :wikitext(&amp;quot;Unlock&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ)&lt;br /&gt;
            :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                :wikitext(&amp;quot;Unlocked by building first pier.&amp;quot;)&lt;br /&gt;
            :done()&lt;br /&gt;
        :done()&lt;br /&gt;
  else&lt;br /&gt;
    unlock_section&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_TITLE)&lt;br /&gt;
            :wikitext(&amp;quot;Unlock&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
        :done()&lt;br /&gt;
        :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ)&lt;br /&gt;
            :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                :wikitext(&amp;quot;Spend points:&amp;quot;)&lt;br /&gt;
            :done()&lt;br /&gt;
            :node(build_unlock_points_block(ship.unlock_points, callTemplate))&lt;br /&gt;
        :done()&lt;br /&gt;
  end&lt;br /&gt;
  return unlock_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- Orchestrates the infobox.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_infobox_for_ship(ship, callTemplate)&lt;br /&gt;
  local html = mw.html.create(&amp;quot;div&amp;quot;):addClass(&amp;quot;cc-infobox-ship&amp;quot;)&lt;br /&gt;
  html:node(build_header_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_stats_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_crew_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_construction_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_unlock_section(ship, callTemplate))&lt;br /&gt;
  return html&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Infobox main&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Entry point for {{#invoke:Ship infobox|main|name=...}}.&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
  local args = frame.args&lt;br /&gt;
  local name = args.name or args[1]&lt;br /&gt;
  if name == &amp;quot;&amp;quot; then&lt;br /&gt;
    return &amp;quot;&#039;&#039;&#039;Ship name is required&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  local ship = ships_data.get_ship_by_name(name)&lt;br /&gt;
  if not ship then&lt;br /&gt;
    return &amp;quot;&#039;&#039;&#039;Ship not found&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  local callTemplate = make_template_expander(frame)&lt;br /&gt;
  local html = build_infobox_for_ship(ship, callTemplate)&lt;br /&gt;
  return html&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Ship_infobox&amp;diff=1425</id>
		<title>Template:Ship infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Ship_infobox&amp;diff=1425"/>
		<updated>2026-08-07T19:07:55Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: added non-hybrid example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#invoke:Ship infobox|main&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generates the infobox for the named ship. Name must match in-game name.&lt;br /&gt;
&lt;br /&gt;
Looks up game data for the named ship from [[Module:Ships_data]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Parameter !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name=&amp;lt;/code&amp;gt; || The name of the ship, as it appears in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Ship infobox|name=Bedlam}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Ship infobox|name=Bedlam}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Ship infobox|name=Landlubber}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Ship infobox|name=Landlubber}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Ship infobox|name=Wrath Bringer}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Ship infobox|name=Wrath Bringer}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Ship_infobox&amp;diff=1424</id>
		<title>Template:Ship infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Ship_infobox&amp;diff=1424"/>
		<updated>2026-08-07T19:07:16Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Created to serve Module:Ship infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#invoke:Ship infobox|main&lt;br /&gt;
|name={{{name|}}}&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generates the infobox for the named ship. Name must match in-game name.&lt;br /&gt;
&lt;br /&gt;
Looks up game data for the named ship from [[Module:Ships_data]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Parameter !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;name=&amp;lt;/code&amp;gt; || The name of the ship, as it appears in game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Ship infobox|name=Bedlam}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Ship infobox|name=Bedlam}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr style=&amp;quot;clear: both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Ship infobox|name=Landlubber}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Ship infobox|name=Landlubber}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox/doc&amp;diff=1423</id>
		<title>Module:Ship infobox/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox/doc&amp;diff=1423"/>
		<updated>2026-08-07T19:02:40Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Created doc for module&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This module builds the ship infobox HTML. It is invoked from [[Template:Ship infobox]].&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Method invoked by template !! Argument from template !! Description of argument&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;main()&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; || Canonical ship name, as seen in-game (e.g. &amp;lt;code&amp;gt;Bedlam&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;Wrath Bringer&amp;lt;/code&amp;gt;).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Template Examples ===&lt;br /&gt;
&lt;br /&gt;
With a named argument:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{#invoke:Ship infobox|main|name=Bedlam}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or a positional argument:&lt;br /&gt;
&amp;lt;pre&amp;gt;{{#invoke:Ship infobox|main|Bedlam}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== API ==&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;code&amp;gt;main()&amp;lt;/code&amp;gt;&lt;br /&gt;
: Entry point. Looks up the ship, builds the infobox, and returns HTML.&lt;br /&gt;
&lt;br /&gt;
No other functions are exported.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ship name is required&#039;&#039;&#039; — &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; or positional arg missing or empty.&lt;br /&gt;
* &#039;&#039;&#039;Ship not found&#039;&#039;&#039; — name not in [[Module:Ships_data]].&lt;br /&gt;
&lt;br /&gt;
== Dependencies ==&lt;br /&gt;
&lt;br /&gt;
* [[Module:Ships_data]] — ship stats, crew, construction, unlock data&lt;br /&gt;
* [[Module:ResourceData]] — construction resource icons&lt;br /&gt;
&lt;br /&gt;
=== Templates called at runtime ===&lt;br /&gt;
* [[Template:Ship tier icon]]&lt;br /&gt;
* [[Template:Pirate icon]]&lt;br /&gt;
* [[Template:Health]]&lt;br /&gt;
* [[Template:Crew]]&lt;br /&gt;
* [[Template:Supplies]]&lt;br /&gt;
* [[Template:Gun Damage icon]]&lt;br /&gt;
* [[Template:Boarding Damage icon]]&lt;br /&gt;
* [[Template:Speed icon]]&lt;br /&gt;
* [[Template:Manoeuvrability icon]]&lt;br /&gt;
* [[Template:Armour icon]]&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox&amp;diff=1422</id>
		<title>Module:Ship infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ship_infobox&amp;diff=1422"/>
		<updated>2026-08-07T18:45:10Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Uses Ships_data to generate an infobox for the named ship.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[&lt;br /&gt;
Generates the infobox for Template:Ship infobox.&lt;br /&gt;
&lt;br /&gt;
For testing on the debug console, copy and paste this line of code:&lt;br /&gt;
=p.main({args = {name = &amp;quot;Bedlam&amp;quot;}, expandTemplate = function (_, t) return mw.getCurrentFrame():expandTemplate(t) end})&lt;br /&gt;
&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
local ships_data = require(&amp;quot;Module:Ships_data&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
---@diagnostic disable: undefined-field&lt;br /&gt;
local resourceData = mw.loadData(&amp;quot;Module:ResourceData&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local CSS_INFOBOX = &amp;quot;cc-infobox-ship&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_H = CSS_INFOBOX .. &amp;quot;-header&amp;quot;&lt;br /&gt;
local CSS_H_TIER = CSS_H .. &amp;quot;-tier&amp;quot;&lt;br /&gt;
local CSS_H_NAME = CSS_H .. &amp;quot;-name&amp;quot;&lt;br /&gt;
local CSS_H_CLASS = CSS_H .. &amp;quot;-class&amp;quot;&lt;br /&gt;
local CSS_H_ICON = CSS_H .. &amp;quot;-icon&amp;quot;&lt;br /&gt;
local CSS_H_DESCRIPTION = CSS_H .. &amp;quot;-description&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local function CSS_RECOLOR_PATH(path)&lt;br /&gt;
  return &amp;quot;cc-panel-recolor-&amp;quot; .. path:lower()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local CSS_S = CSS_INFOBOX .. &amp;quot;-stats&amp;quot;&lt;br /&gt;
local CSS_S_TITLE = CSS_S .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_S_FULLROW = CSS_S .. &amp;quot;-fullrow&amp;quot;&lt;br /&gt;
local CSS_S_ROW = CSS_S .. &amp;quot;-row&amp;quot;&lt;br /&gt;
local CSS_S_ROW_COL = CSS_S_ROW .. &amp;quot;-col&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_STAT_MAX = &amp;quot;cc-ship-stat-max&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_W = CSS_INFOBOX .. &amp;quot;-crew&amp;quot;&lt;br /&gt;
local CSS_W_TITLE = CSS_W .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_W_ROW = CSS_W .. &amp;quot;-row&amp;quot;&lt;br /&gt;
local CSS_W_ROW_COL = CSS_W_ROW .. &amp;quot;-col&amp;quot;&lt;br /&gt;
local CSS_W_ROW_COL_ADV = CSS_W_ROW_COL .. &amp;quot;-advanced&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_C = CSS_INFOBOX .. &amp;quot;-construction&amp;quot;&lt;br /&gt;
local CSS_C_TITLE = CSS_C .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_C_PIER = CSS_C .. &amp;quot;-pier&amp;quot;&lt;br /&gt;
local CSS_C_TABLE = CSS_C .. &amp;quot;-table&amp;quot;&lt;br /&gt;
local CSS_C_TABLE_QTY = CSS_C_TABLE .. &amp;quot;-qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local CSS_U = CSS_INFOBOX .. &amp;quot;-unlock&amp;quot;&lt;br /&gt;
local CSS_U_TITLE = CSS_U .. &amp;quot;-title&amp;quot;&lt;br /&gt;
local CSS_U_REQ = CSS_U .. &amp;quot;-requirements&amp;quot;&lt;br /&gt;
local CSS_U_REQ_POINTS = CSS_U_REQ .. &amp;quot;-points&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local function CSS_U_REQ_POINTS_PATH(path)&lt;br /&gt;
  return CSS_U_REQ_POINTS .. &amp;quot;-&amp;quot; .. path:lower()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions&lt;br /&gt;
&lt;br /&gt;
--- Retrieves the specified value from the given stats array.&lt;br /&gt;
---@param stats ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@return number&lt;br /&gt;
local function get_stat_value(stats, stat_name)&lt;br /&gt;
  for _, pair in ipairs(stats) do&lt;br /&gt;
    if pair.stat == stat_name then&lt;br /&gt;
      return pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@alias ExpandTemplateFunction fun(title: string, args: table): string&lt;br /&gt;
&lt;br /&gt;
--- Hides dependency on the frame object from template expansion.&lt;br /&gt;
---@return ExpandTemplateFunction&lt;br /&gt;
local function make_template_expander(frame)&lt;br /&gt;
  return function(title, args)&lt;br /&gt;
    return frame:expandTemplate({ title = title, args = args })&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for header section&lt;br /&gt;
&lt;br /&gt;
--- Builds the header section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_header_section(ship, callTemplate)&lt;br /&gt;
  local tier_icon = callTemplate(&amp;quot;Ship tier icon&amp;quot;, { ship.tier, path = ship.principle_path, size = &amp;quot;md&amp;quot; })&lt;br /&gt;
  local header_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_H)&lt;br /&gt;
  header_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_TIER)&lt;br /&gt;
          :wikitext(tier_icon)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_NAME)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(ship.name)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_CLASS):addClass(CSS_RECOLOR_PATH(ship.principle_path))&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(ship.class .. &amp;quot; Tier &amp;quot; .. ship.tier)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_ICON)&lt;br /&gt;
          :wikitext(&amp;quot;[[File:&amp;quot; .. ship.icon_filename .. &amp;quot;|x128px]]&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_H_DESCRIPTION)&lt;br /&gt;
          :wikitext(ship.description)&lt;br /&gt;
      :done()&lt;br /&gt;
  return header_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for stats section&lt;br /&gt;
&lt;br /&gt;
--- Builds one full-row stat with name and base value (only).&lt;br /&gt;
---@param stats ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_fullrow(stats, stat_name, callTemplate)&lt;br /&gt;
  local stat_fullrow = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S_FULLROW)&lt;br /&gt;
  stat_fullrow&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
          :wikitext(callTemplate(stat_name, { size = &amp;quot;sm&amp;quot; }))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stat_fullrow&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds one stat column with icon, base, and max value.&lt;br /&gt;
---@param stats_base ShipStatAmount[]&lt;br /&gt;
---@param stats_max ShipStatAmount[]&lt;br /&gt;
---@param stat_name string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_column(stats_base, stats_max, stat_name, callTemplate)&lt;br /&gt;
  local stat_column = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
  stat_column&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(callTemplate(stat_name .. &amp;quot; icon&amp;quot;, { size = &amp;quot;sm&amp;quot; }))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats_base, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_STAT_MAX)&lt;br /&gt;
          :wikitext(tostring(get_stat_value(stats_max, stat_name)))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stat_column&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the stats section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_stats_section(ship, callTemplate)&lt;br /&gt;
  local stats_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_S)&lt;br /&gt;
  stats_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Stats&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Health&amp;quot;, callTemplate))&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Crew&amp;quot;, callTemplate))&lt;br /&gt;
      :node(build_stats_fullrow(ship.stats_base, &amp;quot;Supplies&amp;quot;, callTemplate))&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW)&lt;br /&gt;
          :tag(&amp;quot;div&amp;quot;):addClass(CSS_S_ROW_COL)&lt;br /&gt;
              :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
                  :wikitext(&amp;quot;Base&amp;quot;)&lt;br /&gt;
              :done()&lt;br /&gt;
              :tag(&amp;quot;div&amp;quot;):addClass(CSS_STAT_MAX)&lt;br /&gt;
                  :wikitext(&amp;quot;Max&amp;quot;)&lt;br /&gt;
              :done()&lt;br /&gt;
          :done()&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Gun damage&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Boarding damage&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Speed&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Manoeuvrability&amp;quot;, callTemplate))&lt;br /&gt;
          :node(build_stats_column(ship.stats_base, ship.stats_max, &amp;quot;Armour&amp;quot;, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return stats_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for crew section&lt;br /&gt;
&lt;br /&gt;
--- Builds one crew column with label, icon, and quantity.&lt;br /&gt;
---@param crew_type string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_crew_column(crew_type, qty, callTemplate)&lt;br /&gt;
  local is_crew_advanced = {&lt;br /&gt;
    [&amp;quot;Swabbies&amp;quot;] = false,&lt;br /&gt;
    [&amp;quot;Scallywags&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Picaroons&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Bombardiers&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Crow&#039;s Eyes&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Buccaneers&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Navigators&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Renegades&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Marauders&amp;quot;] = true,&lt;br /&gt;
    [&amp;quot;Corsairs&amp;quot;] = true,&lt;br /&gt;
  }&lt;br /&gt;
  local column = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W_ROW_COL)&lt;br /&gt;
  column&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(crew_type)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass()&lt;br /&gt;
          :wikitext(callTemplate(&amp;quot;Pirate icon&amp;quot;, { crew_type, size = &amp;quot;md&amp;quot; } ))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(qty))&lt;br /&gt;
      :done()&lt;br /&gt;
  return column&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the crew section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_crew_section(ship, callTemplate)&lt;br /&gt;
  local crew_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W)&lt;br /&gt;
  crew_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_W_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Crew&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
  local crew_row = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_W_ROW)&lt;br /&gt;
  for _, crew in ipairs(ship.crew_types) do&lt;br /&gt;
    crew_row:node(build_crew_column(crew.type, crew.qty, callTemplate))&lt;br /&gt;
  end&lt;br /&gt;
  crew_section:node(crew_row)&lt;br /&gt;
  return crew_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for construction section&lt;br /&gt;
&lt;br /&gt;
--- Appends the construction pier wikitext.&lt;br /&gt;
---@param pier string&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return string&lt;br /&gt;
local function write_construction_pier_wikitext(pier, callTemplate)&lt;br /&gt;
  local pier_icons = {&lt;br /&gt;
    [&amp;quot;Shallow Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 1.png&amp;quot;,&lt;br /&gt;
    [&amp;quot;Trade Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 2.png&amp;quot;,&lt;br /&gt;
    [&amp;quot;Deep-water Pier&amp;quot;] = &amp;quot;T ICO Pier lvl 3.png&amp;quot;,&lt;br /&gt;
  }&lt;br /&gt;
  return &amp;quot;[[File:&amp;quot; .. pier_icons[pier] .. &amp;quot;|x32px|link=&amp;quot; .. pier .. &amp;quot;|&amp;quot; .. pier .. &amp;quot;]] [[&amp;quot; .. pier .. &amp;quot;]]&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Appends qty, icon, and name cells for one construction cost to a table row.&lt;br /&gt;
---@param row HtmlNode&lt;br /&gt;
---@param resource string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
local function append_construction_cost(row, resource, qty, callTemplate)&lt;br /&gt;
  local icon_file = resourceData[resource][&amp;quot;icon_file&amp;quot;]&lt;br /&gt;
  row&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;):addClass(CSS_C_TABLE_QTY)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(tostring(qty))&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(&amp;quot;[[File:&amp;quot; .. icon_file .. &amp;quot;|x32px|link=&amp;quot; .. resource .. &amp;quot;|&amp;quot; .. resource .. &amp;quot;]]&amp;quot;)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;td&amp;quot;)&lt;br /&gt;
          :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
              :wikitext(resource)&lt;br /&gt;
          :done()&lt;br /&gt;
      :done()&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the construction table.&lt;br /&gt;
---@param construction_costs ShipResourceAmount[]&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_construction_table(construction_costs, callTemplate)&lt;br /&gt;
  local construction_table = mw.html.create(&amp;quot;table&amp;quot;)&lt;br /&gt;
  local row&lt;br /&gt;
  for index, cost in ipairs(construction_costs) do&lt;br /&gt;
    if index % 2 == 1 then&lt;br /&gt;
      row = mw.html.create(&amp;quot;tr&amp;quot;)&lt;br /&gt;
    end&lt;br /&gt;
    if index % 2 == 0 then&lt;br /&gt;
      row:tag(&amp;quot;td&amp;quot;):attr(&amp;quot;style&amp;quot;, &amp;quot;min-width: 16px;&amp;quot;):wikitext(&amp;quot;&amp;amp;nbsp;&amp;quot;):done()&lt;br /&gt;
    end&lt;br /&gt;
    append_construction_cost(row, cost.resource, cost.qty, callTemplate)&lt;br /&gt;
    if index % 2 == 0 or index == #construction_costs then&lt;br /&gt;
      construction_table:node(row)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return construction_table&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the construction section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_construction_section(ship, callTemplate)&lt;br /&gt;
  local construction_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_C)&lt;br /&gt;
  construction_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Construction&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_PIER)&lt;br /&gt;
          :wikitext(write_construction_pier_wikitext(ship.pier, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_C_TABLE)&lt;br /&gt;
          :node(build_construction_table(ship.construction_costs, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return construction_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Private helper functions for unlock section&lt;br /&gt;
&lt;br /&gt;
--- Builds one unlock points block with icon, color block, and quantity.&lt;br /&gt;
---@param path string&lt;br /&gt;
---@param qty number&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function append_points_block(path, qty, callTemplate)&lt;br /&gt;
  local path_icons = {&lt;br /&gt;
    Notoriety = &amp;quot;T_ICO_VEC_P_Notoriety1.png&amp;quot;,&lt;br /&gt;
    Empire = &amp;quot;T_ICO_VEC_P_Empire2.png&amp;quot;,&lt;br /&gt;
    Seafaring = &amp;quot;T_ICO_VEC_P_Sea.png&amp;quot;,&lt;br /&gt;
    Wealth = &amp;quot;T_ICO_VEC_P_Wealth.png&amp;quot;,&lt;br /&gt;
  }&lt;br /&gt;
  local block = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ_POINTS_PATH(path))&lt;br /&gt;
      :wikitext(&amp;quot;[[File:&amp;quot; .. path_icons[path] .. &amp;quot;|x24px|link=&amp;quot; .. path .. &amp;quot;|&amp;quot; .. path .. &amp;quot;]]&amp;quot;)&lt;br /&gt;
      :tag(&amp;quot;span&amp;quot;)&lt;br /&gt;
          :wikitext(tostring(qty))&lt;br /&gt;
      :done()&lt;br /&gt;
  return block&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the unlock points blocks.&lt;br /&gt;
---@param unlock_points ShipUnlockAmount[]&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_unlock_points_block(unlock_points, callTemplate)&lt;br /&gt;
  local row = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ_POINTS)&lt;br /&gt;
  for _, point in ipairs(unlock_points) do&lt;br /&gt;
    row:node(append_points_block(point.path, point.qty, callTemplate))&lt;br /&gt;
  end&lt;br /&gt;
  return row&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Builds the unlock section.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_unlock_section(ship, callTemplate)&lt;br /&gt;
  local unlock_section = mw.html.create(&amp;quot;div&amp;quot;):addClass(CSS_U)&lt;br /&gt;
  unlock_section&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_TITLE)&lt;br /&gt;
          :wikitext(&amp;quot;Unlock&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;hr&amp;quot;)&lt;br /&gt;
      :done()&lt;br /&gt;
      :tag(&amp;quot;div&amp;quot;):addClass(CSS_U_REQ)&lt;br /&gt;
          :tag(&amp;quot;div&amp;quot;)&lt;br /&gt;
              :wikitext(&amp;quot;Spend points:&amp;quot;)&lt;br /&gt;
          :done()&lt;br /&gt;
          :node(build_unlock_points_block(ship.unlock_points, callTemplate))&lt;br /&gt;
      :done()&lt;br /&gt;
  return unlock_section&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--- Orchestrates the infobox.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param callTemplate ExpandTemplateFunction&lt;br /&gt;
---@return HtmlNode&lt;br /&gt;
local function build_infobox_for_ship(ship, callTemplate)&lt;br /&gt;
  local html = mw.html.create(&amp;quot;div&amp;quot;):addClass(&amp;quot;cc-infobox-ship&amp;quot;)&lt;br /&gt;
  html:node(build_header_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_stats_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_crew_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_construction_section(ship, callTemplate))&lt;br /&gt;
  html:node(build_unlock_section(ship, callTemplate))&lt;br /&gt;
  return html&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region Infobox main&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Entry point for {{#invoke:Ship infobox|main|name=...}}.&lt;br /&gt;
function p.main(frame)&lt;br /&gt;
  local args = frame.args&lt;br /&gt;
  local name = args.name or args[1]&lt;br /&gt;
  if name == &amp;quot;&amp;quot; then&lt;br /&gt;
    return &amp;quot;&#039;&#039;&#039;Ship name is required&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  local ship = ships_data.get_ship_by_name(name)&lt;br /&gt;
  if not ship then&lt;br /&gt;
    return &amp;quot;&#039;&#039;&#039;Ship not found&#039;&#039;&#039;&amp;quot;&lt;br /&gt;
  end&lt;br /&gt;
  local callTemplate = make_template_expander(frame)&lt;br /&gt;
  local html = build_infobox_for_ship(ship, callTemplate)&lt;br /&gt;
  return html&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Pirate_icon&amp;diff=1421</id>
		<title>Template:Pirate icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Pirate_icon&amp;diff=1421"/>
		<updated>2026-08-07T18:44:40Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: apostrophe works in Crow&amp;#039;s Eyes after all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;cc-pirate-icon {{#ifeq: {{{size|xs}}}|xs| | cc-pirate-icon-color-{{{color|{{#switch:{{{1|Swabbies}}}&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Drifters|Drifter|Pirates|Pirate=red&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Builders|Builder=yellow&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Fetchers|Fetcher=green&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Greenhands|Greenhand=purple&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Masterhands|Masterhand=purple&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Swabbies|Swabbie=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Picaroons|Picaroon=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Scallywags|Scallywag=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Bombardiers|Bombardier=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Crow&#039;s Eyes|Crows Eyes|Crow&#039;s Eye|Crows Eye=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Buccaneers|Buccaneer=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Navigators|Navigator=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Marauders|Marauder=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Renegades|Renegade=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;|Corsairs|Corsair=gray&amp;lt;!--&lt;br /&gt;
--&amp;gt;}}}}}}}&amp;quot; style=&amp;quot;--instance-sized-border-width: {{#switch: {{{size|xs}}}|xs=0|sm=1|md=2|lg=3|xl=4}}px;&amp;quot;&amp;gt;[[File:{{#switch: {{{1|}}}&lt;br /&gt;
|Drifters|Drifter|Pirates|Pirate=T Population Drifter.png&lt;br /&gt;
|Builders|Builder=T Population Builder.png&lt;br /&gt;
|Fetchers|Fetcher=T Population Fetcher.png&lt;br /&gt;
|Greenhands|Greenhand=T Population Masterhand.png&lt;br /&gt;
|Masterhands|Masterhand=T Population Ironhead.png&lt;br /&gt;
|Swabbies|Swabbie=T Population Sailor kid.png&lt;br /&gt;
|Picaroons|Picaroon=T Population Plunderer.png&lt;br /&gt;
|Scallywags|Scallywag=T Population Ablehand.png&lt;br /&gt;
|Bombardiers|Bombardier=T Population Powdermonkey.png&lt;br /&gt;
|Crow&#039;s Eyes|Crows Eyes|Crow&#039;s Eye|Crows Eye=T Population Lookout.png&lt;br /&gt;
|Buccaneers|Buccaneer=T Population Helmsmen.png&lt;br /&gt;
|Navigators|Navigator=T Population Navigator.png&lt;br /&gt;
|Marauders|Marauder=T Population Gunner.png&lt;br /&gt;
|Renegades|Renegade=T Population Buccaneer.png&lt;br /&gt;
|Corsairs|Corsair=T Population Seadog.png&lt;br /&gt;
|#default=T ICO VEC idle pop.png&lt;br /&gt;
}}|x{{#switch: {{{size|xs}}}&lt;br /&gt;
|xs=16&lt;br /&gt;
|sm=30&lt;br /&gt;
|md=60&lt;br /&gt;
|lg=90&lt;br /&gt;
|xl=120&lt;br /&gt;
}}px|link={{{1|Pirates}}}|{{{1|Pirates}}}]]&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Generates an icon for the specified pirate.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Parameter !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| pirate || the in-game name of the pirate whose icon to show:&lt;br /&gt;
* &amp;lt;code&amp;gt;Drifters&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Builders&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Fetchers&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Greenhands&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Masterhands&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Swabbies&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Picaroons&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Scallywags&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Bombardiers&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Crow&#039;s Eyes&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Buccaneers&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Navigators&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Marauders&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Renegades&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;Corsairs&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;size=&amp;lt;/code&amp;gt; || the size of the icon, chosen from the standardized sizes, or omit for default of extra small for use inline in paragraphs:&lt;br /&gt;
* &amp;lt;code&amp;gt;xs&amp;lt;/code&amp;gt; - default&lt;br /&gt;
* &amp;lt;code&amp;gt;sm&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;md&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;lg&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;xl&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;color=&amp;lt;/code&amp;gt; || the color backdrop to show behind the pirate&#039;s icon, or omit for the default color as seen in the Overview (the background color is not shown on the smallest size icon:&lt;br /&gt;
* &amp;lt;code&amp;gt;red&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;yellow&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;green&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;purple&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;blue&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;gray&amp;lt;/code&amp;gt; - default&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Pirate icon}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Pirate icon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Pirate icon|Drifters}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Pirate icon|Drifters}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Pirate icon|Masterhands|size=sm}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Pirate icon|Masterhands|size=sm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Pirate icon|Buccaneers|size=md}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Pirate icon|Buccaneers|size=md}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Pirate icon|Scallywags|size=lg}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Pirate icon|Scallywags|size=lg}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Pirate icon|Crow&#039;s Eyes|size=xl|color=yellow}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Pirate icon|Crow&#039;s Eyes|size=xl|color=yellow}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Icon templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1420</id>
		<title>Module:Ships data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1420"/>
		<updated>2026-08-07T18:37:34Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: now multiplies by crew quantity when calculating stats_max as it should&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--#region: Data validation schema&lt;br /&gt;
&lt;br /&gt;
--- Build a set of allowed field names from an ordered list.&lt;br /&gt;
local function build_allowed_set(valid_fields)&lt;br /&gt;
  local allowed = {}&lt;br /&gt;
  for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
    allowed[field_name] = true&lt;br /&gt;
  end&lt;br /&gt;
  return allowed&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local NAME               = &amp;quot;name&amp;quot;&lt;br /&gt;
local TIER               = &amp;quot;tier&amp;quot;&lt;br /&gt;
local PRINCIPLE_PATH     = &amp;quot;principle_path&amp;quot;&lt;br /&gt;
local CLASS              = &amp;quot;class&amp;quot;&lt;br /&gt;
local HYBRID_PATH        = &amp;quot;hybrid_path&amp;quot;&lt;br /&gt;
local ICON_FILENAME      = &amp;quot;icon_filename&amp;quot;&lt;br /&gt;
local PIER               = &amp;quot;pier&amp;quot;&lt;br /&gt;
local DESCRIPTION        = &amp;quot;description&amp;quot;&lt;br /&gt;
local CONSTRUCTION_COSTS = &amp;quot;construction_costs&amp;quot;&lt;br /&gt;
local CREW_TYPES         = &amp;quot;crew_types&amp;quot;&lt;br /&gt;
local STATS_BASE         = &amp;quot;stats_base&amp;quot;&lt;br /&gt;
local STATS_CREW_BONUSES = &amp;quot;stats_crew_bonuses&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship data.&lt;br /&gt;
local REQUIRED_SHIP_FIELDS = {&lt;br /&gt;
  NAME,&lt;br /&gt;
  TIER,&lt;br /&gt;
  PRINCIPLE_PATH,&lt;br /&gt;
  CLASS,&lt;br /&gt;
  HYBRID_PATH,&lt;br /&gt;
  ICON_FILENAME,&lt;br /&gt;
  PIER,&lt;br /&gt;
  DESCRIPTION,&lt;br /&gt;
  CONSTRUCTION_COSTS,&lt;br /&gt;
  CREW_TYPES,&lt;br /&gt;
  STATS_BASE,&lt;br /&gt;
  STATS_CREW_BONUSES,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_FIELDS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_FIELDS)&lt;br /&gt;
&lt;br /&gt;
local PLANKS        = &amp;quot;Planks&amp;quot;&lt;br /&gt;
local ROPE          = &amp;quot;Rope&amp;quot;&lt;br /&gt;
local SAILS         = &amp;quot;Sails&amp;quot;&lt;br /&gt;
local FIGUREHEAD    = &amp;quot;Figurehead&amp;quot;&lt;br /&gt;
local PITCH         = &amp;quot;Pitch&amp;quot;&lt;br /&gt;
local FITTINGS      = &amp;quot;Fittings&amp;quot;&lt;br /&gt;
local JOLLY_ROGER   = &amp;quot;Jolly Roger&amp;quot;&lt;br /&gt;
local NAVAL_GUN     = &amp;quot;Naval Gun&amp;quot;&lt;br /&gt;
local STEEL_CHAIN   = &amp;quot;Steel Chain&amp;quot;&lt;br /&gt;
local SILVER_LINING = &amp;quot;Silver Lining&amp;quot;&lt;br /&gt;
local COPPER_LAMP   = &amp;quot;Copper Lamp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship construction costs.&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS = {&lt;br /&gt;
  PLANKS,&lt;br /&gt;
  ROPE,&lt;br /&gt;
  SAILS,&lt;br /&gt;
  FIGUREHEAD,&lt;br /&gt;
  PITCH,&lt;br /&gt;
  FITTINGS,&lt;br /&gt;
  JOLLY_ROGER,&lt;br /&gt;
  NAVAL_GUN,&lt;br /&gt;
  STEEL_CHAIN,&lt;br /&gt;
  SILVER_LINING,&lt;br /&gt;
  COPPER_LAMP,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CONSTRUCTION_COSTS)&lt;br /&gt;
&lt;br /&gt;
local SWABBIES    = &amp;quot;Swabbies&amp;quot;&lt;br /&gt;
local SCALLYWAGS  = &amp;quot;Scallywags&amp;quot;&lt;br /&gt;
local PICAROONS   = &amp;quot;Picaroons&amp;quot;&lt;br /&gt;
local BOMBARDIERS = &amp;quot;Bombardiers&amp;quot;&lt;br /&gt;
local CROWS_EYES  = &amp;quot;Crow&#039;s Eyes&amp;quot;&lt;br /&gt;
local BUCCANEERS  = &amp;quot;Buccaneers&amp;quot;&lt;br /&gt;
local NAVIGATORS  = &amp;quot;Navigators&amp;quot;&lt;br /&gt;
local RENEGADES   = &amp;quot;Renegades&amp;quot;&lt;br /&gt;
local MARAUDERS   = &amp;quot;Marauders&amp;quot;&lt;br /&gt;
local CORSAIRS    = &amp;quot;Corsairs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship crew types.&lt;br /&gt;
local VALID_SHIP_CREW_TYPES = {&lt;br /&gt;
  SWABBIES,&lt;br /&gt;
  SCALLYWAGS,&lt;br /&gt;
  PICAROONS,&lt;br /&gt;
  BOMBARDIERS,&lt;br /&gt;
  CROWS_EYES,&lt;br /&gt;
  BUCCANEERS,&lt;br /&gt;
  NAVIGATORS,&lt;br /&gt;
  RENEGADES,&lt;br /&gt;
  MARAUDERS,&lt;br /&gt;
  CORSAIRS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CREW_TYPES_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CREW_TYPES)&lt;br /&gt;
&lt;br /&gt;
local HEALTH          = &amp;quot;Health&amp;quot;&lt;br /&gt;
local CREW            = &amp;quot;Crew&amp;quot;&lt;br /&gt;
local SUPPLIES        = &amp;quot;Supplies&amp;quot;&lt;br /&gt;
local GUN_DAMAGE      = &amp;quot;Gun Damage&amp;quot;&lt;br /&gt;
local BOARDING_DAMAGE = &amp;quot;Boarding Damage&amp;quot;&lt;br /&gt;
local SPEED           = &amp;quot;Speed&amp;quot;&lt;br /&gt;
local MANOEUVRABILITY = &amp;quot;Manoeuvrability&amp;quot;&lt;br /&gt;
local ARMOUR          = &amp;quot;Armour&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship stats.&lt;br /&gt;
local REQUIRED_SHIP_STATS = {&lt;br /&gt;
  HEALTH,&lt;br /&gt;
  CREW,&lt;br /&gt;
  SUPPLIES,&lt;br /&gt;
  GUN_DAMAGE,&lt;br /&gt;
  BOARDING_DAMAGE,&lt;br /&gt;
  SPEED,&lt;br /&gt;
  MANOEUVRABILITY,&lt;br /&gt;
  ARMOUR,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_STATS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_STATS)&lt;br /&gt;
&lt;br /&gt;
local SPECIAL        = &amp;quot;Special&amp;quot;&lt;br /&gt;
local PROWLER        = &amp;quot;Prowler&amp;quot;&lt;br /&gt;
local PROWLER_PLUS   = &amp;quot;Prowler+&amp;quot;&lt;br /&gt;
local DESTROYER      = &amp;quot;Destroyer&amp;quot;&lt;br /&gt;
local DESTROYER_PLUS = &amp;quot;Destroyer+&amp;quot;&lt;br /&gt;
local HUNTER         = &amp;quot;Hunter&amp;quot;&lt;br /&gt;
local HUNTER_PLUS    = &amp;quot;Hunter+&amp;quot;&lt;br /&gt;
local REAVER         = &amp;quot;Reaver&amp;quot;&lt;br /&gt;
local REAVER_PLUS    = &amp;quot;Reaver+&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid class names.&lt;br /&gt;
local VALID_CLASSES = {&lt;br /&gt;
  SPECIAL,&lt;br /&gt;
  PROWLER,&lt;br /&gt;
  PROWLER_PLUS,&lt;br /&gt;
  DESTROYER,&lt;br /&gt;
  DESTROYER_PLUS,&lt;br /&gt;
  HUNTER,&lt;br /&gt;
  HUNTER_PLUS,&lt;br /&gt;
  REAVER,&lt;br /&gt;
  REAVER_PLUS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_CLASSES_ALLOWED_NAMES = build_allowed_set(VALID_CLASSES)&lt;br /&gt;
&lt;br /&gt;
local NONE      = &amp;quot;None&amp;quot;&lt;br /&gt;
local NOTORIETY = &amp;quot;Notoriety&amp;quot;&lt;br /&gt;
local EMPIRE    = &amp;quot;Empire&amp;quot;&lt;br /&gt;
local SEAFARING = &amp;quot;Seafaring&amp;quot;&lt;br /&gt;
local WEALTH    = &amp;quot;Wealth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid Principle Paths.&lt;br /&gt;
local VALID_PRINCIPLE_PATHS = {&lt;br /&gt;
  NONE,&lt;br /&gt;
  NOTORIETY,&lt;br /&gt;
  EMPIRE,&lt;br /&gt;
  SEAFARING,&lt;br /&gt;
  WEALTH,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PRINCIPLE_PATHS_ALLOWED_NAMES = build_allowed_set(VALID_PRINCIPLE_PATHS)&lt;br /&gt;
&lt;br /&gt;
local SHALLOW_PIER    = &amp;quot;Shallow Pier&amp;quot;&lt;br /&gt;
local TRADE_PIER      = &amp;quot;Trade Pier&amp;quot;&lt;br /&gt;
local DEEP_WATER_PIER = &amp;quot;Deep-water Pier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid pier building names.&lt;br /&gt;
local VALID_PIERS = {&lt;br /&gt;
  SHALLOW_PIER,&lt;br /&gt;
  TRADE_PIER,&lt;br /&gt;
  DEEP_WATER_PIER,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PIERS_ALLOWED_NAMES = build_allowed_set(VALID_PIERS)&lt;br /&gt;
&lt;br /&gt;
local RESOURCE = &amp;quot;resource&amp;quot;&lt;br /&gt;
local TYPE     = &amp;quot;type&amp;quot;&lt;br /&gt;
local STAT     = &amp;quot;stat&amp;quot;&lt;br /&gt;
local QTY      = &amp;quot;qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local all_fields_are_required = true&lt;br /&gt;
local some_fields_may_be_missing = false&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation functions&lt;br /&gt;
&lt;br /&gt;
--- Scan table against valid fields for (a) presence and (b) no extras.&lt;br /&gt;
local function assert_scalars(tbl, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(tbl[field_name] ~= nil, message_context .. &amp;quot; missing field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  for field_name, _ in pairs(tbl) do&lt;br /&gt;
    assert(allowed_fields[field_name], message_context .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate an ordered list of { name_field = &amp;quot;...&amp;quot;, [QTY] = n } entries.&lt;br /&gt;
local function assert_nested_list(entries, nested_field_name, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  assert(type(entries) == &amp;quot;table&amp;quot;,                                    message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for index, entry in ipairs(entries) do&lt;br /&gt;
    local message_context_index = message_context .. &amp;quot;[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(type(entry) == &amp;quot;table&amp;quot;,          message_context_index .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
    assert(entry[nested_field_name] ~= nil, message_context_index .. &amp;quot; missing &amp;quot; .. nested_field_name)&lt;br /&gt;
    assert(entry.qty ~= nil,                message_context_index .. &amp;quot; missing qty&amp;quot;)&lt;br /&gt;
    assert(type(entry.qty) == &amp;quot;number&amp;quot;,     message_context_index .. &amp;quot; qty must be a number&amp;quot;)&lt;br /&gt;
    for field_name, _ in pairs(entry) do&lt;br /&gt;
      assert(field_name == nested_field_name or field_name == &amp;quot;qty&amp;quot;, message_context_index .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
    local name = entry[nested_field_name]&lt;br /&gt;
    assert(allowed_fields[name], message_context_index .. &amp;quot; invalid &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    assert(not seen[name],       message_context_index .. &amp;quot; duplicate &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    seen[name] = true&lt;br /&gt;
  end&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(seen[field_name], message_context .. &amp;quot; missing &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate bonuses subtable, passing each crew type to assert_nested_list.&lt;br /&gt;
local function assert_bonuses_table(crew_types, bonuses, message_context)&lt;br /&gt;
  assert(type(bonuses) == &amp;quot;table&amp;quot;, message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for _, crew_type in ipairs(crew_types) do&lt;br /&gt;
    assert(bonuses[crew_type.type] ~= nil, message_context .. &amp;quot; missing bonuses for crew type: &amp;quot; .. crew_type.type)&lt;br /&gt;
    assert_nested_list(bonuses[crew_type.type], STAT, REQUIRED_SHIP_STATS, REQUIRED_SHIP_STATS_ALLOWED_NAMES, all_fields_are_required, message_context .. &amp;quot;[&amp;quot; .. crew_type.type .. &amp;quot;]&amp;quot;)&lt;br /&gt;
    seen[crew_type.type] = true&lt;br /&gt;
  end&lt;br /&gt;
  for bonus_crew_type, _ in pairs(bonuses) do&lt;br /&gt;
    assert(seen[bonus_crew_type], message_context .. &amp;quot; unexpected crew type: &amp;quot; .. bonus_crew_type)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Scan all ships in table against valid fields and nested fields.&lt;br /&gt;
local function validate_ships(ships_list, ships)&lt;br /&gt;
  assert(type(ships_list) == &amp;quot;table&amp;quot;, &amp;quot;ships_list must be a table&amp;quot;)&lt;br /&gt;
  assert(type(ships) == &amp;quot;table&amp;quot;, &amp;quot;ships must be a table&amp;quot;)&lt;br /&gt;
  assert(#ships_list == 29, &amp;quot;ships_list must contain 29 ships&amp;quot;)&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    local message_context = &amp;quot;ships_list[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(index == ships[ship.name],                     message_context .. &amp;quot; name and lookup index mismatch&amp;quot;)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.principle_path], message_context .. &amp;quot; invalid principle path: &amp;quot; .. ship.principle_path)&lt;br /&gt;
    assert(VALID_CLASSES_ALLOWED_NAMES[ship.class],                  message_context .. &amp;quot; invalid class: &amp;quot; .. ship.class)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.hybrid_path],    message_context .. &amp;quot; invalid hybrid class: &amp;quot; .. ship.hybrid_path)&lt;br /&gt;
    assert(VALID_PIERS_ALLOWED_NAMES[ship.pier],                     message_context .. &amp;quot; invalid pier: &amp;quot; .. ship.pier)&lt;br /&gt;
    assert_scalars(ship, REQUIRED_SHIP_FIELDS, REQUIRED_SHIP_FIELDS_ALLOWED_NAMES, all_fields_are_required, message_context)&lt;br /&gt;
    assert_nested_list(ship.construction_costs, RESOURCE, VALID_SHIP_CONSTRUCTION_COSTS,  VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES, some_fields_may_be_missing, message_context .. &amp;quot;.construction_costs&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.crew_types,         TYPE,     VALID_SHIP_CREW_TYPES,          VALID_SHIP_CREW_TYPES_ALLOWED_NAMES,         some_fields_may_be_missing, message_context .. &amp;quot;.crew_types&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.stats_base,         STAT,     REQUIRED_SHIP_STATS,            REQUIRED_SHIP_STATS_ALLOWED_NAMES,           all_fields_are_required,    message_context .. &amp;quot;.stats_base&amp;quot;)&lt;br /&gt;
    assert_bonuses_table(ship.crew_types, ship.stats_crew_bonuses, message_context .. &amp;quot;.stats_crew_bonuses&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for name, index in pairs(ships) do&lt;br /&gt;
    local message_context = &amp;quot;ships[&amp;quot; .. name .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert((index ~= nil) or (type(index) == &amp;quot;number&amp;quot;) and (index ~= 0), message_context .. &amp;quot; missing or invalid lookup index&amp;quot;)&lt;br /&gt;
    assert(not seen[index],                                              message_context .. &amp;quot; duplicate lookup index: &amp;quot; .. index)&lt;br /&gt;
    assert(ships_list[index] and ships_list[index].name == name,         message_context .. &amp;quot; lookup index and name mismatch&amp;quot;)&lt;br /&gt;
    seen[index] = true&lt;br /&gt;
  end&lt;br /&gt;
  if type(mw) == &amp;quot;table&amp;quot; then&lt;br /&gt;
    mw.log(&#039;ships_data.lua validated successfully&#039;)&lt;br /&gt;
  else&lt;br /&gt;
    print(&amp;quot;ships_data.lua validated successfully&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Primary data tables&lt;br /&gt;
&lt;br /&gt;
--[[&lt;br /&gt;
Lua table for ships.&lt;br /&gt;
&lt;br /&gt;
Fields include: name, tier, principle path, class, hybrid class, icon filename, &lt;br /&gt;
pier, construction cost materials and quantities, possible crew types and &lt;br /&gt;
quantities, and base stats (health #, crew #, supplies #, gun damage, boarding &lt;br /&gt;
damage, speed, manoeuvrability, and armour), then finally the bonuses applied &lt;br /&gt;
to each base stat by each crew types.&lt;br /&gt;
]]&lt;br /&gt;
local ships_list = {&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Landlubber&amp;quot;,&lt;br /&gt;
    [TIER]           = 1,&lt;br /&gt;
    [PRINCIPLE_PATH] = NONE,&lt;br /&gt;
    [CLASS]          = SPECIAL,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Starter.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Landlubber is not a good ship: she&#039;s slow, underpowered, and doesn&#039;t have much space for a crew. But she&#039;s more than enough to learn the rudiments of sailing, fighting and plundering.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 20 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Moonlight&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Moonlight drifts through the ocean, unseen and untouchable. Her agility makes her the perfect vessel for smuggling goods where none else dare venture. Silent, swift, and gone before dawn.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Iron Fist&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Iron Fist is a formidable vessel. Built to crush all those who oppose her, while withstanding even the most punishing of assaults. Strong and powerful, few ships have the power to stand against her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tide Runner&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tide Runner glides across the ocean with unmatched grace. A sleek vessel built for stealth and pursuit. Her agile design makes her perfect for chasing down prey or slipping away unnoticed.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sharktooth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sharktooth is a ship that will take whatever she wants, whenever she wants it. Slow but relentless, she is a deadly predator of the ocean waves, sinking her fangs into every ship she targets. Her bite is deadly and few can escape it.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Azimuth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Azimuth was built for adventure, and thus features many small improvements compared to its smaller sibling Moonlight. A bit more of everything can never hurt when chasing the many terrible wonders of the Seven Seas.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  9 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  4 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  9 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Steel Edge&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;An improved design on the Iron Fist, devised in many drunken nights of scheming and plotting. The Steel Edge&#039;s slightly larger frame allows for more crew and weaponry, which can make all the difference in the heat of battle.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 94 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  7 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Huracán&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Huracán is based on the Tide Runner&#039;s blueprints, but has been lovingly tweaked and refined by our passionate shipwrights. Many tiny improvements make her a terrifying predator of the sea. Merchants beware.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  7 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Goldseeker&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Goldseeker comes well equipped to haul treasure and plunder alike. Her extra large cargo deck can store weeks worth of booty and gives her an edge over the Sharktooth.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 88 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  4 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  9 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Nightshade&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Nightshade is as elusive as they come. The perfect vessel for moving goods or navigating danger. She will outmanoeuvre all those who oppose her and vanish into the night long before anyone catches up.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  34 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.94 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1.41 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  0.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.33 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.06 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.59 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.67 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Yoke Breaker&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Yoke Breaker is a force on the high seas. Her heavy broadside cannons give her the advantage in every battle she fights. She may be a little slower than most, but she is devastating when she arrives.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.86 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  0.75 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.3  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.8  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16    /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 17.14 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.25 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.2  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4    /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tempest&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tempest is designed to rip merchant ships apart before they even know what hit them. What she lacks in hull strength, she more than makes up for in firepower. She is as fast as she is deadly.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 20 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.35 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.67 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.05 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.65 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 17.33 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.95 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wolfhound&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Once Wolfhound sets her sights on you, escape is a fool&#039;s hope. With a crew built for boarding, she will swarm enemy decks and take everything in her path. Wolfhound is inevitable.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.46 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.45 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  6.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.54 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.55 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Rogue&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The black pitch used to treat Rogue&#039;s timber also gave birth to her name. A true smugglers&#039; vessel, Rogue is said to blend into the shadows of the ocean, making her near impossible to track.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.31 /25 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10    /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.08 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.27 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.66 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.69 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  3    /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.92 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 29.73 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.34 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sea Dragon&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sea Dragon is a fortress on water. Her thick armoured hull and impressive firepower make her the vanguard of any fleet, able to withstand and deal out incredible damage. Once she&#039;s in range, there&#039;s no escaping her wrath.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] = 60 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 22.5  /25  },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.94 /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.41 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.24 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.38 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 10.5  /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.06 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.59 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.76 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 28.62 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Fortune&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Fortune&#039;s pace is a sight to behold. A frigate built for speed and precision, her sleek design allows her to outpace almost any ship on the seas. As fast as she is lethal; merchant vessels don&#039;t stand a chance. Her name is said to bring luck to all those who sail her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.43 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.69 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 23.65 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.59 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.71 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.57 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.31 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  9.35 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.41 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.29 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Providence&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Providence always sets sail in pursuit of wealth. With a hold made for plunder and a crew ready to raid, whatever ship she targets can kiss goodbye to its booty. When Providence sets sail, riches are sure to follow.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.98 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 24.13 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  3.3  /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.67 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.86 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.02 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.87 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.33 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 11.14 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Vulture&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Vulture is outfitted with a high-cleat rigging system, allowing her to maintain speed and manoeuvrability even in the most changeable of winds. A system of sliding floor panels in the storage hold enables the crew to stash and retrieve plunder with startling efficiency.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] =  15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 23 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.87 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10.71 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.4  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.76 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.13 /35},&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.29 /35},&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 28.6  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  8.24 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Ravager&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Ravager&#039;s cannons are cast from cold-forged iron, hammered into shape at lower temperatures—ensuring higher tolerances, greater accuracy, and greater damage with each cannon she fires. Her hull is reinforced with layered iron plates, designed to absorb and deflect incoming fire.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] =  90 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 40 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 235 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 18 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 26.4  /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7.27 /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 11.41 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.81 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.33 /40 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.6  /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.59 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.19 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 25.67 /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Catshark&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Catshark&#039;s hull is treated with a unique blend of tallow and pine oil allowing her to effortlessly cut through the water. Her sails are a lightweight, wax-coated linen, made to catch even the slightest breeze. No wonder she&#039;s faster than ships twice her size.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 40 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.62 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 11.3  /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 25.91 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.03 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.53 /45 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.38 /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.7  /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.09 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.97 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 10.47 /40 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Bedlam&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Bedlam has been custom-built to endure even the most arduous of raids, while her spring-loaded grappling hooks ensure a fast and secure latch onto enemy ships. The crew quarters are tight, but that only serves to strengthen the bond of those aboard. (We hope.)&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 220 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 10 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 23 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.47 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 27.5  /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.81 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.11 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3.05 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.53 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.5  /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.19 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.89 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.95 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Eclipse&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Eclipse is outfitted with sophisticated &#039;self-tensioning&#039; lines—a rigging system that automatically adjusts the sails for optimal wind resistance. She has a unique pivoting keel that turns with the rudder, allowing her to maintain speed even through the sharpest of turns.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,  [QTY] =  20 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER, [QTY] = 100 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  78 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.36 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.36 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.99 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 43.78 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5    /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.64 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.64 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.01 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9.22 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3    /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Warlord&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Warlord is fitted with a laminated timber hull, reinforced with iron bands at key structural points. This revolutionary combination enables her to survive greater damage than was previously thought possible.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = PITCH,     [QTY] = 120 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 52 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 52 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.88 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.11 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.47 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.56 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 34.67 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 44.12 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.89 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.53 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.44 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 17.33 /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Stalker&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Stalker&#039;s hull is built around a ribbed frame structure, making her both lightweight and incredibly resilient. The tight weave of her hemp sails reduces air loss, allowing them to catch the wind more effectively. This combination of speed and strength makes Stalker a vessel like no other.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,  [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 52 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.74 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.21 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5.48 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 12.26 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.27 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.79 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.52 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Thingum&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Thingum is an experiment in chaos. While most of the crew boards enemy ships conventionally, others are launched into the air by a complex system of pulleys and springs, sending them tumbling onto enemy decks before anyone knows what&#039;s happened. Injuries are expected, but the surprise is worth the cost.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.35 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.65 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.36 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 12.89 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.65 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.35 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.64 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.11 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wraith&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wraith&#039;s hull is crafted from lightweight, tar-slick timbers, allowing her to slip through the seas with unmatched grace. Her rigging system is the culmination of years of research, allowing her to change direction in an instant. Wraith moves through the water like a shadow—smooth, swift and impossibly fast.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,    [QTY] =  30 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER,   [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 104 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 30 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.08 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13.68 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.63 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  7.4  /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.87 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.92 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 16.32 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.37 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 70.6  /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.13 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wrath Bringer&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wrath Bringer is a war machine like no other. Her hull is reinforced with triple-layered iron plates, each layer tempered to withstand even the heaviest cannon fire. Her cannons are precision-bored for maximum damage, capable of levelling fortresses with a single broadside. The embodiment of pure destruction.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = PITCH,       [QTY] = 180 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,   [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 78 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 78 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 35.56 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.87 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.47 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.22 /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16.19 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 42.44 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.13 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.53 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.78 /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 61.81 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Neptune&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Neptune is the pinnacle of hunting vessels, designed for speed, precision, and ruthless efficiency. Her hull is crafted from lightweight ironwood and treated with a unique blend of whale oil and resin that reduces water friction to near zero. Her sails are the highest quality sun-cured flax making Neptune untouchable on the open sea.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,      [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,     [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 30 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 78 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13.98 /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.96 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.32 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.57 /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.02 /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.04 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.68 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.43 /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Loki&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Loki is built to conquer and claim, boasting custom-forged grappling arms that extend far faster than a traditional boarding system ever could. Her decks are designed to hold maximum plunder, while her wide hull enables a crew twice the size of a standard brig. Loki stands unrivalled as the ultimate raiding vessel.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.2  /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.75 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.18 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.4  /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.8  /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.25 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 10.82 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 22.6  /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local ships = {&lt;br /&gt;
  [&amp;quot;Landlubber&amp;quot;]    =  1,&lt;br /&gt;
  [&amp;quot;Moonlight&amp;quot;]     =  2,&lt;br /&gt;
  [&amp;quot;Iron Fist&amp;quot;]     =  3,&lt;br /&gt;
  [&amp;quot;Tide Runner&amp;quot;]   =  4,&lt;br /&gt;
  [&amp;quot;Sharktooth&amp;quot;]    =  5,&lt;br /&gt;
  [&amp;quot;Azimuth&amp;quot;]       =  6,&lt;br /&gt;
  [&amp;quot;Steel Edge&amp;quot;]    =  7,&lt;br /&gt;
  [&amp;quot;Huracán&amp;quot;]       =  8,&lt;br /&gt;
  [&amp;quot;Goldseeker&amp;quot;]    =  9,&lt;br /&gt;
  [&amp;quot;Nightshade&amp;quot;]    = 10,&lt;br /&gt;
  [&amp;quot;Yoke Breaker&amp;quot;]  = 11,&lt;br /&gt;
  [&amp;quot;Tempest&amp;quot;]       = 12,&lt;br /&gt;
  [&amp;quot;Wolfhound&amp;quot;]     = 13,&lt;br /&gt;
  [&amp;quot;Rogue&amp;quot;]         = 14,&lt;br /&gt;
  [&amp;quot;Sea Dragon&amp;quot;]    = 15,&lt;br /&gt;
  [&amp;quot;Fortune&amp;quot;]       = 16,&lt;br /&gt;
  [&amp;quot;Providence&amp;quot;]    = 17,&lt;br /&gt;
  [&amp;quot;Vulture&amp;quot;]       = 18,&lt;br /&gt;
  [&amp;quot;Ravager&amp;quot;]       = 19,&lt;br /&gt;
  [&amp;quot;Catshark&amp;quot;]      = 20,&lt;br /&gt;
  [&amp;quot;Bedlam&amp;quot;]        = 21,&lt;br /&gt;
  [&amp;quot;Eclipse&amp;quot;]       = 22,&lt;br /&gt;
  [&amp;quot;Warlord&amp;quot;]       = 23,&lt;br /&gt;
  [&amp;quot;Stalker&amp;quot;]       = 24,&lt;br /&gt;
  [&amp;quot;Thingum&amp;quot;]       = 25,&lt;br /&gt;
  [&amp;quot;Wraith&amp;quot;]        = 26,&lt;br /&gt;
  [&amp;quot;Wrath Bringer&amp;quot;] = 27,&lt;br /&gt;
  [&amp;quot;Neptune&amp;quot;]       = 28,&lt;br /&gt;
  [&amp;quot;Loki&amp;quot;]          = 29,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Auxiliary data tables and values&lt;br /&gt;
&lt;br /&gt;
local ship_class_descriptions = {&lt;br /&gt;
  [SPECIAL]   = &amp;quot;Some ships are able to fulfil multiple roles. Sometimes they are just bad at everything, and sometimes they are just out of this world.&amp;quot;,&lt;br /&gt;
  [PROWLER]   = &amp;quot;Slick as an eel and sporting vast cargo holds, Prowlers are the ship of choice for shady business like Smuggling Runs. They&#039;re not made for attacking problems head on, but their supplies last long, and their nimble frame lets them stay out of sight until it&#039;s time to strike.&amp;quot;,&lt;br /&gt;
  [DESTROYER] = &amp;quot;Armed to the teeth and plated with thick armour, Destroyers excel at cracking fortified targets like Crown Ports. They lumber into view with the grace of a sea cow, but once they get in range, they pelt their opponent with heavy cannons and shrug off any attacks that come their way.&amp;quot;,&lt;br /&gt;
  [HUNTER]    = &amp;quot;Fast as a tiger shark and able to carry a big crew, Hunters are unmatched at hit-and-run attacks on Merchant Ships and the like. There may be stronger or stealthier predators out there, but if you want to be the top of the food chain in the Seven Seas, nothing beats speed and sheer tenacity.&amp;quot;,&lt;br /&gt;
  [REAVER]    = &amp;quot;Built for combat and carrying a vast raiding party, Reavers are able to plunder well-guarded locations like Treasure Caves. They might lack armour or finesse, but through sheer aggression and bloodthirst, their opponents might surrender before they even get into boarding range.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_stat_descriptions = {&lt;br /&gt;
  [HEALTH]          = &amp;quot;The ship is lost once the ship health reaches 0. The ship&#039;s health can be restored by repairing the ship at a pier.&amp;quot;,&lt;br /&gt;
  [CREW]            = &amp;quot;The ship is lost once the ship crew reaches 0. Ship crew can be hired and fired at this ship&#039;s pier. Advanced crew increases the overall ship power.&amp;quot;,&lt;br /&gt;
  [SUPPLIES]        = &amp;quot;Supplies are used as costs for actions in Events. Supplies are automatically replenished at the pier when the ship docks.&amp;quot;,&lt;br /&gt;
  [GUN_DAMAGE]      = &amp;quot;The destructive power of the ship. Depending on actions during Events, this does damage against opponents&#039; health or crew.&amp;quot;,&lt;br /&gt;
  [BOARDING_DAMAGE] = &amp;quot;The boarding power of the ship. Depending on actions during Events, this does damage against opponents health or crew.&amp;quot;,&lt;br /&gt;
  [SPEED]           = &amp;quot;Rapid cruising ability of the ship. It is used in actions in the Events to overcome distance or avoid damage. Higher speed also reduces travel time on the sea.&amp;quot;,&lt;br /&gt;
  [MANOEUVRABILITY] = &amp;quot;The agility of the ship. It is used in actions during Events to overcome distance or avoid damage.&amp;quot;,&lt;br /&gt;
  [ARMOUR]          = &amp;quot;The protective power of the ship. Depending on actions during Events, armour can protect ship health or ship crew, or help overcome a distance.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_strength_description = &amp;quot;Crew, Captain and Sea Legs influence Ship Strength. A proper Crew doubles Ship Strength. Swabbies fill up the ranks without giving any stat bonus. Keep in mind that losing Crew on the Journey weakens ship stats.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation call&lt;br /&gt;
&lt;br /&gt;
validate_ships(ships_list, ships)&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Private data enrichment functions&lt;br /&gt;
&lt;br /&gt;
--- Gets the quantity of a specified crew type for the given ship&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@param crew_type string&lt;br /&gt;
---@return number|nil&lt;br /&gt;
local function compute_crew_qty_by_type(ship, crew_type)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  if (not crew_type) or (type(crew_type) ~= &amp;quot;string&amp;quot;) or (crew_type == &amp;quot;&amp;quot;) then return nil end&lt;br /&gt;
  for _, crew_type_pair in ipairs(ship.crew_types) do&lt;br /&gt;
    if crew_type_pair.type == crew_type then&lt;br /&gt;
      return crew_type_pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return 0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Compute the maximum stats for a ship.&lt;br /&gt;
---@param ship ShipRecord&lt;br /&gt;
---@return ShipStatAmount[]|nil&lt;br /&gt;
local function compute_stats_max(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local stats_max = {}&lt;br /&gt;
  for index, stat_pair in ipairs(ship.stats_base) do&lt;br /&gt;
    stats_max[index] = {&lt;br /&gt;
      stat = stat_pair.stat,&lt;br /&gt;
      qty = stat_pair.qty&lt;br /&gt;
    }&lt;br /&gt;
  end&lt;br /&gt;
  for crew_type, crew_bonuses in pairs(ship.stats_crew_bonuses) do&lt;br /&gt;
    for index, bonus_pair in ipairs(crew_bonuses) do&lt;br /&gt;
      assert(stats_max[index].stat == bonus_pair.stat, &amp;quot;stats_crew_bonuses order mismatch&amp;quot;)&lt;br /&gt;
      stats_max[index].qty = stats_max[index].qty &lt;br /&gt;
          + bonus_pair.qty * compute_crew_qty_by_type(ship, crew_type)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return stats_max&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function compute_unlock_points(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local unlock_points = {}&lt;br /&gt;
  if ship.tier &amp;lt; 2 then &lt;br /&gt;
    return unlock_points &lt;br /&gt;
  end&lt;br /&gt;
  --- array indices are for each tier, so tier 1 has value 0, etc.&lt;br /&gt;
  local tier_requirements = {&lt;br /&gt;
    0,&lt;br /&gt;
    3,&lt;br /&gt;
    7,&lt;br /&gt;
    12,&lt;br /&gt;
    20,&lt;br /&gt;
    30,&lt;br /&gt;
  }&lt;br /&gt;
  assert(tier_requirements[ship.tier], &amp;quot;tier out of bounds&amp;quot;)&lt;br /&gt;
  table.insert(unlock_points, {&lt;br /&gt;
    path = ship.principle_path,&lt;br /&gt;
    qty = tier_requirements[ship.tier],&lt;br /&gt;
  })&lt;br /&gt;
  if ship.hybrid_path ~= NONE then&lt;br /&gt;
    table.insert(unlock_points, {&lt;br /&gt;
      path = ship.hybrid_path,&lt;br /&gt;
      qty = tier_requirements[ship.tier],&lt;br /&gt;
    })&lt;br /&gt;
  end&lt;br /&gt;
  return unlock_points&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function enrich_ship(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local enriched_ship = {}&lt;br /&gt;
  for k, v in pairs(ship) do&lt;br /&gt;
    enriched_ship[k] = v&lt;br /&gt;
  end&lt;br /&gt;
  enriched_ship.stats_max = compute_stats_max(ship)&lt;br /&gt;
  enriched_ship.unlock_points = compute_unlock_points(ship)&lt;br /&gt;
  return enriched_ship&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Public API to ships_data&lt;br /&gt;
&lt;br /&gt;
---@class ShipRecord&lt;br /&gt;
---@field name string&lt;br /&gt;
---@field tier number&lt;br /&gt;
---@field principle_path string&lt;br /&gt;
---@field class string&lt;br /&gt;
---@field hybrid_path string&lt;br /&gt;
---@field icon_filename string&lt;br /&gt;
---@field pier string&lt;br /&gt;
---@field description string&lt;br /&gt;
---@field construction_costs ShipResourceAmount[]&lt;br /&gt;
---@field crew_types ShipCrewAmount[]&lt;br /&gt;
---@field stats_base ShipStatAmount[]&lt;br /&gt;
---@field stats_crew_bonuses table&amp;lt;string, ShipStatAmount[]&amp;gt;&lt;br /&gt;
---@field stats_max table&lt;br /&gt;
---@field unlock_points ShipUnlockAmount[]&lt;br /&gt;
&lt;br /&gt;
---@class ShipResourceAmount&lt;br /&gt;
---@field resource string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipCrewAmount&lt;br /&gt;
---@field type string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipStatAmount&lt;br /&gt;
---@field stat string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipUnlockAmount&lt;br /&gt;
---@field path string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipsDataModule&lt;br /&gt;
---@field get_ship_by_name fun(name: string): ShipRecord|nil&lt;br /&gt;
---@field get_ship_by_index fun(index: number): ShipRecord|nil&lt;br /&gt;
---@field get_all_ships fun(): ShipRecord[]&lt;br /&gt;
---@field get_count_of_ships fun(): number&lt;br /&gt;
---@field get_ship_class_description fun(class: string): string|nil&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by name.&lt;br /&gt;
---@param name string&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_name(name)&lt;br /&gt;
  if (not name) or (type(name) ~= &amp;quot;string&amp;quot;) or (name == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  local index = ships[name]&lt;br /&gt;
  if not index then &lt;br /&gt;
    return nil &lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by its canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@param index number&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_index(index)&lt;br /&gt;
  if (not index) or (type(index) ~= &amp;quot;number&amp;quot;) or (index &amp;lt; 1) or (index &amp;lt; #ships) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get all ship records, in canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@return ShipRecord[]&lt;br /&gt;
function p.get_all_ships()&lt;br /&gt;
  local all_ships = {}&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    all_ships[index] = enrich_ship(ship)&lt;br /&gt;
  end&lt;br /&gt;
  return all_ships&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the total number of ships in the game.&lt;br /&gt;
---@return number&lt;br /&gt;
function p.get_count_of_ships()&lt;br /&gt;
  return #ships_list&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship class description by class name.&lt;br /&gt;
---@param class string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_class_description(class)&lt;br /&gt;
  if (not class) or (type(class) ~= &amp;quot;string&amp;quot;) or (class == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_class_descriptions[class:gsub(&amp;quot;%+$&amp;quot;, &amp;quot;&amp;quot;)]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship stat description by stat name.&lt;br /&gt;
---@param stat string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_stat_description(stat)&lt;br /&gt;
  if (not stat) or (type(stat) ~= &amp;quot;string&amp;quot;) or (stat == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_stat_descriptions[stat]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the overall ship strength description.&lt;br /&gt;
---@return string&lt;br /&gt;
function p.get_ship_strength_description()&lt;br /&gt;
  return ship_strength_description&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Boarding_Damage_icon&amp;diff=1419</id>
		<title>Template:Boarding Damage icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Boarding_Damage_icon&amp;diff=1419"/>
		<updated>2026-08-07T18:23:36Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Setting up redirect to assist with display differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Boarding damage icon]]&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Gun_Damage_icon&amp;diff=1418</id>
		<title>Template:Gun Damage icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Template:Gun_Damage_icon&amp;diff=1418"/>
		<updated>2026-08-07T18:23:11Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Setting up redirect to assist with display differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Template:Gun damage icon]]&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data/doc&amp;diff=1417</id>
		<title>Module:Ships data/doc</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data/doc&amp;diff=1417"/>
		<updated>2026-08-07T18:14:28Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: 76561197969631737 moved page Module:Ship data.lua/doc to Module:Ships data/doc without leaving a redirect: Misspelled title: Pluralized to match intent. Removed filename extension from Module name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ship data for &#039;&#039;Corsair Cove&#039;&#039;: 29 ships, schema validated at load time.&lt;br /&gt;
&lt;br /&gt;
Use from other modules and templates via &amp;lt;code&amp;gt;#invoke&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;require&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local ships_data = require(&amp;quot;Module:Ships_data&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important: Do not mutate returned tables.&#039;&#039;&#039; To save performance, the tables are &#039;&#039;&#039;not&#039;&#039;&#039; copied first. Modifications to the returned values will contaminate other uses of those tables.&lt;br /&gt;
&lt;br /&gt;
=== get_ship_by_name ===&lt;br /&gt;
&lt;br /&gt;
Returns one ship record, or &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; if the name isn&#039;t found.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local ship = ships_data.get_ship_by_name(&amp;quot;Landlubber&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name must match exactly, including spaces, for example &amp;lt;code&amp;gt;&amp;quot;Iron Fist&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== get_ship_by_index ===&lt;br /&gt;
&lt;br /&gt;
Returns the ship record at that position in canonical order, or &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; if out of range. Canonical order is from Tier 1 to 6, clockwise starting from the top around the Compass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local ship = ships_data.get_ship_by_index(1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== get_all_ships ===&lt;br /&gt;
&lt;br /&gt;
Returns the full array of ship records, in canonical order. Canonical order is from Tier 1 to 6, clockwise starting from the top around the Compass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;for i, ship in ipairs(ships_data.get_all_ships()) do&lt;br /&gt;
  ...&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== get_count_of_ships ===&lt;br /&gt;
&lt;br /&gt;
Returns the number of ships.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;for i = 1, ships_data.get_count_of_ships() do&lt;br /&gt;
  local ship = ships_data.get_ship_by_index(i)&lt;br /&gt;
end&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== get_ship_class_description ===&lt;br /&gt;
&lt;br /&gt;
Flavour text for the class of ship, aligned with the Principle Paths. Pass in the &amp;lt;code&amp;gt;class&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;hybrid_class&amp;lt;/code&amp;gt; field from a ship record to get its description. (The method ignores any trailing plus signs for the hybrid ships. Returns &amp;lt;code&amp;gt;nil&amp;lt;/code&amp;gt; for unknown classes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local flavour_text = ships_data.get_ship_class_description(&amp;quot;Destroyer+&amp;quot;)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ship record shape ==&lt;br /&gt;
&lt;br /&gt;
Each record in ships_data is a table with the following fields:&lt;br /&gt;
&lt;br /&gt;
{|class=wikitable&lt;br /&gt;
! Field !! Type !! Note&lt;br /&gt;
|-&lt;br /&gt;
| name || string || Display name&lt;br /&gt;
|-&lt;br /&gt;
| tier || number || 1..6, inclusive&lt;br /&gt;
|-&lt;br /&gt;
| principle_path || string || Primary Principle Path alignment of the class of ship&lt;br /&gt;
|-&lt;br /&gt;
| class || string || Primary class of the ship, with an trailing plus sign for hybrids, similar to their in-game display, for example &amp;quot;Notoriety&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| hybrid_path || string || Secondary Principle Path alignment of the class of ship, according to the unlock requirement on the Compass (never has a trailing plus sign)&lt;br /&gt;
|-&lt;br /&gt;
| icon_filename || string || The filename, including the extension, of the image of the ship, for example, &amp;lt;code&amp;gt;&amp;quot;T_Ship_Starter.png&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| pier || string || The pier required to build the ship, for example, &amp;quot;Shallow Pier&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| description || string || The English-language flavour text of the ship&lt;br /&gt;
|-&lt;br /&gt;
| construction_costs || array || pairs of &amp;lt;code&amp;gt;{ resource, qty }&amp;lt;/code&amp;gt; mini-tables, where the resource is the name of the construction material, for example, &amp;quot;Naval Gun&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| crew_types || array || pairs of &amp;lt;code&amp;gt;{ type, qty }&amp;lt;/code&amp;gt; mini-tables, where the type is the name of the crew as spelled in-game, for example, &amp;quot;Crow&#039;s Eyes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| stats_base || array || pairs of &amp;lt;code&amp;gt;{ stat, qty }&amp;lt;/code&amp;gt; mini-tables, where stat is the name of the stat as spelled in-game, for example, &amp;quot;Gun Damage&amp;quot; or &amp;quot;Manoeuvrability&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| stats_crew_bonuses || map || by crew_type&#039;s &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;, each returns an array of &amp;lt;code&amp;gt;{ stat, qty }&amp;lt;/code&amp;gt; like &amp;lt;code&amp;gt;stats_base&amp;lt;/code&amp;gt; but showing the marginal bonus &#039;&#039;&#039;per additional individual crew member of that type&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Nested pairs ===&lt;br /&gt;
&lt;br /&gt;
Construction, crew, and stats use ordered arrays of pairs of data: The first field is a resource&#039;s, crew type&#039;s , or stat&#039;s name, as spelled in-game, and the second field is the quantity.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.construction_costs&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;resource–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.crew_types&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;type–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.stats_base&amp;lt;/code&amp;gt; is an array of &amp;lt;code&amp;gt;stat–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
* &amp;lt;code&amp;gt;ship.stats_crew_bonuses&amp;lt;/code&amp;gt; is several arrays of &amp;lt;code&amp;gt;stat–qty&amp;lt;/code&amp;gt; pairs.&lt;br /&gt;
&lt;br /&gt;
==== Crew bonuses ====&lt;br /&gt;
&lt;br /&gt;
The bonuses are first keyed by the crew type&#039;s name. Keys match that ship&#039;s &amp;lt;code&amp;gt;crew_types&amp;lt;/code&amp;gt; types. Typed in the table are fractional values of what is shown in-game divided by the number of crew. This means when working with this data, each individual value in the &amp;lt;code&amp;gt;stat–qty&amp;lt;/code&amp;gt; pair is the marginal additional stat that &#039;&#039;&#039;one crew member&#039;&#039;&#039; contributes to the ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;local bonuses = ship.stats_crew_bonuses[&amp;quot;Scallywags&amp;quot;]&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1416</id>
		<title>Module:Ships data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1416"/>
		<updated>2026-08-07T18:14:28Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: 76561197969631737 moved page Module:Ship data.lua to Module:Ships data without leaving a redirect: Misspelled title: Pluralized to match intent. Removed filename extension from Module name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--#region: Data validation schema&lt;br /&gt;
&lt;br /&gt;
--- Build a set of allowed field names from an ordered list.&lt;br /&gt;
local function build_allowed_set(valid_fields)&lt;br /&gt;
  local allowed = {}&lt;br /&gt;
  for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
    allowed[field_name] = true&lt;br /&gt;
  end&lt;br /&gt;
  return allowed&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local NAME               = &amp;quot;name&amp;quot;&lt;br /&gt;
local TIER               = &amp;quot;tier&amp;quot;&lt;br /&gt;
local PRINCIPLE_PATH     = &amp;quot;principle_path&amp;quot;&lt;br /&gt;
local CLASS              = &amp;quot;class&amp;quot;&lt;br /&gt;
local HYBRID_PATH        = &amp;quot;hybrid_path&amp;quot;&lt;br /&gt;
local ICON_FILENAME      = &amp;quot;icon_filename&amp;quot;&lt;br /&gt;
local PIER               = &amp;quot;pier&amp;quot;&lt;br /&gt;
local DESCRIPTION        = &amp;quot;description&amp;quot;&lt;br /&gt;
local CONSTRUCTION_COSTS = &amp;quot;construction_costs&amp;quot;&lt;br /&gt;
local CREW_TYPES         = &amp;quot;crew_types&amp;quot;&lt;br /&gt;
local STATS_BASE         = &amp;quot;stats_base&amp;quot;&lt;br /&gt;
local STATS_CREW_BONUSES = &amp;quot;stats_crew_bonuses&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship data.&lt;br /&gt;
local REQUIRED_SHIP_FIELDS = {&lt;br /&gt;
  NAME,&lt;br /&gt;
  TIER,&lt;br /&gt;
  PRINCIPLE_PATH,&lt;br /&gt;
  CLASS,&lt;br /&gt;
  HYBRID_PATH,&lt;br /&gt;
  ICON_FILENAME,&lt;br /&gt;
  PIER,&lt;br /&gt;
  DESCRIPTION,&lt;br /&gt;
  CONSTRUCTION_COSTS,&lt;br /&gt;
  CREW_TYPES,&lt;br /&gt;
  STATS_BASE,&lt;br /&gt;
  STATS_CREW_BONUSES,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_FIELDS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_FIELDS)&lt;br /&gt;
&lt;br /&gt;
local PLANKS        = &amp;quot;Planks&amp;quot;&lt;br /&gt;
local ROPE          = &amp;quot;Rope&amp;quot;&lt;br /&gt;
local SAILS         = &amp;quot;Sails&amp;quot;&lt;br /&gt;
local FIGUREHEAD    = &amp;quot;Figurehead&amp;quot;&lt;br /&gt;
local PITCH         = &amp;quot;Pitch&amp;quot;&lt;br /&gt;
local FITTINGS      = &amp;quot;Fittings&amp;quot;&lt;br /&gt;
local JOLLY_ROGER   = &amp;quot;Jolly Roger&amp;quot;&lt;br /&gt;
local NAVAL_GUN     = &amp;quot;Naval Gun&amp;quot;&lt;br /&gt;
local STEEL_CHAIN   = &amp;quot;Steel Chain&amp;quot;&lt;br /&gt;
local SILVER_LINING = &amp;quot;Silver Lining&amp;quot;&lt;br /&gt;
local COPPER_LAMP   = &amp;quot;Copper Lamp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship construction costs.&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS = {&lt;br /&gt;
  PLANKS,&lt;br /&gt;
  ROPE,&lt;br /&gt;
  SAILS,&lt;br /&gt;
  FIGUREHEAD,&lt;br /&gt;
  PITCH,&lt;br /&gt;
  FITTINGS,&lt;br /&gt;
  JOLLY_ROGER,&lt;br /&gt;
  NAVAL_GUN,&lt;br /&gt;
  STEEL_CHAIN,&lt;br /&gt;
  SILVER_LINING,&lt;br /&gt;
  COPPER_LAMP,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CONSTRUCTION_COSTS)&lt;br /&gt;
&lt;br /&gt;
local SWABBIES    = &amp;quot;Swabbies&amp;quot;&lt;br /&gt;
local SCALLYWAGS  = &amp;quot;Scallywags&amp;quot;&lt;br /&gt;
local PICAROONS   = &amp;quot;Picaroons&amp;quot;&lt;br /&gt;
local BOMBARDIERS = &amp;quot;Bombardiers&amp;quot;&lt;br /&gt;
local CROWS_EYES  = &amp;quot;Crow&#039;s Eyes&amp;quot;&lt;br /&gt;
local BUCCANEERS  = &amp;quot;Buccaneers&amp;quot;&lt;br /&gt;
local NAVIGATORS  = &amp;quot;Navigators&amp;quot;&lt;br /&gt;
local RENEGADES   = &amp;quot;Renegades&amp;quot;&lt;br /&gt;
local MARAUDERS   = &amp;quot;Marauders&amp;quot;&lt;br /&gt;
local CORSAIRS    = &amp;quot;Corsairs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship crew types.&lt;br /&gt;
local VALID_SHIP_CREW_TYPES = {&lt;br /&gt;
  SWABBIES,&lt;br /&gt;
  SCALLYWAGS,&lt;br /&gt;
  PICAROONS,&lt;br /&gt;
  BOMBARDIERS,&lt;br /&gt;
  CROWS_EYES,&lt;br /&gt;
  BUCCANEERS,&lt;br /&gt;
  NAVIGATORS,&lt;br /&gt;
  RENEGADES,&lt;br /&gt;
  MARAUDERS,&lt;br /&gt;
  CORSAIRS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CREW_TYPES_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CREW_TYPES)&lt;br /&gt;
&lt;br /&gt;
local HEALTH          = &amp;quot;Health&amp;quot;&lt;br /&gt;
local CREW            = &amp;quot;Crew&amp;quot;&lt;br /&gt;
local SUPPLIES        = &amp;quot;Supplies&amp;quot;&lt;br /&gt;
local GUN_DAMAGE      = &amp;quot;Gun Damage&amp;quot;&lt;br /&gt;
local BOARDING_DAMAGE = &amp;quot;Boarding Damage&amp;quot;&lt;br /&gt;
local SPEED           = &amp;quot;Speed&amp;quot;&lt;br /&gt;
local MANOEUVRABILITY = &amp;quot;Manoeuvrability&amp;quot;&lt;br /&gt;
local ARMOUR          = &amp;quot;Armour&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship stats.&lt;br /&gt;
local REQUIRED_SHIP_STATS = {&lt;br /&gt;
  HEALTH,&lt;br /&gt;
  CREW,&lt;br /&gt;
  SUPPLIES,&lt;br /&gt;
  GUN_DAMAGE,&lt;br /&gt;
  BOARDING_DAMAGE,&lt;br /&gt;
  SPEED,&lt;br /&gt;
  MANOEUVRABILITY,&lt;br /&gt;
  ARMOUR,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_STATS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_STATS)&lt;br /&gt;
&lt;br /&gt;
local SPECIAL        = &amp;quot;Special&amp;quot;&lt;br /&gt;
local PROWLER        = &amp;quot;Prowler&amp;quot;&lt;br /&gt;
local PROWLER_PLUS   = &amp;quot;Prowler+&amp;quot;&lt;br /&gt;
local DESTROYER      = &amp;quot;Destroyer&amp;quot;&lt;br /&gt;
local DESTROYER_PLUS = &amp;quot;Destroyer+&amp;quot;&lt;br /&gt;
local HUNTER         = &amp;quot;Hunter&amp;quot;&lt;br /&gt;
local HUNTER_PLUS    = &amp;quot;Hunter+&amp;quot;&lt;br /&gt;
local REAVER         = &amp;quot;Reaver&amp;quot;&lt;br /&gt;
local REAVER_PLUS    = &amp;quot;Reaver+&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid class names.&lt;br /&gt;
local VALID_CLASSES = {&lt;br /&gt;
  SPECIAL,&lt;br /&gt;
  PROWLER,&lt;br /&gt;
  PROWLER_PLUS,&lt;br /&gt;
  DESTROYER,&lt;br /&gt;
  DESTROYER_PLUS,&lt;br /&gt;
  HUNTER,&lt;br /&gt;
  HUNTER_PLUS,&lt;br /&gt;
  REAVER,&lt;br /&gt;
  REAVER_PLUS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_CLASSES_ALLOWED_NAMES = build_allowed_set(VALID_CLASSES)&lt;br /&gt;
&lt;br /&gt;
local NONE      = &amp;quot;None&amp;quot;&lt;br /&gt;
local NOTORIETY = &amp;quot;Notoriety&amp;quot;&lt;br /&gt;
local EMPIRE    = &amp;quot;Empire&amp;quot;&lt;br /&gt;
local SEAFARING = &amp;quot;Seafaring&amp;quot;&lt;br /&gt;
local WEALTH    = &amp;quot;Wealth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid Principle Paths.&lt;br /&gt;
local VALID_PRINCIPLE_PATHS = {&lt;br /&gt;
  NONE,&lt;br /&gt;
  NOTORIETY,&lt;br /&gt;
  EMPIRE,&lt;br /&gt;
  SEAFARING,&lt;br /&gt;
  WEALTH,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PRINCIPLE_PATHS_ALLOWED_NAMES = build_allowed_set(VALID_PRINCIPLE_PATHS)&lt;br /&gt;
&lt;br /&gt;
local SHALLOW_PIER    = &amp;quot;Shallow Pier&amp;quot;&lt;br /&gt;
local TRADE_PIER      = &amp;quot;Trade Pier&amp;quot;&lt;br /&gt;
local DEEP_WATER_PIER = &amp;quot;Deep-water Pier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid pier building names.&lt;br /&gt;
local VALID_PIERS = {&lt;br /&gt;
  SHALLOW_PIER,&lt;br /&gt;
  TRADE_PIER,&lt;br /&gt;
  DEEP_WATER_PIER,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PIERS_ALLOWED_NAMES = build_allowed_set(VALID_PIERS)&lt;br /&gt;
&lt;br /&gt;
local RESOURCE = &amp;quot;resource&amp;quot;&lt;br /&gt;
local TYPE     = &amp;quot;type&amp;quot;&lt;br /&gt;
local STAT     = &amp;quot;stat&amp;quot;&lt;br /&gt;
local QTY      = &amp;quot;qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local all_fields_are_required = true&lt;br /&gt;
local some_fields_may_be_missing = false&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation functions&lt;br /&gt;
&lt;br /&gt;
--- Scan table against valid fields for (a) presence and (b) no extras.&lt;br /&gt;
local function assert_scalars(tbl, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(tbl[field_name] ~= nil, message_context .. &amp;quot; missing field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  for field_name, _ in pairs(tbl) do&lt;br /&gt;
    assert(allowed_fields[field_name], message_context .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate an ordered list of { name_field = &amp;quot;...&amp;quot;, [QTY] = n } entries.&lt;br /&gt;
local function assert_nested_list(entries, nested_field_name, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  assert(type(entries) == &amp;quot;table&amp;quot;,                                    message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for index, entry in ipairs(entries) do&lt;br /&gt;
    local message_context_index = message_context .. &amp;quot;[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(type(entry) == &amp;quot;table&amp;quot;,          message_context_index .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
    assert(entry[nested_field_name] ~= nil, message_context_index .. &amp;quot; missing &amp;quot; .. nested_field_name)&lt;br /&gt;
    assert(entry.qty ~= nil,                message_context_index .. &amp;quot; missing qty&amp;quot;)&lt;br /&gt;
    assert(type(entry.qty) == &amp;quot;number&amp;quot;,     message_context_index .. &amp;quot; qty must be a number&amp;quot;)&lt;br /&gt;
    for field_name, _ in pairs(entry) do&lt;br /&gt;
      assert(field_name == nested_field_name or field_name == &amp;quot;qty&amp;quot;, message_context_index .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
    local name = entry[nested_field_name]&lt;br /&gt;
    assert(allowed_fields[name], message_context_index .. &amp;quot; invalid &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    assert(not seen[name],       message_context_index .. &amp;quot; duplicate &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    seen[name] = true&lt;br /&gt;
  end&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(seen[field_name], message_context .. &amp;quot; missing &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate bonuses subtable, passing each crew type to assert_nested_list.&lt;br /&gt;
local function assert_bonuses_table(crew_types, bonuses, message_context)&lt;br /&gt;
  assert(type(bonuses) == &amp;quot;table&amp;quot;, message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for _, crew_type in ipairs(crew_types) do&lt;br /&gt;
    assert(bonuses[crew_type.type] ~= nil, message_context .. &amp;quot; missing bonuses for crew type: &amp;quot; .. crew_type.type)&lt;br /&gt;
    assert_nested_list(bonuses[crew_type.type], STAT, REQUIRED_SHIP_STATS, REQUIRED_SHIP_STATS_ALLOWED_NAMES, all_fields_are_required, message_context .. &amp;quot;[&amp;quot; .. crew_type.type .. &amp;quot;]&amp;quot;)&lt;br /&gt;
    seen[crew_type.type] = true&lt;br /&gt;
  end&lt;br /&gt;
  for bonus_crew_type, _ in pairs(bonuses) do&lt;br /&gt;
    assert(seen[bonus_crew_type], message_context .. &amp;quot; unexpected crew type: &amp;quot; .. bonus_crew_type)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Scan all ships in table against valid fields and nested fields.&lt;br /&gt;
local function validate_ships(ships_list, ships)&lt;br /&gt;
  assert(type(ships_list) == &amp;quot;table&amp;quot;, &amp;quot;ships_list must be a table&amp;quot;)&lt;br /&gt;
  assert(type(ships) == &amp;quot;table&amp;quot;, &amp;quot;ships must be a table&amp;quot;)&lt;br /&gt;
  assert(#ships_list == 29, &amp;quot;ships_list must contain 29 ships&amp;quot;)&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    local message_context = &amp;quot;ships_list[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(index == ships[ship.name],                     message_context .. &amp;quot; name and lookup index mismatch&amp;quot;)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.principle_path], message_context .. &amp;quot; invalid principle path: &amp;quot; .. ship.principle_path)&lt;br /&gt;
    assert(VALID_CLASSES_ALLOWED_NAMES[ship.class],                  message_context .. &amp;quot; invalid class: &amp;quot; .. ship.class)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.hybrid_path],    message_context .. &amp;quot; invalid hybrid class: &amp;quot; .. ship.hybrid_path)&lt;br /&gt;
    assert(VALID_PIERS_ALLOWED_NAMES[ship.pier],                     message_context .. &amp;quot; invalid pier: &amp;quot; .. ship.pier)&lt;br /&gt;
    assert_scalars(ship, REQUIRED_SHIP_FIELDS, REQUIRED_SHIP_FIELDS_ALLOWED_NAMES, all_fields_are_required, message_context)&lt;br /&gt;
    assert_nested_list(ship.construction_costs, RESOURCE, VALID_SHIP_CONSTRUCTION_COSTS,  VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES, some_fields_may_be_missing, message_context .. &amp;quot;.construction_costs&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.crew_types,         TYPE,     VALID_SHIP_CREW_TYPES,          VALID_SHIP_CREW_TYPES_ALLOWED_NAMES,         some_fields_may_be_missing, message_context .. &amp;quot;.crew_types&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.stats_base,         STAT,     REQUIRED_SHIP_STATS,            REQUIRED_SHIP_STATS_ALLOWED_NAMES,           all_fields_are_required,    message_context .. &amp;quot;.stats_base&amp;quot;)&lt;br /&gt;
    assert_bonuses_table(ship.crew_types, ship.stats_crew_bonuses, message_context .. &amp;quot;.stats_crew_bonuses&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for name, index in pairs(ships) do&lt;br /&gt;
    local message_context = &amp;quot;ships[&amp;quot; .. name .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert((index ~= nil) or (type(index) == &amp;quot;number&amp;quot;) and (index ~= 0), message_context .. &amp;quot; missing or invalid lookup index&amp;quot;)&lt;br /&gt;
    assert(not seen[index],                                              message_context .. &amp;quot; duplicate lookup index: &amp;quot; .. index)&lt;br /&gt;
    assert(ships_list[index] and ships_list[index].name == name,         message_context .. &amp;quot; lookup index and name mismatch&amp;quot;)&lt;br /&gt;
    seen[index] = true&lt;br /&gt;
  end&lt;br /&gt;
  if type(mw) == &amp;quot;table&amp;quot; then&lt;br /&gt;
    mw.log(&#039;ships_data.lua validated successfully&#039;)&lt;br /&gt;
  else&lt;br /&gt;
    print(&amp;quot;ships_data.lua validated successfully&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Primary data tables&lt;br /&gt;
&lt;br /&gt;
--[[&lt;br /&gt;
Lua table for ships.&lt;br /&gt;
&lt;br /&gt;
Fields include: name, tier, principle path, class, hybrid class, icon filename, &lt;br /&gt;
pier, construction cost materials and quantities, possible crew types and &lt;br /&gt;
quantities, and base stats (health #, crew #, supplies #, gun damage, boarding &lt;br /&gt;
damage, speed, manoeuvrability, and armour), then finally the bonuses applied &lt;br /&gt;
to each base stat by each crew types.&lt;br /&gt;
]]&lt;br /&gt;
local ships_list = {&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Landlubber&amp;quot;,&lt;br /&gt;
    [TIER]           = 1,&lt;br /&gt;
    [PRINCIPLE_PATH] = NONE,&lt;br /&gt;
    [CLASS]          = SPECIAL,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Starter.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Landlubber is not a good ship: she&#039;s slow, underpowered, and doesn&#039;t have much space for a crew. But she&#039;s more than enough to learn the rudiments of sailing, fighting and plundering.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 20 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Moonlight&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Moonlight drifts through the ocean, unseen and untouchable. Her agility makes her the perfect vessel for smuggling goods where none else dare venture. Silent, swift, and gone before dawn.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Iron Fist&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Iron Fist is a formidable vessel. Built to crush all those who oppose her, while withstanding even the most punishing of assaults. Strong and powerful, few ships have the power to stand against her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tide Runner&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tide Runner glides across the ocean with unmatched grace. A sleek vessel built for stealth and pursuit. Her agile design makes her perfect for chasing down prey or slipping away unnoticed.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sharktooth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sharktooth is a ship that will take whatever she wants, whenever she wants it. Slow but relentless, she is a deadly predator of the ocean waves, sinking her fangs into every ship she targets. Her bite is deadly and few can escape it.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Azimuth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Azimuth was built for adventure, and thus features many small improvements compared to its smaller sibling Moonlight. A bit more of everything can never hurt when chasing the many terrible wonders of the Seven Seas.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  9 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  4 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  9 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Steel Edge&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;An improved design on the Iron Fist, devised in many drunken nights of scheming and plotting. The Steel Edge&#039;s slightly larger frame allows for more crew and weaponry, which can make all the difference in the heat of battle.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 94 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  7 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Huracán&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Huracán is based on the Tide Runner&#039;s blueprints, but has been lovingly tweaked and refined by our passionate shipwrights. Many tiny improvements make her a terrifying predator of the sea. Merchants beware.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  7 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Goldseeker&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Goldseeker comes well equipped to haul treasure and plunder alike. Her extra large cargo deck can store weeks worth of booty and gives her an edge over the Sharktooth.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 88 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  4 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  9 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Nightshade&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Nightshade is as elusive as they come. The perfect vessel for moving goods or navigating danger. She will outmanoeuvre all those who oppose her and vanish into the night long before anyone catches up.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  34 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.94 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1.41 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  0.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.33 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.06 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.59 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.67 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Yoke Breaker&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Yoke Breaker is a force on the high seas. Her heavy broadside cannons give her the advantage in every battle she fights. She may be a little slower than most, but she is devastating when she arrives.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.86 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  0.75 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.3  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.8  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16    /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 17.14 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.25 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.2  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4    /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tempest&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tempest is designed to rip merchant ships apart before they even know what hit them. What she lacks in hull strength, she more than makes up for in firepower. She is as fast as she is deadly.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 20 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.35 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.67 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.05 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.65 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 17.33 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.95 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wolfhound&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Once Wolfhound sets her sights on you, escape is a fool&#039;s hope. With a crew built for boarding, she will swarm enemy decks and take everything in her path. Wolfhound is inevitable.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.46 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.45 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  6.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.54 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.55 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Rogue&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The black pitch used to treat Rogue&#039;s timber also gave birth to her name. A true smugglers&#039; vessel, Rogue is said to blend into the shadows of the ocean, making her near impossible to track.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.31 /25 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10    /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.08 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.27 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.66 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.69 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  3    /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.92 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 29.73 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.34 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sea Dragon&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sea Dragon is a fortress on water. Her thick armoured hull and impressive firepower make her the vanguard of any fleet, able to withstand and deal out incredible damage. Once she&#039;s in range, there&#039;s no escaping her wrath.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] = 60 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 22.5  /25  },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.94 /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.41 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.24 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.38 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 10.5  /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.06 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.59 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.76 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 28.62 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Fortune&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Fortune&#039;s pace is a sight to behold. A frigate built for speed and precision, her sleek design allows her to outpace almost any ship on the seas. As fast as she is lethal; merchant vessels don&#039;t stand a chance. Her name is said to bring luck to all those who sail her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.43 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.69 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 23.65 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.59 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.71 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.57 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.31 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  9.35 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.41 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.29 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Providence&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Providence always sets sail in pursuit of wealth. With a hold made for plunder and a crew ready to raid, whatever ship she targets can kiss goodbye to its booty. When Providence sets sail, riches are sure to follow.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.98 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 24.13 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  3.3  /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.67 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.86 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.02 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.87 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.33 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 11.14 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Vulture&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Vulture is outfitted with a high-cleat rigging system, allowing her to maintain speed and manoeuvrability even in the most changeable of winds. A system of sliding floor panels in the storage hold enables the crew to stash and retrieve plunder with startling efficiency.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] =  15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 23 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.87 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10.71 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.4  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.76 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.13 /35},&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.29 /35},&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 28.6  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  8.24 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Ravager&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Ravager&#039;s cannons are cast from cold-forged iron, hammered into shape at lower temperatures—ensuring higher tolerances, greater accuracy, and greater damage with each cannon she fires. Her hull is reinforced with layered iron plates, designed to absorb and deflect incoming fire.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] =  90 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 40 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 235 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 18 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 26.4  /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7.27 /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 11.41 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.81 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.33 /40 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.6  /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.59 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.19 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 25.67 /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Catshark&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Catshark&#039;s hull is treated with a unique blend of tallow and pine oil allowing her to effortlessly cut through the water. Her sails are a lightweight, wax-coated linen, made to catch even the slightest breeze. No wonder she&#039;s faster than ships twice her size.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 40 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.62 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 11.3  /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 25.91 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.03 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.53 /45 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.38 /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.7  /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.09 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.97 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 10.47 /40 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Bedlam&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Bedlam has been custom-built to endure even the most arduous of raids, while her spring-loaded grappling hooks ensure a fast and secure latch onto enemy ships. The crew quarters are tight, but that only serves to strengthen the bond of those aboard. (We hope.)&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 220 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 10 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 23 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.47 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 27.5  /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.81 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.11 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3.05 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.53 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.5  /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.19 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.89 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.95 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Eclipse&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Eclipse is outfitted with sophisticated &#039;self-tensioning&#039; lines—a rigging system that automatically adjusts the sails for optimal wind resistance. She has a unique pivoting keel that turns with the rudder, allowing her to maintain speed even through the sharpest of turns.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,  [QTY] =  20 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER, [QTY] = 100 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  78 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.36 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.36 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.99 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 43.78 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5    /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.64 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.64 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.01 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9.22 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3    /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Warlord&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Warlord is fitted with a laminated timber hull, reinforced with iron bands at key structural points. This revolutionary combination enables her to survive greater damage than was previously thought possible.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = PITCH,     [QTY] = 120 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 52 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 52 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.88 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.11 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.47 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.56 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 34.67 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 44.12 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.89 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.53 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.44 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 17.33 /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Stalker&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Stalker&#039;s hull is built around a ribbed frame structure, making her both lightweight and incredibly resilient. The tight weave of her hemp sails reduces air loss, allowing them to catch the wind more effectively. This combination of speed and strength makes Stalker a vessel like no other.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,  [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 52 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.74 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.21 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5.48 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 12.26 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.27 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.79 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.52 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Thingum&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Thingum is an experiment in chaos. While most of the crew boards enemy ships conventionally, others are launched into the air by a complex system of pulleys and springs, sending them tumbling onto enemy decks before anyone knows what&#039;s happened. Injuries are expected, but the surprise is worth the cost.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.35 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.65 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.36 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 12.89 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.65 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.35 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.64 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.11 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wraith&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wraith&#039;s hull is crafted from lightweight, tar-slick timbers, allowing her to slip through the seas with unmatched grace. Her rigging system is the culmination of years of research, allowing her to change direction in an instant. Wraith moves through the water like a shadow—smooth, swift and impossibly fast.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,    [QTY] =  30 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER,   [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 104 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 30 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.08 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13.68 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.63 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  7.4  /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.87 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.92 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 16.32 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.37 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 70.6  /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.13 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wrath Bringer&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wrath Bringer is a war machine like no other. Her hull is reinforced with triple-layered iron plates, each layer tempered to withstand even the heaviest cannon fire. Her cannons are precision-bored for maximum damage, capable of levelling fortresses with a single broadside. The embodiment of pure destruction.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = PITCH,       [QTY] = 180 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,   [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 78 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 78 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 35.56 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.87 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.47 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.22 /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16.19 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 42.44 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.13 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.53 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.78 /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 61.81 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Neptune&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Neptune is the pinnacle of hunting vessels, designed for speed, precision, and ruthless efficiency. Her hull is crafted from lightweight ironwood and treated with a unique blend of whale oil and resin that reduces water friction to near zero. Her sails are the highest quality sun-cured flax making Neptune untouchable on the open sea.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,      [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,     [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 30 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 78 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13.98 /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.96 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.32 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.57 /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.02 /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.04 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.68 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.43 /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Loki&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Loki is built to conquer and claim, boasting custom-forged grappling arms that extend far faster than a traditional boarding system ever could. Her decks are designed to hold maximum plunder, while her wide hull enables a crew twice the size of a standard brig. Loki stands unrivalled as the ultimate raiding vessel.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.2  /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.75 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.18 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.4  /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.8  /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.25 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 10.82 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 22.6  /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local ships = {&lt;br /&gt;
  [&amp;quot;Landlubber&amp;quot;]    =  1,&lt;br /&gt;
  [&amp;quot;Moonlight&amp;quot;]     =  2,&lt;br /&gt;
  [&amp;quot;Iron Fist&amp;quot;]     =  3,&lt;br /&gt;
  [&amp;quot;Tide Runner&amp;quot;]   =  4,&lt;br /&gt;
  [&amp;quot;Sharktooth&amp;quot;]    =  5,&lt;br /&gt;
  [&amp;quot;Azimuth&amp;quot;]       =  6,&lt;br /&gt;
  [&amp;quot;Steel Edge&amp;quot;]    =  7,&lt;br /&gt;
  [&amp;quot;Huracán&amp;quot;]       =  8,&lt;br /&gt;
  [&amp;quot;Goldseeker&amp;quot;]    =  9,&lt;br /&gt;
  [&amp;quot;Nightshade&amp;quot;]    = 10,&lt;br /&gt;
  [&amp;quot;Yoke Breaker&amp;quot;]  = 11,&lt;br /&gt;
  [&amp;quot;Tempest&amp;quot;]       = 12,&lt;br /&gt;
  [&amp;quot;Wolfhound&amp;quot;]     = 13,&lt;br /&gt;
  [&amp;quot;Rogue&amp;quot;]         = 14,&lt;br /&gt;
  [&amp;quot;Sea Dragon&amp;quot;]    = 15,&lt;br /&gt;
  [&amp;quot;Fortune&amp;quot;]       = 16,&lt;br /&gt;
  [&amp;quot;Providence&amp;quot;]    = 17,&lt;br /&gt;
  [&amp;quot;Vulture&amp;quot;]       = 18,&lt;br /&gt;
  [&amp;quot;Ravager&amp;quot;]       = 19,&lt;br /&gt;
  [&amp;quot;Catshark&amp;quot;]      = 20,&lt;br /&gt;
  [&amp;quot;Bedlam&amp;quot;]        = 21,&lt;br /&gt;
  [&amp;quot;Eclipse&amp;quot;]       = 22,&lt;br /&gt;
  [&amp;quot;Warlord&amp;quot;]       = 23,&lt;br /&gt;
  [&amp;quot;Stalker&amp;quot;]       = 24,&lt;br /&gt;
  [&amp;quot;Thingum&amp;quot;]       = 25,&lt;br /&gt;
  [&amp;quot;Wraith&amp;quot;]        = 26,&lt;br /&gt;
  [&amp;quot;Wrath Bringer&amp;quot;] = 27,&lt;br /&gt;
  [&amp;quot;Neptune&amp;quot;]       = 28,&lt;br /&gt;
  [&amp;quot;Loki&amp;quot;]          = 29,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Auxiliary data tables and values&lt;br /&gt;
&lt;br /&gt;
local ship_class_descriptions = {&lt;br /&gt;
  [SPECIAL]   = &amp;quot;Some ships are able to fulfil multiple roles. Sometimes they are just bad at everything, and sometimes they are just out of this world.&amp;quot;,&lt;br /&gt;
  [PROWLER]   = &amp;quot;Slick as an eel and sporting vast cargo holds, Prowlers are the ship of choice for shady business like Smuggling Runs. They&#039;re not made for attacking problems head on, but their supplies last long, and their nimble frame lets them stay out of sight until it&#039;s time to strike.&amp;quot;,&lt;br /&gt;
  [DESTROYER] = &amp;quot;Armed to the teeth and plated with thick armour, Destroyers excel at cracking fortified targets like Crown Ports. They lumber into view with the grace of a sea cow, but once they get in range, they pelt their opponent with heavy cannons and shrug off any attacks that come their way.&amp;quot;,&lt;br /&gt;
  [HUNTER]    = &amp;quot;Fast as a tiger shark and able to carry a big crew, Hunters are unmatched at hit-and-run attacks on Merchant Ships and the like. There may be stronger or stealthier predators out there, but if you want to be the top of the food chain in the Seven Seas, nothing beats speed and sheer tenacity.&amp;quot;,&lt;br /&gt;
  [REAVER]    = &amp;quot;Built for combat and carrying a vast raiding party, Reavers are able to plunder well-guarded locations like Treasure Caves. They might lack armour or finesse, but through sheer aggression and bloodthirst, their opponents might surrender before they even get into boarding range.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_stat_descriptions = {&lt;br /&gt;
  [HEALTH]          = &amp;quot;The ship is lost once the ship health reaches 0. The ship&#039;s health can be restored by repairing the ship at a pier.&amp;quot;,&lt;br /&gt;
  [CREW]            = &amp;quot;The ship is lost once the ship crew reaches 0. Ship crew can be hired and fired at this ship&#039;s pier. Advanced crew increases the overall ship power.&amp;quot;,&lt;br /&gt;
  [SUPPLIES]        = &amp;quot;Supplies are used as costs for actions in Events. Supplies are automatically replenished at the pier when the ship docks.&amp;quot;,&lt;br /&gt;
  [GUN_DAMAGE]      = &amp;quot;The destructive power of the ship. Depending on actions during Events, this does damage against opponents&#039; health or crew.&amp;quot;,&lt;br /&gt;
  [BOARDING_DAMAGE] = &amp;quot;The boarding power of the ship. Depending on actions during Events, this does damage against opponents health or crew.&amp;quot;,&lt;br /&gt;
  [SPEED]           = &amp;quot;Rapid cruising ability of the ship. It is used in actions in the Events to overcome distance or avoid damage. Higher speed also reduces travel time on the sea.&amp;quot;,&lt;br /&gt;
  [MANOEUVRABILITY] = &amp;quot;The agility of the ship. It is used in actions during Events to overcome distance or avoid damage.&amp;quot;,&lt;br /&gt;
  [ARMOUR]          = &amp;quot;The protective power of the ship. Depending on actions during Events, armour can protect ship health or ship crew, or help overcome a distance.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_strength_description = &amp;quot;Crew, Captain and Sea Legs influence Ship Strength. A proper Crew doubles Ship Strength. Swabbies fill up the ranks without giving any stat bonus. Keep in mind that losing Crew on the Journey weakens ship stats.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation call&lt;br /&gt;
&lt;br /&gt;
validate_ships(ships_list, ships)&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Private data enrichment functions&lt;br /&gt;
&lt;br /&gt;
local function compute_stats_max(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local stats_max = {}&lt;br /&gt;
  for index, stat_pair in ipairs(ship.stats_base) do&lt;br /&gt;
    stats_max[index] = {&lt;br /&gt;
      stat = stat_pair.stat,&lt;br /&gt;
      qty = stat_pair.qty&lt;br /&gt;
    }&lt;br /&gt;
  end&lt;br /&gt;
  for _, crew_bonuses in pairs(ship.stats_crew_bonuses) do&lt;br /&gt;
    for index, bonus_pair in ipairs(crew_bonuses) do&lt;br /&gt;
      assert(stats_max[index].stat == bonus_pair.stat, &amp;quot;stats_crew_bonuses order mismatch&amp;quot;)&lt;br /&gt;
      stats_max[index].qty = stats_max[index].qty + bonus_pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return stats_max&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function compute_unlock_points(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local unlock_points = {}&lt;br /&gt;
  if ship.tier &amp;lt; 2 then &lt;br /&gt;
    return unlock_points &lt;br /&gt;
  end&lt;br /&gt;
  --- array indices are for each tier, so tier 1 has value 0, etc.&lt;br /&gt;
  local tier_requirements = {&lt;br /&gt;
    0,&lt;br /&gt;
    3,&lt;br /&gt;
    7,&lt;br /&gt;
    12,&lt;br /&gt;
    20,&lt;br /&gt;
    30,&lt;br /&gt;
  }&lt;br /&gt;
  assert(tier_requirements[ship.tier], &amp;quot;tier out of bounds&amp;quot;)&lt;br /&gt;
  table.insert(unlock_points, {&lt;br /&gt;
    path = ship.principle_path,&lt;br /&gt;
    qty = tier_requirements[ship.tier],&lt;br /&gt;
  })&lt;br /&gt;
  if ship.hybrid_path ~= NONE then&lt;br /&gt;
    table.insert(unlock_points, {&lt;br /&gt;
      path = ship.hybrid_path,&lt;br /&gt;
      qty = tier_requirements[ship.tier],&lt;br /&gt;
    })&lt;br /&gt;
  end&lt;br /&gt;
  return unlock_points&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function enrich_ship(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local enriched_ship = {}&lt;br /&gt;
  for k, v in pairs(ship) do&lt;br /&gt;
    enriched_ship[k] = v&lt;br /&gt;
  end&lt;br /&gt;
  enriched_ship.stats_max = compute_stats_max(ship)&lt;br /&gt;
  enriched_ship.unlock_points = compute_unlock_points(ship)&lt;br /&gt;
  return enriched_ship&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Public API to ships_data&lt;br /&gt;
&lt;br /&gt;
---@class ShipRecord&lt;br /&gt;
---@field name string&lt;br /&gt;
---@field tier number&lt;br /&gt;
---@field principle_path string&lt;br /&gt;
---@field class string&lt;br /&gt;
---@field hybrid_path string&lt;br /&gt;
---@field icon_filename string&lt;br /&gt;
---@field pier string&lt;br /&gt;
---@field description string&lt;br /&gt;
---@field construction_costs ShipResourceAmount[]&lt;br /&gt;
---@field crew_types ShipCrewAmount[]&lt;br /&gt;
---@field stats_base ShipStatAmount[]&lt;br /&gt;
---@field stats_crew_bonuses table&amp;lt;string, ShipStatAmount[]&amp;gt;&lt;br /&gt;
---@field stats_max table&lt;br /&gt;
---@field unlock_points ShipUnlockAmount[]&lt;br /&gt;
&lt;br /&gt;
---@class ShipResourceAmount&lt;br /&gt;
---@field resource string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipCrewAmount&lt;br /&gt;
---@field type string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipStatAmount&lt;br /&gt;
---@field stat string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipUnlockAmount&lt;br /&gt;
---@field path string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipsDataModule&lt;br /&gt;
---@field get_ship_by_name fun(name: string): ShipRecord|nil&lt;br /&gt;
---@field get_ship_by_index fun(index: number): ShipRecord|nil&lt;br /&gt;
---@field get_all_ships fun(): ShipRecord[]&lt;br /&gt;
---@field get_count_of_ships fun(): number&lt;br /&gt;
---@field get_ship_class_description fun(class: string): string|nil&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by name.&lt;br /&gt;
---@param name string&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_name(name)&lt;br /&gt;
  if (not name) or (type(name) ~= &amp;quot;string&amp;quot;) or (name == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  local index = ships[name]&lt;br /&gt;
  if not index then &lt;br /&gt;
    return nil &lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by its canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@param index number&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_index(index)&lt;br /&gt;
  if (not index) or (type(index) ~= &amp;quot;number&amp;quot;) or (index &amp;lt; 1) or (index &amp;lt; #ships) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get all ship records, in canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@return ShipRecord[]&lt;br /&gt;
function p.get_all_ships()&lt;br /&gt;
  local all_ships = {}&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    all_ships[index] = enrich_ship(ship)&lt;br /&gt;
  end&lt;br /&gt;
  return all_ships&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the total number of ships in the game.&lt;br /&gt;
---@return number&lt;br /&gt;
function p.get_count_of_ships()&lt;br /&gt;
  return #ships_list&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship class description by class name.&lt;br /&gt;
---@param class string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_class_description(class)&lt;br /&gt;
  if (not class) or (type(class) ~= &amp;quot;string&amp;quot;) or (class == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_class_descriptions[class:gsub(&amp;quot;%+$&amp;quot;, &amp;quot;&amp;quot;)]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship stat description by stat name.&lt;br /&gt;
---@param stat string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_stat_description(stat)&lt;br /&gt;
  if (not stat) or (type(stat) ~= &amp;quot;string&amp;quot;) or (stat == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_stat_descriptions[stat]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the overall ship strength description.&lt;br /&gt;
---@return string&lt;br /&gt;
function p.get_ship_strength_description()&lt;br /&gt;
  return ship_strength_description&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1415</id>
		<title>Module:Ships data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1415"/>
		<updated>2026-08-07T18:12:15Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: formatting adjustments only&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--#region: Data validation schema&lt;br /&gt;
&lt;br /&gt;
--- Build a set of allowed field names from an ordered list.&lt;br /&gt;
local function build_allowed_set(valid_fields)&lt;br /&gt;
  local allowed = {}&lt;br /&gt;
  for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
    allowed[field_name] = true&lt;br /&gt;
  end&lt;br /&gt;
  return allowed&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local NAME               = &amp;quot;name&amp;quot;&lt;br /&gt;
local TIER               = &amp;quot;tier&amp;quot;&lt;br /&gt;
local PRINCIPLE_PATH     = &amp;quot;principle_path&amp;quot;&lt;br /&gt;
local CLASS              = &amp;quot;class&amp;quot;&lt;br /&gt;
local HYBRID_PATH        = &amp;quot;hybrid_path&amp;quot;&lt;br /&gt;
local ICON_FILENAME      = &amp;quot;icon_filename&amp;quot;&lt;br /&gt;
local PIER               = &amp;quot;pier&amp;quot;&lt;br /&gt;
local DESCRIPTION        = &amp;quot;description&amp;quot;&lt;br /&gt;
local CONSTRUCTION_COSTS = &amp;quot;construction_costs&amp;quot;&lt;br /&gt;
local CREW_TYPES         = &amp;quot;crew_types&amp;quot;&lt;br /&gt;
local STATS_BASE         = &amp;quot;stats_base&amp;quot;&lt;br /&gt;
local STATS_CREW_BONUSES = &amp;quot;stats_crew_bonuses&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship data.&lt;br /&gt;
local REQUIRED_SHIP_FIELDS = {&lt;br /&gt;
  NAME,&lt;br /&gt;
  TIER,&lt;br /&gt;
  PRINCIPLE_PATH,&lt;br /&gt;
  CLASS,&lt;br /&gt;
  HYBRID_PATH,&lt;br /&gt;
  ICON_FILENAME,&lt;br /&gt;
  PIER,&lt;br /&gt;
  DESCRIPTION,&lt;br /&gt;
  CONSTRUCTION_COSTS,&lt;br /&gt;
  CREW_TYPES,&lt;br /&gt;
  STATS_BASE,&lt;br /&gt;
  STATS_CREW_BONUSES,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_FIELDS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_FIELDS)&lt;br /&gt;
&lt;br /&gt;
local PLANKS        = &amp;quot;Planks&amp;quot;&lt;br /&gt;
local ROPE          = &amp;quot;Rope&amp;quot;&lt;br /&gt;
local SAILS         = &amp;quot;Sails&amp;quot;&lt;br /&gt;
local FIGUREHEAD    = &amp;quot;Figurehead&amp;quot;&lt;br /&gt;
local PITCH         = &amp;quot;Pitch&amp;quot;&lt;br /&gt;
local FITTINGS      = &amp;quot;Fittings&amp;quot;&lt;br /&gt;
local JOLLY_ROGER   = &amp;quot;Jolly Roger&amp;quot;&lt;br /&gt;
local NAVAL_GUN     = &amp;quot;Naval Gun&amp;quot;&lt;br /&gt;
local STEEL_CHAIN   = &amp;quot;Steel Chain&amp;quot;&lt;br /&gt;
local SILVER_LINING = &amp;quot;Silver Lining&amp;quot;&lt;br /&gt;
local COPPER_LAMP   = &amp;quot;Copper Lamp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship construction costs.&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS = {&lt;br /&gt;
  PLANKS,&lt;br /&gt;
  ROPE,&lt;br /&gt;
  SAILS,&lt;br /&gt;
  FIGUREHEAD,&lt;br /&gt;
  PITCH,&lt;br /&gt;
  FITTINGS,&lt;br /&gt;
  JOLLY_ROGER,&lt;br /&gt;
  NAVAL_GUN,&lt;br /&gt;
  STEEL_CHAIN,&lt;br /&gt;
  SILVER_LINING,&lt;br /&gt;
  COPPER_LAMP,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CONSTRUCTION_COSTS)&lt;br /&gt;
&lt;br /&gt;
local SWABBIES    = &amp;quot;Swabbies&amp;quot;&lt;br /&gt;
local SCALLYWAGS  = &amp;quot;Scallywags&amp;quot;&lt;br /&gt;
local PICAROONS   = &amp;quot;Picaroons&amp;quot;&lt;br /&gt;
local BOMBARDIERS = &amp;quot;Bombardiers&amp;quot;&lt;br /&gt;
local CROWS_EYES  = &amp;quot;Crow&#039;s Eyes&amp;quot;&lt;br /&gt;
local BUCCANEERS  = &amp;quot;Buccaneers&amp;quot;&lt;br /&gt;
local NAVIGATORS  = &amp;quot;Navigators&amp;quot;&lt;br /&gt;
local RENEGADES   = &amp;quot;Renegades&amp;quot;&lt;br /&gt;
local MARAUDERS   = &amp;quot;Marauders&amp;quot;&lt;br /&gt;
local CORSAIRS    = &amp;quot;Corsairs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship crew types.&lt;br /&gt;
local VALID_SHIP_CREW_TYPES = {&lt;br /&gt;
  SWABBIES,&lt;br /&gt;
  SCALLYWAGS,&lt;br /&gt;
  PICAROONS,&lt;br /&gt;
  BOMBARDIERS,&lt;br /&gt;
  CROWS_EYES,&lt;br /&gt;
  BUCCANEERS,&lt;br /&gt;
  NAVIGATORS,&lt;br /&gt;
  RENEGADES,&lt;br /&gt;
  MARAUDERS,&lt;br /&gt;
  CORSAIRS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CREW_TYPES_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CREW_TYPES)&lt;br /&gt;
&lt;br /&gt;
local HEALTH          = &amp;quot;Health&amp;quot;&lt;br /&gt;
local CREW            = &amp;quot;Crew&amp;quot;&lt;br /&gt;
local SUPPLIES        = &amp;quot;Supplies&amp;quot;&lt;br /&gt;
local GUN_DAMAGE      = &amp;quot;Gun Damage&amp;quot;&lt;br /&gt;
local BOARDING_DAMAGE = &amp;quot;Boarding Damage&amp;quot;&lt;br /&gt;
local SPEED           = &amp;quot;Speed&amp;quot;&lt;br /&gt;
local MANOEUVRABILITY = &amp;quot;Manoeuvrability&amp;quot;&lt;br /&gt;
local ARMOUR          = &amp;quot;Armour&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship stats.&lt;br /&gt;
local REQUIRED_SHIP_STATS = {&lt;br /&gt;
  HEALTH,&lt;br /&gt;
  CREW,&lt;br /&gt;
  SUPPLIES,&lt;br /&gt;
  GUN_DAMAGE,&lt;br /&gt;
  BOARDING_DAMAGE,&lt;br /&gt;
  SPEED,&lt;br /&gt;
  MANOEUVRABILITY,&lt;br /&gt;
  ARMOUR,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_STATS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_STATS)&lt;br /&gt;
&lt;br /&gt;
local SPECIAL        = &amp;quot;Special&amp;quot;&lt;br /&gt;
local PROWLER        = &amp;quot;Prowler&amp;quot;&lt;br /&gt;
local PROWLER_PLUS   = &amp;quot;Prowler+&amp;quot;&lt;br /&gt;
local DESTROYER      = &amp;quot;Destroyer&amp;quot;&lt;br /&gt;
local DESTROYER_PLUS = &amp;quot;Destroyer+&amp;quot;&lt;br /&gt;
local HUNTER         = &amp;quot;Hunter&amp;quot;&lt;br /&gt;
local HUNTER_PLUS    = &amp;quot;Hunter+&amp;quot;&lt;br /&gt;
local REAVER         = &amp;quot;Reaver&amp;quot;&lt;br /&gt;
local REAVER_PLUS    = &amp;quot;Reaver+&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid class names.&lt;br /&gt;
local VALID_CLASSES = {&lt;br /&gt;
  SPECIAL,&lt;br /&gt;
  PROWLER,&lt;br /&gt;
  PROWLER_PLUS,&lt;br /&gt;
  DESTROYER,&lt;br /&gt;
  DESTROYER_PLUS,&lt;br /&gt;
  HUNTER,&lt;br /&gt;
  HUNTER_PLUS,&lt;br /&gt;
  REAVER,&lt;br /&gt;
  REAVER_PLUS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_CLASSES_ALLOWED_NAMES = build_allowed_set(VALID_CLASSES)&lt;br /&gt;
&lt;br /&gt;
local NONE      = &amp;quot;None&amp;quot;&lt;br /&gt;
local NOTORIETY = &amp;quot;Notoriety&amp;quot;&lt;br /&gt;
local EMPIRE    = &amp;quot;Empire&amp;quot;&lt;br /&gt;
local SEAFARING = &amp;quot;Seafaring&amp;quot;&lt;br /&gt;
local WEALTH    = &amp;quot;Wealth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid Principle Paths.&lt;br /&gt;
local VALID_PRINCIPLE_PATHS = {&lt;br /&gt;
  NONE,&lt;br /&gt;
  NOTORIETY,&lt;br /&gt;
  EMPIRE,&lt;br /&gt;
  SEAFARING,&lt;br /&gt;
  WEALTH,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PRINCIPLE_PATHS_ALLOWED_NAMES = build_allowed_set(VALID_PRINCIPLE_PATHS)&lt;br /&gt;
&lt;br /&gt;
local SHALLOW_PIER    = &amp;quot;Shallow Pier&amp;quot;&lt;br /&gt;
local TRADE_PIER      = &amp;quot;Trade Pier&amp;quot;&lt;br /&gt;
local DEEP_WATER_PIER = &amp;quot;Deep-water Pier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid pier building names.&lt;br /&gt;
local VALID_PIERS = {&lt;br /&gt;
  SHALLOW_PIER,&lt;br /&gt;
  TRADE_PIER,&lt;br /&gt;
  DEEP_WATER_PIER,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PIERS_ALLOWED_NAMES = build_allowed_set(VALID_PIERS)&lt;br /&gt;
&lt;br /&gt;
local RESOURCE = &amp;quot;resource&amp;quot;&lt;br /&gt;
local TYPE     = &amp;quot;type&amp;quot;&lt;br /&gt;
local STAT     = &amp;quot;stat&amp;quot;&lt;br /&gt;
local QTY      = &amp;quot;qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local all_fields_are_required = true&lt;br /&gt;
local some_fields_may_be_missing = false&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation functions&lt;br /&gt;
&lt;br /&gt;
--- Scan table against valid fields for (a) presence and (b) no extras.&lt;br /&gt;
local function assert_scalars(tbl, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(tbl[field_name] ~= nil, message_context .. &amp;quot; missing field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  for field_name, _ in pairs(tbl) do&lt;br /&gt;
    assert(allowed_fields[field_name], message_context .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate an ordered list of { name_field = &amp;quot;...&amp;quot;, [QTY] = n } entries.&lt;br /&gt;
local function assert_nested_list(entries, nested_field_name, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  assert(type(entries) == &amp;quot;table&amp;quot;,                                    message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for index, entry in ipairs(entries) do&lt;br /&gt;
    local message_context_index = message_context .. &amp;quot;[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(type(entry) == &amp;quot;table&amp;quot;,          message_context_index .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
    assert(entry[nested_field_name] ~= nil, message_context_index .. &amp;quot; missing &amp;quot; .. nested_field_name)&lt;br /&gt;
    assert(entry.qty ~= nil,                message_context_index .. &amp;quot; missing qty&amp;quot;)&lt;br /&gt;
    assert(type(entry.qty) == &amp;quot;number&amp;quot;,     message_context_index .. &amp;quot; qty must be a number&amp;quot;)&lt;br /&gt;
    for field_name, _ in pairs(entry) do&lt;br /&gt;
      assert(field_name == nested_field_name or field_name == &amp;quot;qty&amp;quot;, message_context_index .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
    local name = entry[nested_field_name]&lt;br /&gt;
    assert(allowed_fields[name], message_context_index .. &amp;quot; invalid &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    assert(not seen[name],       message_context_index .. &amp;quot; duplicate &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    seen[name] = true&lt;br /&gt;
  end&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(seen[field_name], message_context .. &amp;quot; missing &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate bonuses subtable, passing each crew type to assert_nested_list.&lt;br /&gt;
local function assert_bonuses_table(crew_types, bonuses, message_context)&lt;br /&gt;
  assert(type(bonuses) == &amp;quot;table&amp;quot;, message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for _, crew_type in ipairs(crew_types) do&lt;br /&gt;
    assert(bonuses[crew_type.type] ~= nil, message_context .. &amp;quot; missing bonuses for crew type: &amp;quot; .. crew_type.type)&lt;br /&gt;
    assert_nested_list(bonuses[crew_type.type], STAT, REQUIRED_SHIP_STATS, REQUIRED_SHIP_STATS_ALLOWED_NAMES, all_fields_are_required, message_context .. &amp;quot;[&amp;quot; .. crew_type.type .. &amp;quot;]&amp;quot;)&lt;br /&gt;
    seen[crew_type.type] = true&lt;br /&gt;
  end&lt;br /&gt;
  for bonus_crew_type, _ in pairs(bonuses) do&lt;br /&gt;
    assert(seen[bonus_crew_type], message_context .. &amp;quot; unexpected crew type: &amp;quot; .. bonus_crew_type)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Scan all ships in table against valid fields and nested fields.&lt;br /&gt;
local function validate_ships(ships_list, ships)&lt;br /&gt;
  assert(type(ships_list) == &amp;quot;table&amp;quot;, &amp;quot;ships_list must be a table&amp;quot;)&lt;br /&gt;
  assert(type(ships) == &amp;quot;table&amp;quot;, &amp;quot;ships must be a table&amp;quot;)&lt;br /&gt;
  assert(#ships_list == 29, &amp;quot;ships_list must contain 29 ships&amp;quot;)&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    local message_context = &amp;quot;ships_list[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(index == ships[ship.name],                     message_context .. &amp;quot; name and lookup index mismatch&amp;quot;)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.principle_path], message_context .. &amp;quot; invalid principle path: &amp;quot; .. ship.principle_path)&lt;br /&gt;
    assert(VALID_CLASSES_ALLOWED_NAMES[ship.class],                  message_context .. &amp;quot; invalid class: &amp;quot; .. ship.class)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.hybrid_path],    message_context .. &amp;quot; invalid hybrid class: &amp;quot; .. ship.hybrid_path)&lt;br /&gt;
    assert(VALID_PIERS_ALLOWED_NAMES[ship.pier],                     message_context .. &amp;quot; invalid pier: &amp;quot; .. ship.pier)&lt;br /&gt;
    assert_scalars(ship, REQUIRED_SHIP_FIELDS, REQUIRED_SHIP_FIELDS_ALLOWED_NAMES, all_fields_are_required, message_context)&lt;br /&gt;
    assert_nested_list(ship.construction_costs, RESOURCE, VALID_SHIP_CONSTRUCTION_COSTS,  VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES, some_fields_may_be_missing, message_context .. &amp;quot;.construction_costs&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.crew_types,         TYPE,     VALID_SHIP_CREW_TYPES,          VALID_SHIP_CREW_TYPES_ALLOWED_NAMES,         some_fields_may_be_missing, message_context .. &amp;quot;.crew_types&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.stats_base,         STAT,     REQUIRED_SHIP_STATS,            REQUIRED_SHIP_STATS_ALLOWED_NAMES,           all_fields_are_required,    message_context .. &amp;quot;.stats_base&amp;quot;)&lt;br /&gt;
    assert_bonuses_table(ship.crew_types, ship.stats_crew_bonuses, message_context .. &amp;quot;.stats_crew_bonuses&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for name, index in pairs(ships) do&lt;br /&gt;
    local message_context = &amp;quot;ships[&amp;quot; .. name .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert((index ~= nil) or (type(index) == &amp;quot;number&amp;quot;) and (index ~= 0), message_context .. &amp;quot; missing or invalid lookup index&amp;quot;)&lt;br /&gt;
    assert(not seen[index],                                              message_context .. &amp;quot; duplicate lookup index: &amp;quot; .. index)&lt;br /&gt;
    assert(ships_list[index] and ships_list[index].name == name,         message_context .. &amp;quot; lookup index and name mismatch&amp;quot;)&lt;br /&gt;
    seen[index] = true&lt;br /&gt;
  end&lt;br /&gt;
  if type(mw) == &amp;quot;table&amp;quot; then&lt;br /&gt;
    mw.log(&#039;ships_data.lua validated successfully&#039;)&lt;br /&gt;
  else&lt;br /&gt;
    print(&amp;quot;ships_data.lua validated successfully&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Primary data tables&lt;br /&gt;
&lt;br /&gt;
--[[&lt;br /&gt;
Lua table for ships.&lt;br /&gt;
&lt;br /&gt;
Fields include: name, tier, principle path, class, hybrid class, icon filename, &lt;br /&gt;
pier, construction cost materials and quantities, possible crew types and &lt;br /&gt;
quantities, and base stats (health #, crew #, supplies #, gun damage, boarding &lt;br /&gt;
damage, speed, manoeuvrability, and armour), then finally the bonuses applied &lt;br /&gt;
to each base stat by each crew types.&lt;br /&gt;
]]&lt;br /&gt;
local ships_list = {&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Landlubber&amp;quot;,&lt;br /&gt;
    [TIER]           = 1,&lt;br /&gt;
    [PRINCIPLE_PATH] = NONE,&lt;br /&gt;
    [CLASS]          = SPECIAL,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Starter.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Landlubber is not a good ship: she&#039;s slow, underpowered, and doesn&#039;t have much space for a crew. But she&#039;s more than enough to learn the rudiments of sailing, fighting and plundering.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 20 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Moonlight&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Moonlight drifts through the ocean, unseen and untouchable. Her agility makes her the perfect vessel for smuggling goods where none else dare venture. Silent, swift, and gone before dawn.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Iron Fist&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Iron Fist is a formidable vessel. Built to crush all those who oppose her, while withstanding even the most punishing of assaults. Strong and powerful, few ships have the power to stand against her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tide Runner&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tide Runner glides across the ocean with unmatched grace. A sleek vessel built for stealth and pursuit. Her agile design makes her perfect for chasing down prey or slipping away unnoticed.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sharktooth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sharktooth is a ship that will take whatever she wants, whenever she wants it. Slow but relentless, she is a deadly predator of the ocean waves, sinking her fangs into every ship she targets. Her bite is deadly and few can escape it.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Azimuth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Azimuth was built for adventure, and thus features many small improvements compared to its smaller sibling Moonlight. A bit more of everything can never hurt when chasing the many terrible wonders of the Seven Seas.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  9 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  4 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  9 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Steel Edge&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;An improved design on the Iron Fist, devised in many drunken nights of scheming and plotting. The Steel Edge&#039;s slightly larger frame allows for more crew and weaponry, which can make all the difference in the heat of battle.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 94 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  7 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Huracán&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Huracán is based on the Tide Runner&#039;s blueprints, but has been lovingly tweaked and refined by our passionate shipwrights. Many tiny improvements make her a terrifying predator of the sea. Merchants beware.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  7 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Goldseeker&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Goldseeker comes well equipped to haul treasure and plunder alike. Her extra large cargo deck can store weeks worth of booty and gives her an edge over the Sharktooth.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 88 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  4 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  9 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Nightshade&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Nightshade is as elusive as they come. The perfect vessel for moving goods or navigating danger. She will outmanoeuvre all those who oppose her and vanish into the night long before anyone catches up.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  34 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.94 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1.41 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  0.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.33 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.06 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.59 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.67 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Yoke Breaker&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Yoke Breaker is a force on the high seas. Her heavy broadside cannons give her the advantage in every battle she fights. She may be a little slower than most, but she is devastating when she arrives.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.86 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  0.75 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.3  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.8  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16    /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 17.14 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.25 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.2  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4    /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tempest&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tempest is designed to rip merchant ships apart before they even know what hit them. What she lacks in hull strength, she more than makes up for in firepower. She is as fast as she is deadly.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 20 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.35 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.67 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.05 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.65 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 17.33 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.95 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wolfhound&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Once Wolfhound sets her sights on you, escape is a fool&#039;s hope. With a crew built for boarding, she will swarm enemy decks and take everything in her path. Wolfhound is inevitable.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.46 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.45 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  6.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.54 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.55 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Rogue&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The black pitch used to treat Rogue&#039;s timber also gave birth to her name. A true smugglers&#039; vessel, Rogue is said to blend into the shadows of the ocean, making her near impossible to track.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.31 /25 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10    /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.08 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.27 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.66 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.69 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  3    /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.92 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 29.73 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.34 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sea Dragon&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sea Dragon is a fortress on water. Her thick armoured hull and impressive firepower make her the vanguard of any fleet, able to withstand and deal out incredible damage. Once she&#039;s in range, there&#039;s no escaping her wrath.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] = 60 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 22.5  /25  },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.94 /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.41 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.24 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.38 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 10.5  /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.06 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.59 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.76 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 28.62 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Fortune&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Fortune&#039;s pace is a sight to behold. A frigate built for speed and precision, her sleek design allows her to outpace almost any ship on the seas. As fast as she is lethal; merchant vessels don&#039;t stand a chance. Her name is said to bring luck to all those who sail her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.43 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.69 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 23.65 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.59 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.71 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.57 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.31 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  9.35 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.41 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.29 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Providence&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Providence always sets sail in pursuit of wealth. With a hold made for plunder and a crew ready to raid, whatever ship she targets can kiss goodbye to its booty. When Providence sets sail, riches are sure to follow.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.98 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 24.13 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  3.3  /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.67 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.86 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.02 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.87 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.33 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 11.14 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Vulture&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Vulture is outfitted with a high-cleat rigging system, allowing her to maintain speed and manoeuvrability even in the most changeable of winds. A system of sliding floor panels in the storage hold enables the crew to stash and retrieve plunder with startling efficiency.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] =  15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 23 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.87 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10.71 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.4  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.76 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.13 /35},&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.29 /35},&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 28.6  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  8.24 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Ravager&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Ravager&#039;s cannons are cast from cold-forged iron, hammered into shape at lower temperatures—ensuring higher tolerances, greater accuracy, and greater damage with each cannon she fires. Her hull is reinforced with layered iron plates, designed to absorb and deflect incoming fire.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] =  90 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 40 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 235 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 18 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 26.4  /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7.27 /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 11.41 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.81 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.33 /40 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.6  /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.59 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.19 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 25.67 /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Catshark&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Catshark&#039;s hull is treated with a unique blend of tallow and pine oil allowing her to effortlessly cut through the water. Her sails are a lightweight, wax-coated linen, made to catch even the slightest breeze. No wonder she&#039;s faster than ships twice her size.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 40 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.62 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 11.3  /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 25.91 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.03 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.53 /45 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.38 /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.7  /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.09 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.97 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 10.47 /40 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Bedlam&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Bedlam has been custom-built to endure even the most arduous of raids, while her spring-loaded grappling hooks ensure a fast and secure latch onto enemy ships. The crew quarters are tight, but that only serves to strengthen the bond of those aboard. (We hope.)&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 220 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 10 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 23 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.47 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 27.5  /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.81 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.11 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3.05 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.53 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.5  /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.19 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.89 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.95 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Eclipse&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Eclipse is outfitted with sophisticated &#039;self-tensioning&#039; lines—a rigging system that automatically adjusts the sails for optimal wind resistance. She has a unique pivoting keel that turns with the rudder, allowing her to maintain speed even through the sharpest of turns.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,  [QTY] =  20 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER, [QTY] = 100 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  78 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.36 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.36 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.99 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 43.78 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5    /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.64 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.64 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.01 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9.22 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3    /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Warlord&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Warlord is fitted with a laminated timber hull, reinforced with iron bands at key structural points. This revolutionary combination enables her to survive greater damage than was previously thought possible.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = PITCH,     [QTY] = 120 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 52 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 52 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.88 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.11 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.47 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.56 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 34.67 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 44.12 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.89 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.53 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.44 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 17.33 /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Stalker&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Stalker&#039;s hull is built around a ribbed frame structure, making her both lightweight and incredibly resilient. The tight weave of her hemp sails reduces air loss, allowing them to catch the wind more effectively. This combination of speed and strength makes Stalker a vessel like no other.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,  [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 52 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.74 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.21 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5.48 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 12.26 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.27 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.79 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.52 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Thingum&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Thingum is an experiment in chaos. While most of the crew boards enemy ships conventionally, others are launched into the air by a complex system of pulleys and springs, sending them tumbling onto enemy decks before anyone knows what&#039;s happened. Injuries are expected, but the surprise is worth the cost.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.35 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.65 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.36 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 12.89 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.65 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.35 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.64 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.11 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wraith&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wraith&#039;s hull is crafted from lightweight, tar-slick timbers, allowing her to slip through the seas with unmatched grace. Her rigging system is the culmination of years of research, allowing her to change direction in an instant. Wraith moves through the water like a shadow—smooth, swift and impossibly fast.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,    [QTY] =  30 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER,   [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 104 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 30 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.08 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13.68 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.63 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  7.4  /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.87 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.92 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 16.32 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.37 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 70.6  /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.13 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wrath Bringer&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wrath Bringer is a war machine like no other. Her hull is reinforced with triple-layered iron plates, each layer tempered to withstand even the heaviest cannon fire. Her cannons are precision-bored for maximum damage, capable of levelling fortresses with a single broadside. The embodiment of pure destruction.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = PITCH,       [QTY] = 180 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,   [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 78 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 78 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 35.56 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.87 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.47 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.22 /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16.19 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 42.44 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.13 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.53 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.78 /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 61.81 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Neptune&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Neptune is the pinnacle of hunting vessels, designed for speed, precision, and ruthless efficiency. Her hull is crafted from lightweight ironwood and treated with a unique blend of whale oil and resin that reduces water friction to near zero. Her sails are the highest quality sun-cured flax making Neptune untouchable on the open sea.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,      [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,     [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 30 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 78 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13.98 /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.96 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.32 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.57 /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.02 /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.04 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.68 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.43 /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Loki&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Loki is built to conquer and claim, boasting custom-forged grappling arms that extend far faster than a traditional boarding system ever could. Her decks are designed to hold maximum plunder, while her wide hull enables a crew twice the size of a standard brig. Loki stands unrivalled as the ultimate raiding vessel.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.2  /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.75 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.18 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.4  /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.8  /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.25 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 10.82 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 22.6  /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local ships = {&lt;br /&gt;
  [&amp;quot;Landlubber&amp;quot;]    =  1,&lt;br /&gt;
  [&amp;quot;Moonlight&amp;quot;]     =  2,&lt;br /&gt;
  [&amp;quot;Iron Fist&amp;quot;]     =  3,&lt;br /&gt;
  [&amp;quot;Tide Runner&amp;quot;]   =  4,&lt;br /&gt;
  [&amp;quot;Sharktooth&amp;quot;]    =  5,&lt;br /&gt;
  [&amp;quot;Azimuth&amp;quot;]       =  6,&lt;br /&gt;
  [&amp;quot;Steel Edge&amp;quot;]    =  7,&lt;br /&gt;
  [&amp;quot;Huracán&amp;quot;]       =  8,&lt;br /&gt;
  [&amp;quot;Goldseeker&amp;quot;]    =  9,&lt;br /&gt;
  [&amp;quot;Nightshade&amp;quot;]    = 10,&lt;br /&gt;
  [&amp;quot;Yoke Breaker&amp;quot;]  = 11,&lt;br /&gt;
  [&amp;quot;Tempest&amp;quot;]       = 12,&lt;br /&gt;
  [&amp;quot;Wolfhound&amp;quot;]     = 13,&lt;br /&gt;
  [&amp;quot;Rogue&amp;quot;]         = 14,&lt;br /&gt;
  [&amp;quot;Sea Dragon&amp;quot;]    = 15,&lt;br /&gt;
  [&amp;quot;Fortune&amp;quot;]       = 16,&lt;br /&gt;
  [&amp;quot;Providence&amp;quot;]    = 17,&lt;br /&gt;
  [&amp;quot;Vulture&amp;quot;]       = 18,&lt;br /&gt;
  [&amp;quot;Ravager&amp;quot;]       = 19,&lt;br /&gt;
  [&amp;quot;Catshark&amp;quot;]      = 20,&lt;br /&gt;
  [&amp;quot;Bedlam&amp;quot;]        = 21,&lt;br /&gt;
  [&amp;quot;Eclipse&amp;quot;]       = 22,&lt;br /&gt;
  [&amp;quot;Warlord&amp;quot;]       = 23,&lt;br /&gt;
  [&amp;quot;Stalker&amp;quot;]       = 24,&lt;br /&gt;
  [&amp;quot;Thingum&amp;quot;]       = 25,&lt;br /&gt;
  [&amp;quot;Wraith&amp;quot;]        = 26,&lt;br /&gt;
  [&amp;quot;Wrath Bringer&amp;quot;] = 27,&lt;br /&gt;
  [&amp;quot;Neptune&amp;quot;]       = 28,&lt;br /&gt;
  [&amp;quot;Loki&amp;quot;]          = 29,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Auxiliary data tables and values&lt;br /&gt;
&lt;br /&gt;
local ship_class_descriptions = {&lt;br /&gt;
  [SPECIAL]   = &amp;quot;Some ships are able to fulfil multiple roles. Sometimes they are just bad at everything, and sometimes they are just out of this world.&amp;quot;,&lt;br /&gt;
  [PROWLER]   = &amp;quot;Slick as an eel and sporting vast cargo holds, Prowlers are the ship of choice for shady business like Smuggling Runs. They&#039;re not made for attacking problems head on, but their supplies last long, and their nimble frame lets them stay out of sight until it&#039;s time to strike.&amp;quot;,&lt;br /&gt;
  [DESTROYER] = &amp;quot;Armed to the teeth and plated with thick armour, Destroyers excel at cracking fortified targets like Crown Ports. They lumber into view with the grace of a sea cow, but once they get in range, they pelt their opponent with heavy cannons and shrug off any attacks that come their way.&amp;quot;,&lt;br /&gt;
  [HUNTER]    = &amp;quot;Fast as a tiger shark and able to carry a big crew, Hunters are unmatched at hit-and-run attacks on Merchant Ships and the like. There may be stronger or stealthier predators out there, but if you want to be the top of the food chain in the Seven Seas, nothing beats speed and sheer tenacity.&amp;quot;,&lt;br /&gt;
  [REAVER]    = &amp;quot;Built for combat and carrying a vast raiding party, Reavers are able to plunder well-guarded locations like Treasure Caves. They might lack armour or finesse, but through sheer aggression and bloodthirst, their opponents might surrender before they even get into boarding range.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_stat_descriptions = {&lt;br /&gt;
  [HEALTH]          = &amp;quot;The ship is lost once the ship health reaches 0. The ship&#039;s health can be restored by repairing the ship at a pier.&amp;quot;,&lt;br /&gt;
  [CREW]            = &amp;quot;The ship is lost once the ship crew reaches 0. Ship crew can be hired and fired at this ship&#039;s pier. Advanced crew increases the overall ship power.&amp;quot;,&lt;br /&gt;
  [SUPPLIES]        = &amp;quot;Supplies are used as costs for actions in Events. Supplies are automatically replenished at the pier when the ship docks.&amp;quot;,&lt;br /&gt;
  [GUN_DAMAGE]      = &amp;quot;The destructive power of the ship. Depending on actions during Events, this does damage against opponents&#039; health or crew.&amp;quot;,&lt;br /&gt;
  [BOARDING_DAMAGE] = &amp;quot;The boarding power of the ship. Depending on actions during Events, this does damage against opponents health or crew.&amp;quot;,&lt;br /&gt;
  [SPEED]           = &amp;quot;Rapid cruising ability of the ship. It is used in actions in the Events to overcome distance or avoid damage. Higher speed also reduces travel time on the sea.&amp;quot;,&lt;br /&gt;
  [MANOEUVRABILITY] = &amp;quot;The agility of the ship. It is used in actions during Events to overcome distance or avoid damage.&amp;quot;,&lt;br /&gt;
  [ARMOUR]          = &amp;quot;The protective power of the ship. Depending on actions during Events, armour can protect ship health or ship crew, or help overcome a distance.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_strength_description = &amp;quot;Crew, Captain and Sea Legs influence Ship Strength. A proper Crew doubles Ship Strength. Swabbies fill up the ranks without giving any stat bonus. Keep in mind that losing Crew on the Journey weakens ship stats.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation call&lt;br /&gt;
&lt;br /&gt;
validate_ships(ships_list, ships)&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Private data enrichment functions&lt;br /&gt;
&lt;br /&gt;
local function compute_stats_max(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local stats_max = {}&lt;br /&gt;
  for index, stat_pair in ipairs(ship.stats_base) do&lt;br /&gt;
    stats_max[index] = {&lt;br /&gt;
      stat = stat_pair.stat,&lt;br /&gt;
      qty = stat_pair.qty&lt;br /&gt;
    }&lt;br /&gt;
  end&lt;br /&gt;
  for _, crew_bonuses in pairs(ship.stats_crew_bonuses) do&lt;br /&gt;
    for index, bonus_pair in ipairs(crew_bonuses) do&lt;br /&gt;
      assert(stats_max[index].stat == bonus_pair.stat, &amp;quot;stats_crew_bonuses order mismatch&amp;quot;)&lt;br /&gt;
      stats_max[index].qty = stats_max[index].qty + bonus_pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return stats_max&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function compute_unlock_points(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local unlock_points = {}&lt;br /&gt;
  if ship.tier &amp;lt; 2 then &lt;br /&gt;
    return unlock_points &lt;br /&gt;
  end&lt;br /&gt;
  --- array indices are for each tier, so tier 1 has value 0, etc.&lt;br /&gt;
  local tier_requirements = {&lt;br /&gt;
    0,&lt;br /&gt;
    3,&lt;br /&gt;
    7,&lt;br /&gt;
    12,&lt;br /&gt;
    20,&lt;br /&gt;
    30,&lt;br /&gt;
  }&lt;br /&gt;
  assert(tier_requirements[ship.tier], &amp;quot;tier out of bounds&amp;quot;)&lt;br /&gt;
  table.insert(unlock_points, {&lt;br /&gt;
    path = ship.principle_path,&lt;br /&gt;
    qty = tier_requirements[ship.tier],&lt;br /&gt;
  })&lt;br /&gt;
  if ship.hybrid_path ~= NONE then&lt;br /&gt;
    table.insert(unlock_points, {&lt;br /&gt;
      path = ship.hybrid_path,&lt;br /&gt;
      qty = tier_requirements[ship.tier],&lt;br /&gt;
    })&lt;br /&gt;
  end&lt;br /&gt;
  return unlock_points&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function enrich_ship(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local enriched_ship = {}&lt;br /&gt;
  for k, v in pairs(ship) do&lt;br /&gt;
    enriched_ship[k] = v&lt;br /&gt;
  end&lt;br /&gt;
  enriched_ship.stats_max = compute_stats_max(ship)&lt;br /&gt;
  enriched_ship.unlock_points = compute_unlock_points(ship)&lt;br /&gt;
  return enriched_ship&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Public API to ships_data&lt;br /&gt;
&lt;br /&gt;
---@class ShipRecord&lt;br /&gt;
---@field name string&lt;br /&gt;
---@field tier number&lt;br /&gt;
---@field principle_path string&lt;br /&gt;
---@field class string&lt;br /&gt;
---@field hybrid_path string&lt;br /&gt;
---@field icon_filename string&lt;br /&gt;
---@field pier string&lt;br /&gt;
---@field description string&lt;br /&gt;
---@field construction_costs ShipResourceAmount[]&lt;br /&gt;
---@field crew_types ShipCrewAmount[]&lt;br /&gt;
---@field stats_base ShipStatAmount[]&lt;br /&gt;
---@field stats_crew_bonuses table&amp;lt;string, ShipStatAmount[]&amp;gt;&lt;br /&gt;
---@field stats_max table&lt;br /&gt;
---@field unlock_points ShipUnlockAmount[]&lt;br /&gt;
&lt;br /&gt;
---@class ShipResourceAmount&lt;br /&gt;
---@field resource string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipCrewAmount&lt;br /&gt;
---@field type string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipStatAmount&lt;br /&gt;
---@field stat string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipUnlockAmount&lt;br /&gt;
---@field path string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipsDataModule&lt;br /&gt;
---@field get_ship_by_name fun(name: string): ShipRecord|nil&lt;br /&gt;
---@field get_ship_by_index fun(index: number): ShipRecord|nil&lt;br /&gt;
---@field get_all_ships fun(): ShipRecord[]&lt;br /&gt;
---@field get_count_of_ships fun(): number&lt;br /&gt;
---@field get_ship_class_description fun(class: string): string|nil&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by name.&lt;br /&gt;
---@param name string&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_name(name)&lt;br /&gt;
  if (not name) or (type(name) ~= &amp;quot;string&amp;quot;) or (name == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  local index = ships[name]&lt;br /&gt;
  if not index then &lt;br /&gt;
    return nil &lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by its canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@param index number&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_index(index)&lt;br /&gt;
  if (not index) or (type(index) ~= &amp;quot;number&amp;quot;) or (index &amp;lt; 1) or (index &amp;lt; #ships) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get all ship records, in canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@return ShipRecord[]&lt;br /&gt;
function p.get_all_ships()&lt;br /&gt;
  local all_ships = {}&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    all_ships[index] = enrich_ship(ship)&lt;br /&gt;
  end&lt;br /&gt;
  return all_ships&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the total number of ships in the game.&lt;br /&gt;
---@return number&lt;br /&gt;
function p.get_count_of_ships()&lt;br /&gt;
  return #ships_list&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship class description by class name.&lt;br /&gt;
---@param class string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_class_description(class)&lt;br /&gt;
  if (not class) or (type(class) ~= &amp;quot;string&amp;quot;) or (class == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_class_descriptions[class:gsub(&amp;quot;%+$&amp;quot;, &amp;quot;&amp;quot;)]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship stat description by stat name.&lt;br /&gt;
---@param stat string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_stat_description(stat)&lt;br /&gt;
  if (not stat) or (type(stat) ~= &amp;quot;string&amp;quot;) or (stat == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_stat_descriptions[stat]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the overall ship strength description.&lt;br /&gt;
---@return string&lt;br /&gt;
function p.get_ship_strength_description()&lt;br /&gt;
  return ship_strength_description&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1383</id>
		<title>Module:Ships data</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=Module:Ships_data&amp;diff=1383"/>
		<updated>2026-08-07T14:30:51Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: reliability and API updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--#region: Data validation schema&lt;br /&gt;
&lt;br /&gt;
--- Build a set of allowed field names from an ordered list.&lt;br /&gt;
local function build_allowed_set(valid_fields)&lt;br /&gt;
  local allowed = {}&lt;br /&gt;
  for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
    allowed[field_name] = true&lt;br /&gt;
  end&lt;br /&gt;
  return allowed&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local NAME = &amp;quot;name&amp;quot;&lt;br /&gt;
local TIER = &amp;quot;tier&amp;quot;&lt;br /&gt;
local PRINCIPLE_PATH = &amp;quot;principle_path&amp;quot;&lt;br /&gt;
local CLASS = &amp;quot;class&amp;quot;&lt;br /&gt;
local HYBRID_PATH = &amp;quot;hybrid_path&amp;quot;&lt;br /&gt;
local ICON_FILENAME = &amp;quot;icon_filename&amp;quot;&lt;br /&gt;
local PIER = &amp;quot;pier&amp;quot;&lt;br /&gt;
local DESCRIPTION = &amp;quot;description&amp;quot;&lt;br /&gt;
local CONSTRUCTION_COSTS = &amp;quot;construction_costs&amp;quot;&lt;br /&gt;
local CREW_TYPES = &amp;quot;crew_types&amp;quot;&lt;br /&gt;
local STATS_BASE = &amp;quot;stats_base&amp;quot;&lt;br /&gt;
local STATS_CREW_BONUSES = &amp;quot;stats_crew_bonuses&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship data.&lt;br /&gt;
local REQUIRED_SHIP_FIELDS = {&lt;br /&gt;
  NAME,&lt;br /&gt;
  TIER,&lt;br /&gt;
  PRINCIPLE_PATH,&lt;br /&gt;
  CLASS,&lt;br /&gt;
  HYBRID_PATH,&lt;br /&gt;
  ICON_FILENAME,&lt;br /&gt;
  PIER,&lt;br /&gt;
  DESCRIPTION,&lt;br /&gt;
  CONSTRUCTION_COSTS,&lt;br /&gt;
  CREW_TYPES,&lt;br /&gt;
  STATS_BASE,&lt;br /&gt;
  STATS_CREW_BONUSES,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_FIELDS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_FIELDS)&lt;br /&gt;
&lt;br /&gt;
local PLANKS = &amp;quot;Planks&amp;quot;&lt;br /&gt;
local ROPE = &amp;quot;Rope&amp;quot;&lt;br /&gt;
local SAILS = &amp;quot;Sails&amp;quot;&lt;br /&gt;
local FIGUREHEAD = &amp;quot;Figurehead&amp;quot;&lt;br /&gt;
local PITCH = &amp;quot;Pitch&amp;quot;&lt;br /&gt;
local FITTINGS = &amp;quot;Fittings&amp;quot;&lt;br /&gt;
local JOLLY_ROGER = &amp;quot;Jolly Roger&amp;quot;&lt;br /&gt;
local NAVAL_GUN = &amp;quot;Naval Gun&amp;quot;&lt;br /&gt;
local STEEL_CHAIN = &amp;quot;Steel Chain&amp;quot;&lt;br /&gt;
local SILVER_LINING = &amp;quot;Silver Lining&amp;quot;&lt;br /&gt;
local COPPER_LAMP = &amp;quot;Copper Lamp&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship construction costs.&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS = {&lt;br /&gt;
  PLANKS,&lt;br /&gt;
  ROPE,&lt;br /&gt;
  SAILS,&lt;br /&gt;
  FIGUREHEAD,&lt;br /&gt;
  PITCH,&lt;br /&gt;
  FITTINGS,&lt;br /&gt;
  JOLLY_ROGER,&lt;br /&gt;
  NAVAL_GUN,&lt;br /&gt;
  STEEL_CHAIN,&lt;br /&gt;
  SILVER_LINING,&lt;br /&gt;
  COPPER_LAMP,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CONSTRUCTION_COSTS)&lt;br /&gt;
&lt;br /&gt;
local SWABBIES    = &amp;quot;Swabbies&amp;quot;&lt;br /&gt;
local SCALLYWAGS  = &amp;quot;Scallywags&amp;quot;&lt;br /&gt;
local PICAROONS   = &amp;quot;Picaroons&amp;quot;&lt;br /&gt;
local BOMBARDIERS = &amp;quot;Bombardiers&amp;quot;&lt;br /&gt;
local CROWS_EYES  = &amp;quot;Crow&#039;s Eyes&amp;quot;&lt;br /&gt;
local BUCCANEERS  = &amp;quot;Buccaneers&amp;quot;&lt;br /&gt;
local NAVIGATORS  = &amp;quot;Navigators&amp;quot;&lt;br /&gt;
local RENEGADES   = &amp;quot;Renegades&amp;quot;&lt;br /&gt;
local MARAUDERS   = &amp;quot;Marauders&amp;quot;&lt;br /&gt;
local CORSAIRS   = &amp;quot;Corsairs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship crew types.&lt;br /&gt;
local VALID_SHIP_CREW_TYPES = {&lt;br /&gt;
  SWABBIES,&lt;br /&gt;
  SCALLYWAGS,&lt;br /&gt;
  PICAROONS,&lt;br /&gt;
  BOMBARDIERS,&lt;br /&gt;
  CROWS_EYES,&lt;br /&gt;
  BUCCANEERS,&lt;br /&gt;
  NAVIGATORS,&lt;br /&gt;
  RENEGADES,&lt;br /&gt;
  MARAUDERS,&lt;br /&gt;
  CORSAIRS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_SHIP_CREW_TYPES_ALLOWED_NAMES = build_allowed_set(VALID_SHIP_CREW_TYPES)&lt;br /&gt;
&lt;br /&gt;
local HEALTH =          &amp;quot;Health&amp;quot;&lt;br /&gt;
local CREW =            &amp;quot;Crew&amp;quot;&lt;br /&gt;
local SUPPLIES =        &amp;quot;Supplies&amp;quot;&lt;br /&gt;
local GUN_DAMAGE =      &amp;quot;Gun Damage&amp;quot;&lt;br /&gt;
local BOARDING_DAMAGE = &amp;quot;Boarding Damage&amp;quot;&lt;br /&gt;
local SPEED =           &amp;quot;Speed&amp;quot;&lt;br /&gt;
local MANOEUVRABILITY = &amp;quot;Manoeuvrability&amp;quot;&lt;br /&gt;
local ARMOUR =          &amp;quot;Armour&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Ordered list of valid field names for ship stats.&lt;br /&gt;
local REQUIRED_SHIP_STATS = {&lt;br /&gt;
  HEALTH,&lt;br /&gt;
  CREW,&lt;br /&gt;
  SUPPLIES,&lt;br /&gt;
  GUN_DAMAGE,&lt;br /&gt;
  BOARDING_DAMAGE,&lt;br /&gt;
  SPEED,&lt;br /&gt;
  MANOEUVRABILITY,&lt;br /&gt;
  ARMOUR,&lt;br /&gt;
}&lt;br /&gt;
local REQUIRED_SHIP_STATS_ALLOWED_NAMES = build_allowed_set(REQUIRED_SHIP_STATS)&lt;br /&gt;
&lt;br /&gt;
local SPECIAL = &amp;quot;Special&amp;quot;&lt;br /&gt;
local PROWLER = &amp;quot;Prowler&amp;quot;&lt;br /&gt;
local PROWLER_PLUS = &amp;quot;Prowler+&amp;quot;&lt;br /&gt;
local DESTROYER = &amp;quot;Destroyer&amp;quot;&lt;br /&gt;
local DESTROYER_PLUS = &amp;quot;Destroyer+&amp;quot;&lt;br /&gt;
local HUNTER = &amp;quot;Hunter&amp;quot;&lt;br /&gt;
local HUNTER_PLUS = &amp;quot;Hunter+&amp;quot;&lt;br /&gt;
local REAVER = &amp;quot;Reaver&amp;quot;&lt;br /&gt;
local REAVER_PLUS = &amp;quot;Reaver+&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid class names.&lt;br /&gt;
local VALID_CLASSES = {&lt;br /&gt;
  SPECIAL,&lt;br /&gt;
  PROWLER,&lt;br /&gt;
  PROWLER_PLUS,&lt;br /&gt;
  DESTROYER,&lt;br /&gt;
  DESTROYER_PLUS,&lt;br /&gt;
  HUNTER,&lt;br /&gt;
  HUNTER_PLUS,&lt;br /&gt;
  REAVER,&lt;br /&gt;
  REAVER_PLUS,&lt;br /&gt;
}&lt;br /&gt;
local VALID_CLASSES_ALLOWED_NAMES = build_allowed_set(VALID_CLASSES)&lt;br /&gt;
&lt;br /&gt;
local NONE = &amp;quot;None&amp;quot;&lt;br /&gt;
local NOTORIETY = &amp;quot;Notoriety&amp;quot;&lt;br /&gt;
local EMPIRE = &amp;quot;Empire&amp;quot;&lt;br /&gt;
local SEAFARING = &amp;quot;Seafaring&amp;quot;&lt;br /&gt;
local WEALTH = &amp;quot;Wealth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid Principle Paths.&lt;br /&gt;
local VALID_PRINCIPLE_PATHS = {&lt;br /&gt;
  NONE,&lt;br /&gt;
  NOTORIETY,&lt;br /&gt;
  EMPIRE,&lt;br /&gt;
  SEAFARING,&lt;br /&gt;
  WEALTH,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PRINCIPLE_PATHS_ALLOWED_NAMES = build_allowed_set(VALID_PRINCIPLE_PATHS)&lt;br /&gt;
&lt;br /&gt;
local SHALLOW_PIER = &amp;quot;Shallow Pier&amp;quot;&lt;br /&gt;
local TRADE_PIER = &amp;quot;Trade Pier&amp;quot;&lt;br /&gt;
local DEEP_WATER_PIER = &amp;quot;Deep-water Pier&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--- Set of valid pier building names.&lt;br /&gt;
local VALID_PIERS = {&lt;br /&gt;
  SHALLOW_PIER,&lt;br /&gt;
  TRADE_PIER,&lt;br /&gt;
  DEEP_WATER_PIER,&lt;br /&gt;
}&lt;br /&gt;
local VALID_PIERS_ALLOWED_NAMES = build_allowed_set(VALID_PIERS)&lt;br /&gt;
&lt;br /&gt;
local RESOURCE = &amp;quot;resource&amp;quot;&lt;br /&gt;
local TYPE = &amp;quot;type&amp;quot;&lt;br /&gt;
local STAT = &amp;quot;stat&amp;quot;&lt;br /&gt;
local QTY = &amp;quot;qty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
local all_fields_are_required = true&lt;br /&gt;
local some_fields_may_be_missing = false&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation functions&lt;br /&gt;
&lt;br /&gt;
--- Scan table against valid fields for (a) presence and (b) no extras.&lt;br /&gt;
local function assert_scalars(tbl, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(tbl[field_name] ~= nil, message_context .. &amp;quot; missing field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  for field_name, _ in pairs(tbl) do&lt;br /&gt;
    assert(allowed_fields[field_name], message_context .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate an ordered list of { name_field = &amp;quot;...&amp;quot;, [QTY] = n } entries.&lt;br /&gt;
local function assert_nested_list(entries, nested_field_name, valid_fields, allowed_fields, are_all_required, message_context)&lt;br /&gt;
  assert(type(entries) == &amp;quot;table&amp;quot;,                                    message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for index, entry in ipairs(entries) do&lt;br /&gt;
    local message_context_index = message_context .. &amp;quot;[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(type(entry) == &amp;quot;table&amp;quot;,          message_context_index .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
    assert(entry[nested_field_name] ~= nil, message_context_index .. &amp;quot; missing &amp;quot; .. nested_field_name)&lt;br /&gt;
    assert(entry.qty ~= nil,                message_context_index .. &amp;quot; missing qty&amp;quot;)&lt;br /&gt;
    assert(type(entry.qty) == &amp;quot;number&amp;quot;,     message_context_index .. &amp;quot; qty must be a number&amp;quot;)&lt;br /&gt;
    for field_name, _ in pairs(entry) do&lt;br /&gt;
      assert(field_name == nested_field_name or field_name == &amp;quot;qty&amp;quot;, message_context_index .. &amp;quot; unexpected field: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
    local name = entry[nested_field_name]&lt;br /&gt;
    assert(allowed_fields[name], message_context_index .. &amp;quot; invalid &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    assert(not seen[name],       message_context_index .. &amp;quot; duplicate &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. tostring(name))&lt;br /&gt;
    seen[name] = true&lt;br /&gt;
  end&lt;br /&gt;
  if are_all_required then&lt;br /&gt;
    for _, field_name in ipairs(valid_fields) do&lt;br /&gt;
      assert(seen[field_name], message_context .. &amp;quot; missing &amp;quot; .. nested_field_name .. &amp;quot;: &amp;quot; .. field_name)&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Validate bonuses subtable, passing each crew type to assert_nested_list.&lt;br /&gt;
local function assert_bonuses_table(crew_types, bonuses, message_context)&lt;br /&gt;
  assert(type(bonuses) == &amp;quot;table&amp;quot;, message_context .. &amp;quot; must be a table&amp;quot;)&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for _, crew_type in ipairs(crew_types) do&lt;br /&gt;
    assert(bonuses[crew_type.type] ~= nil, message_context .. &amp;quot; missing bonuses for crew type: &amp;quot; .. crew_type.type)&lt;br /&gt;
    assert_nested_list(bonuses[crew_type.type], STAT, REQUIRED_SHIP_STATS, REQUIRED_SHIP_STATS_ALLOWED_NAMES, all_fields_are_required, message_context .. &amp;quot;[&amp;quot; .. crew_type.type .. &amp;quot;]&amp;quot;)&lt;br /&gt;
    seen[crew_type.type] = true&lt;br /&gt;
  end&lt;br /&gt;
  for bonus_crew_type, _ in pairs(bonuses) do&lt;br /&gt;
    assert(seen[bonus_crew_type], message_context .. &amp;quot; unexpected crew type: &amp;quot; .. bonus_crew_type)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Scan all ships in table against valid fields and nested fields.&lt;br /&gt;
local function validate_ships(ships_list, ships)&lt;br /&gt;
  assert(type(ships_list) == &amp;quot;table&amp;quot;, &amp;quot;ships_list must be a table&amp;quot;)&lt;br /&gt;
  assert(type(ships) == &amp;quot;table&amp;quot;, &amp;quot;ships must be a table&amp;quot;)&lt;br /&gt;
  assert(#ships_list == 29, &amp;quot;ships_list must contain 29 ships&amp;quot;)&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    local message_context = &amp;quot;ships_list[&amp;quot; .. index .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert(index == ships[ship.name],                     message_context .. &amp;quot; name and lookup index mismatch&amp;quot;)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.principle_path], message_context .. &amp;quot; invalid principle path: &amp;quot; .. ship.principle_path)&lt;br /&gt;
    assert(VALID_CLASSES_ALLOWED_NAMES[ship.class],                  message_context .. &amp;quot; invalid class: &amp;quot; .. ship.class)&lt;br /&gt;
    assert(VALID_PRINCIPLE_PATHS_ALLOWED_NAMES[ship.hybrid_path],    message_context .. &amp;quot; invalid hybrid class: &amp;quot; .. ship.hybrid_path)&lt;br /&gt;
    assert(VALID_PIERS_ALLOWED_NAMES[ship.pier],                     message_context .. &amp;quot; invalid pier: &amp;quot; .. ship.pier)&lt;br /&gt;
    assert_scalars(ship, REQUIRED_SHIP_FIELDS, REQUIRED_SHIP_FIELDS_ALLOWED_NAMES, all_fields_are_required, message_context)&lt;br /&gt;
    assert_nested_list(ship.construction_costs, RESOURCE, VALID_SHIP_CONSTRUCTION_COSTS,  VALID_SHIP_CONSTRUCTION_COSTS_ALLOWED_NAMES, some_fields_may_be_missing, message_context .. &amp;quot;.construction_costs&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.crew_types,         TYPE,     VALID_SHIP_CREW_TYPES,          VALID_SHIP_CREW_TYPES_ALLOWED_NAMES,         some_fields_may_be_missing, message_context .. &amp;quot;.crew_types&amp;quot;)&lt;br /&gt;
    assert_nested_list(ship.stats_base,         STAT,     REQUIRED_SHIP_STATS,            REQUIRED_SHIP_STATS_ALLOWED_NAMES,           all_fields_are_required,    message_context .. &amp;quot;.stats_base&amp;quot;)&lt;br /&gt;
    assert_bonuses_table(ship.crew_types, ship.stats_crew_bonuses, message_context .. &amp;quot;.stats_crew_bonuses&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
  local seen = {}&lt;br /&gt;
  for name, index in pairs(ships) do&lt;br /&gt;
    local message_context = &amp;quot;ships[&amp;quot; .. name .. &amp;quot;]&amp;quot;&lt;br /&gt;
    assert((index ~= nil) or (type(index) == &amp;quot;number&amp;quot;) and (index ~= 0), message_context .. &amp;quot; missing or invalid lookup index&amp;quot;)&lt;br /&gt;
    assert(not seen[index],                                              message_context .. &amp;quot; duplicate lookup index: &amp;quot; .. index)&lt;br /&gt;
    assert(ships_list[index] and ships_list[index].name == name,         message_context .. &amp;quot; lookup index and name mismatch&amp;quot;)&lt;br /&gt;
    seen[index] = true&lt;br /&gt;
  end&lt;br /&gt;
  if type(mw) == &amp;quot;table&amp;quot; then&lt;br /&gt;
    mw.log(&#039;ships_data.lua validated successfully&#039;)&lt;br /&gt;
  else&lt;br /&gt;
    print(&amp;quot;ships_data.lua validated successfully&amp;quot;)&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Primary data tables&lt;br /&gt;
&lt;br /&gt;
--[[&lt;br /&gt;
Lua table for ships.&lt;br /&gt;
&lt;br /&gt;
Fields include: name, tier, principle path, class, hybrid class, icon filename, &lt;br /&gt;
pier, construction cost materials and quantities, possible crew types and &lt;br /&gt;
quantities, and base stats (health #, crew #, supplies #, gun damage, boarding &lt;br /&gt;
damage, speed, manoeuvrability, and armour), then finally the bonuses applied &lt;br /&gt;
to each base stat by each crew types.&lt;br /&gt;
]]&lt;br /&gt;
local ships_list = {&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Landlubber&amp;quot;,&lt;br /&gt;
    [TIER]           = 1,&lt;br /&gt;
    [PRINCIPLE_PATH] = NONE,&lt;br /&gt;
    [CLASS]          = SPECIAL,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Starter.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Landlubber is not a good ship: she&#039;s slow, underpowered, and doesn&#039;t have much space for a crew. But she&#039;s more than enough to learn the rudiments of sailing, fighting and plundering.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 20 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Moonlight&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Moonlight drifts through the ocean, unseen and untouchable. Her agility makes her the perfect vessel for smuggling goods where none else dare venture. Silent, swift, and gone before dawn.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Iron Fist&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Iron Fist is a formidable vessel. Built to crush all those who oppose her, while withstanding even the most punishing of assaults. Strong and powerful, few ships have the power to stand against her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  8 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 15 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 15 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /15 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /15 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /15 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tide Runner&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tide Runner glides across the ocean with unmatched grace. A sleek vessel built for stealth and pursuit. Her agile design makes her perfect for chasing down prey or slipping away unnoticed.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 70 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  2 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sharktooth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sharktooth is a ship that will take whatever she wants, whenever she wants it. Slow but relentless, she is a deadly predator of the ocean waves, sinking her fangs into every ship she targets. Her bite is deadly and few can escape it.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 10 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 24 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  2 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  2 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  2 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Azimuth&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Azimuth was built for adventure, and thus features many small improvements compared to its smaller sibling Moonlight. A bit more of everything can never hurt when chasing the many terrible wonders of the Seven Seas.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 32 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  9 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  4 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  9 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Steel Edge&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;An improved design on the Iron Fist, devised in many drunken nights of scheming and plotting. The Steel Edge&#039;s slightly larger frame allows for more crew and weaponry, which can make all the difference in the heat of battle.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] =  9 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 18 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 94 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  7 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13 /18 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7 /18 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /18 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 13 /18 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Huracán&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Huracán is based on the Tide Runner&#039;s blueprints, but has been lovingly tweaked and refined by our passionate shipwrights. Many tiny improvements make her a terrifying predator of the sea. Merchants beware.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 82 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  7 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 13 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  4 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Goldseeker&amp;quot;,&lt;br /&gt;
    [TIER]           = 2,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Goldseeker comes well equipped to haul treasure and plunder alike. Her extra large cargo deck can store weeks worth of booty and gives her an edge over the Sharktooth.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 10 },&lt;br /&gt;
      { [TYPE] = PICAROONS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 88 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 28 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  4 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  4 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  9 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4 /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5 /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Nightshade&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Nightshade is as elusive as they come. The perfect vessel for moving goods or navigating danger. She will outmanoeuvre all those who oppose her and vanish into the night long before anyone catches up.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  34 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.94 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1.41 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  0.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.33 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.06 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.59 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.5  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.67 /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Yoke Breaker&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Yoke Breaker is a force on the high seas. Her heavy broadside cannons give her the advantage in every battle she fights. She may be a little slower than most, but she is devastating when she arrives.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 15 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  40 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.86 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  0.75 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.3  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.8  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16    /20 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 17.14 /20 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.25 /20 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /20 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.2  /20 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4    /20 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Tempest&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Tempest is designed to rip merchant ships apart before they even know what hit them. What she lacks in hull strength, she more than makes up for in firepower. She is as fast as she is deadly.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = SCALLYWAGS,  [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 105 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 20 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  3 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [SCALLYWAGS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.35 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  1    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.67 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.05 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.65 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2    /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 17.33 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.95 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wolfhound&amp;quot;,&lt;br /&gt;
    [TIER]           = 3,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier1_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = SHALLOW_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Once Wolfhound sets her sights on you, escape is a fool&#039;s hope. With a crew built for boarding, she will swarm enemy decks and take everything in her path. Wolfhound is inevitable.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = PICAROONS,   [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 123 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  26 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  3 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  3 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  3 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [PICAROONS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  0.46 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  2.45 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  6.4  /30 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  2.54 /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.5  /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.5  /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.55 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.6  /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Rogue&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The black pitch used to treat Rogue&#039;s timber also gave birth to her name. A true smugglers&#039; vessel, Rogue is said to blend into the shadows of the ocean, making her near impossible to track.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.31 /25 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10    /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.08 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.27 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.66 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.69 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  3    /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.92 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 29.73 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.34 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Sea Dragon&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Sea Dragon is a fortress on water. Her thick armoured hull and impressive firepower make her the vanguard of any fleet, able to withstand and deal out incredible damage. Once she&#039;s in range, there&#039;s no escaping her wrath.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] = 60 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 20 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  60 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 22.5  /25  },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.94 /25 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.41 /25 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.24 /25 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.38 /25 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 10.5  /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.06 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.59 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.76 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 28.62 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Fortune&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Fortune&#039;s pace is a sight to behold. A frigate built for speed and precision, her sleek design allows her to outpace almost any ship on the seas. As fast as she is lethal; merchant vessels don&#039;t stand a chance. Her name is said to bring luck to all those who sail her.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 175 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  5 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.43 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.69 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 23.65 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.59 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  0.71 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.57 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.31 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  9.35 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.41 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  4.29 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Providence&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Providence always sets sail in pursuit of wealth. With a hold made for plunder and a crew ready to raid, whatever ship she targets can kiss goodbye to its booty. When Providence sets sail, riches are sure to follow.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] = 75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] = 50 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] = 50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 45 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  80 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  30 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  5 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  5 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  5 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.98 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 24.13 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  3.3  /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  0.67 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.86 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.02 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.87 /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.7  /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.33 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 11.14 /45 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Vulture&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = EMPIRE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Vulture is outfitted with a high-cleat rigging system, allowing her to maintain speed and manoeuvrability even in the most changeable of winds. A system of sliding floor panels in the storage hold enables the crew to stash and retrieve plunder with startling efficiency.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,       [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,      [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD, [QTY] =  15 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  52 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 23 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 13 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 10 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.87 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 10.71 /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.4  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  1.76 /35 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.13 /35},&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.29 /35},&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5    /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 28.6  /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  8.24 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Ravager&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = SEAFARING,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Ravager&#039;s cannons are cast from cold-forged iron, hammered into shape at lower temperatures—ensuring higher tolerances, greater accuracy, and greater damage with each cannon she fires. Her hull is reinforced with layered iron plates, designed to absorb and deflect incoming fire.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS, [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,   [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,  [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = PITCH,  [QTY] =  90 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 25 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 40 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS,  [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 235 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  70 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 33 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 18 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 33 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 26.4  /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  7.27 /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 11.41 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.81 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.33 /40 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.6  /30 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /30 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.59 /30 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.19 /30 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 25.67 /30 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Catshark&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = WEALTH,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Catshark&#039;s hull is treated with a unique blend of tallow and pine oil allowing her to effortlessly cut through the water. Her sails are a lightweight, wax-coated linen, made to catch even the slightest breeze. No wonder she&#039;s faster than ships twice her size.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 35 },&lt;br /&gt;
      { [TYPE] = BOMBARDIERS, [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 40 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 205 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 13 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 18 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 33 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 10 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BOMBARDIERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.62 /45 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 11.3  /45 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 25.91 /45 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.03 /45 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.53 /45 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.38 /40 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  6.7  /40 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.09 /40 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.97 /40 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 10.47 /40 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Bedlam&amp;quot;,&lt;br /&gt;
    [TIER]           = 4,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER_PLUS,&lt;br /&gt;
    [HYBRID_PATH]    = NOTORIETY,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot25.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;The Bedlam has been custom-built to endure even the most arduous of raids, while her spring-loaded grappling hooks ensure a fast and secure latch onto enemy ships. The crew quarters are tight, but that only serves to strengthen the bond of those aboard. (We hope.)&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,   [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = ROPE,     [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = SAILS,    [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,    [QTY] = 30 },&lt;br /&gt;
      { [TYPE] = CROWS_EYES, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS,  [QTY] = 35 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 220 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] =  85 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  44 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 10 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 33 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 10 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 23 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 13 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [CROWS_EYES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.47 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 27.5  /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.81 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  5.11 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3.05 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.53 /35 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.5  /35 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.19 /35 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 17.89 /35 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.95 /35 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Eclipse&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Eclipse is outfitted with sophisticated &#039;self-tensioning&#039; lines—a rigging system that automatically adjusts the sails for optimal wind resistance. She has a unique pivoting keel that turns with the rudder, allowing her to maintain speed even through the sharpest of turns.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,  [QTY] =  20 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER, [QTY] = 100 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  78 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 20 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  1.36 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.36 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.99 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 43.78 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5    /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.64 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 17.64 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.01 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  9.22 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  3    /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Warlord&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Warlord is fitted with a laminated timber hull, reinforced with iron bands at key structural points. This revolutionary combination enables her to survive greater damage than was previously thought possible.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = PITCH,     [QTY] = 120 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 45 },&lt;br /&gt;
      { [TYPE] = BUCCANEERS, [QTY] = 50 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 70 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 120 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 52 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 52 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [BUCCANEERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.88 /50 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.11 /50 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  2.47 /50 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.56 /50 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 34.67 /50 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 44.12 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.89 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.53 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.44 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 17.33 /70 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Stalker&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Stalker&#039;s hull is built around a ribbed frame structure, making her both lightweight and incredibly resilient. The tight weave of her hemp sails reduces air loss, allowing them to catch the wind more effectively. This combination of speed and strength makes Stalker a vessel like no other.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,    [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,     [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,  [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN, [QTY] =  40 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = MARAUDERS,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 280 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 20 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 52 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] =  8 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  7.74 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.73 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  4.21 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  5.48 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 12.26 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  5.27 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.79 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.52 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Thingum&amp;quot;,&lt;br /&gt;
    [TIER]           = 5,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier2_dot5.png&amp;quot;,&lt;br /&gt;
    [PIER]           = TRADE_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Thingum is an experiment in chaos. While most of the crew boards enemy ships conventionally, others are launched into the air by a complex system of pulleys and springs, sending them tumbling onto enemy decks before anyone knows what&#039;s happened. Injuries are expected, but the surprise is worth the cost.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 125 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 100 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  50 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,   [QTY] = 65 },&lt;br /&gt;
      { [TYPE] = NAVIGATORS, [QTY] = 70 },&lt;br /&gt;
      { [TYPE] = RENEGADES,  [QTY] = 90 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 328 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 160 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  46 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] =  8 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 52 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] =  8 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] =  8 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 20 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [NAVIGATORS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  3.35 /70 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  8.47 /70 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  1.65 /70 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  6.36 /70 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 12.89 /70 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  4.65 /90 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 43.53 /90 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.35 /90 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.64 /90 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.11 /90 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wraith&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = NOTORIETY,&lt;br /&gt;
    [CLASS]          = PROWLER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Smuggler_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wraith&#039;s hull is crafted from lightweight, tar-slick timbers, allowing her to slip through the seas with unmatched grace. Her rigging system is the culmination of years of research, allowing her to change direction in an instant. Wraith moves through the water like a shadow—smooth, swift and impossibly fast.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FIGUREHEAD,    [QTY] =  30 },&lt;br /&gt;
      { [RESOURCE] = JOLLY_ROGER,   [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] = 104 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 30 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.08 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 13.68 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.63 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  7.4  /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.87 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.92 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 16.32 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.37 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 70.6  /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.13 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Wrath Bringer&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = EMPIRE,&lt;br /&gt;
    [CLASS]          = DESTROYER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Destroyer_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Wrath Bringer is a war machine like no other. Her hull is reinforced with triple-layered iron plates, each layer tempered to withstand even the heaviest cannon fire. Her cannons are precision-bored for maximum damage, capable of levelling fortresses with a single broadside. The embodiment of pure destruction.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = PITCH,       [QTY] = 180 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,   [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 105 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 110 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 140 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 250 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 78 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 78 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 35.56 /110 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.87 /110 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  5.47 /110 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.22 /110 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 16.19 /110 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 42.44 /140 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.13 /140 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  6.53 /140 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.78 /140 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 61.81 /140 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Neptune&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = SEAFARING,&lt;br /&gt;
    [CLASS]          = HUNTER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Hunter_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Neptune is the pinnacle of hunting vessels, designed for speed, precision, and ruthless efficiency. Her hull is crafted from lightweight ironwood and treated with a unique blend of whale oil and resin that reduces water friction to near zero. Her sails are the highest quality sun-cured flax making Neptune untouchable on the open sea.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,          [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,         [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,      [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = NAVAL_GUN,     [QTY] =  60 },&lt;br /&gt;
      { [RESOURCE] = SILVER_LINING, [QTY] =  30 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = MARAUDERS, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 420 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 30 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 78 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 12 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [MARAUDERS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 13.98 /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  2.96 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  3.32 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  2.57 /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 16.02 /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] =  9.04 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  8.68 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  9.43 /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  },&lt;br /&gt;
  {&lt;br /&gt;
    [NAME]           = &amp;quot;Loki&amp;quot;,&lt;br /&gt;
    [TIER]           = 6,&lt;br /&gt;
    [PRINCIPLE_PATH] = WEALTH,&lt;br /&gt;
    [CLASS]          = REAVER,&lt;br /&gt;
    [HYBRID_PATH]    = NONE,&lt;br /&gt;
    [ICON_FILENAME]  = &amp;quot;T_Ship_Raider_Tier3.png&amp;quot;,&lt;br /&gt;
    [PIER]           = DEEP_WATER_PIER,&lt;br /&gt;
    [DESCRIPTION]    = &amp;quot;Loki is built to conquer and claim, boasting custom-forged grappling arms that extend far faster than a traditional boarding system ever could. Her decks are designed to hold maximum plunder, while her wide hull enables a crew twice the size of a standard brig. Loki stands unrivalled as the ultimate raiding vessel.&amp;quot;,&lt;br /&gt;
    [CONSTRUCTION_COSTS] = {&lt;br /&gt;
      { [RESOURCE] = PLANKS,      [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = ROPE,        [QTY] = 175 },&lt;br /&gt;
      { [RESOURCE] = SAILS,       [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = FITTINGS,    [QTY] = 150 },&lt;br /&gt;
      { [RESOURCE] = STEEL_CHAIN, [QTY] =  75 },&lt;br /&gt;
      { [RESOURCE] = COPPER_LAMP, [QTY] =  75 },&lt;br /&gt;
    },&lt;br /&gt;
    [CREW_TYPES] = {&lt;br /&gt;
      { [TYPE] = SWABBIES,  [QTY] = 130 },&lt;br /&gt;
      { [TYPE] = RENEGADES, [QTY] = 135 },&lt;br /&gt;
      { [TYPE] = CORSAIRS,  [QTY] = 165 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_BASE] = {&lt;br /&gt;
      { [STAT] = HEALTH,   [QTY] = 492 },&lt;br /&gt;
      { [STAT] = CREW,     [QTY] = 300 },&lt;br /&gt;
      { [STAT] = SUPPLIES, [QTY] =  60 },&lt;br /&gt;
      { [STAT] = GUN_DAMAGE,      [QTY] = 12 },&lt;br /&gt;
      { [STAT] = BOARDING_DAMAGE, [QTY] = 78 },&lt;br /&gt;
      { [STAT] = SPEED,           [QTY] = 12 },&lt;br /&gt;
      { [STAT] = MANOEUVRABILITY, [QTY] = 12 },&lt;br /&gt;
      { [STAT] = ARMOUR,          [QTY] = 30 },&lt;br /&gt;
    },&lt;br /&gt;
    [STATS_CREW_BONUSES] = {&lt;br /&gt;
      [SWABBIES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] = 0 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] = 0 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 0 },&lt;br /&gt;
      },&lt;br /&gt;
      [RENEGADES] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  5.2  /135 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 36.35 /135 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  4.75 /135 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] =  1.18 /135 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] =  7.4  /135 },&lt;br /&gt;
      },&lt;br /&gt;
      [CORSAIRS] = {&lt;br /&gt;
        { [STAT] = HEALTH,   [QTY] = 0 },&lt;br /&gt;
        { [STAT] = CREW,     [QTY] = 0 },&lt;br /&gt;
        { [STAT] = SUPPLIES, [QTY] = 0 },&lt;br /&gt;
        { [STAT] = GUN_DAMAGE,      [QTY] =  6.8  /165 },&lt;br /&gt;
        { [STAT] = BOARDING_DAMAGE, [QTY] = 41.65 /165 },&lt;br /&gt;
        { [STAT] = SPEED,           [QTY] =  7.25 /165 },&lt;br /&gt;
        { [STAT] = MANOEUVRABILITY, [QTY] = 10.82 /165 },&lt;br /&gt;
        { [STAT] = ARMOUR,          [QTY] = 22.6  /165 },&lt;br /&gt;
      },&lt;br /&gt;
    },&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
local ships = {&lt;br /&gt;
  [&amp;quot;Landlubber&amp;quot;]    =  1,&lt;br /&gt;
  [&amp;quot;Moonlight&amp;quot;]     =  2,&lt;br /&gt;
  [&amp;quot;Iron Fist&amp;quot;]     =  3,&lt;br /&gt;
  [&amp;quot;Tide Runner&amp;quot;]   =  4,&lt;br /&gt;
  [&amp;quot;Sharktooth&amp;quot;]    =  5,&lt;br /&gt;
  [&amp;quot;Azimuth&amp;quot;]       =  6,&lt;br /&gt;
  [&amp;quot;Steel Edge&amp;quot;]    =  7,&lt;br /&gt;
  [&amp;quot;Huracán&amp;quot;]       =  8,&lt;br /&gt;
  [&amp;quot;Goldseeker&amp;quot;]    =  9,&lt;br /&gt;
  [&amp;quot;Nightshade&amp;quot;]    = 10,&lt;br /&gt;
  [&amp;quot;Yoke Breaker&amp;quot;]  = 11,&lt;br /&gt;
  [&amp;quot;Tempest&amp;quot;]       = 12,&lt;br /&gt;
  [&amp;quot;Wolfhound&amp;quot;]     = 13,&lt;br /&gt;
  [&amp;quot;Rogue&amp;quot;]         = 14,&lt;br /&gt;
  [&amp;quot;Sea Dragon&amp;quot;]    = 15,&lt;br /&gt;
  [&amp;quot;Fortune&amp;quot;]       = 16,&lt;br /&gt;
  [&amp;quot;Providence&amp;quot;]    = 17,&lt;br /&gt;
  [&amp;quot;Vulture&amp;quot;]       = 18,&lt;br /&gt;
  [&amp;quot;Ravager&amp;quot;]       = 19,&lt;br /&gt;
  [&amp;quot;Catshark&amp;quot;]      = 20,&lt;br /&gt;
  [&amp;quot;Bedlam&amp;quot;]        = 21,&lt;br /&gt;
  [&amp;quot;Eclipse&amp;quot;]       = 22,&lt;br /&gt;
  [&amp;quot;Warlord&amp;quot;]       = 23,&lt;br /&gt;
  [&amp;quot;Stalker&amp;quot;]       = 24,&lt;br /&gt;
  [&amp;quot;Thingum&amp;quot;]       = 25,&lt;br /&gt;
  [&amp;quot;Wraith&amp;quot;]        = 26,&lt;br /&gt;
  [&amp;quot;Wrath Bringer&amp;quot;] = 27,&lt;br /&gt;
  [&amp;quot;Neptune&amp;quot;]       = 28,&lt;br /&gt;
  [&amp;quot;Loki&amp;quot;]          = 29,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Auxiliary data tables and values&lt;br /&gt;
&lt;br /&gt;
local ship_class_descriptions = {&lt;br /&gt;
  [SPECIAL]   = &amp;quot;Some ships are able to fulfil multiple roles. Sometimes they are just bad at everything, and sometimes they are just out of this world.&amp;quot;,&lt;br /&gt;
  [PROWLER]   = &amp;quot;Slick as an eel and sporting vast cargo holds, Prowlers are the ship of choice for shady business like Smuggling Runs. They&#039;re not made for attacking problems head on, but their supplies last long, and their nimble frame lets them stay out of sight until it&#039;s time to strike.&amp;quot;,&lt;br /&gt;
  [DESTROYER] = &amp;quot;Armed to the teeth and plated with thick armour, Destroyers excel at cracking fortified targets like Crown Ports. They lumber into view with the grace of a sea cow, but once they get in range, they pelt their opponent with heavy cannons and shrug off any attacks that come their way.&amp;quot;,&lt;br /&gt;
  [HUNTER]    = &amp;quot;Fast as a tiger shark and able to carry a big crew, Hunters are unmatched at hit-and-run attacks on Merchant Ships and the like. There may be stronger or stealthier predators out there, but if you want to be the top of the food chain in the Seven Seas, nothing beats speed and sheer tenacity.&amp;quot;,&lt;br /&gt;
  [REAVER]    = &amp;quot;Built for combat and carrying a vast raiding party, Reavers are able to plunder well-guarded locations like Treasure Caves. They might lack armour or finesse, but through sheer aggression and bloodthirst, their opponents might surrender before they even get into boarding range.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_stat_descriptions = {&lt;br /&gt;
  [HEALTH]          = &amp;quot;The ship is lost once the ship health reaches 0. The ship&#039;s health can be restored by repairing the ship at a pier.&amp;quot;,&lt;br /&gt;
  [CREW]            = &amp;quot;The ship is lost once the ship crew reaches 0. Ship crew can be hired and fired at this ship&#039;s pier. Advanced crew increases the overall ship power.&amp;quot;,&lt;br /&gt;
  [SUPPLIES]        = &amp;quot;Supplies are used as costs for actions in Events. Supplies are automatically replenished at the pier when the ship docks.&amp;quot;,&lt;br /&gt;
  [GUN_DAMAGE]      = &amp;quot;The destructive power of the ship. Depending on actions during Events, this does damage against opponents&#039; health or crew.&amp;quot;,&lt;br /&gt;
  [BOARDING_DAMAGE] = &amp;quot;The boarding power of the ship. Depending on actions during Events, this does damage against opponents health or crew.&amp;quot;,&lt;br /&gt;
  [SPEED]           = &amp;quot;Rapid cruising ability of the ship. It is used in actions in the Events to overcome distance or avoid damage. Higher speed also reduces travel time on the sea.&amp;quot;,&lt;br /&gt;
  [MANOEUVRABILITY] = &amp;quot;The agility of the ship. It is used in actions during Events to overcome distance or avoid damage.&amp;quot;,&lt;br /&gt;
  [ARMOUR]          = &amp;quot;The protective power of the ship. Depending on actions during Events, armour can protect ship health or ship crew, or help overcome a distance.&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
local ship_strength_description = &amp;quot;Crew, Captain and Sea Legs influence Ship Strength. A proper Crew doubles Ship Strength. Swabbies fill up the ranks without giving any stat bonus. Keep in mind that losing Crew on the Journey weakens ship stats.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Data validation call&lt;br /&gt;
&lt;br /&gt;
validate_ships(ships_list, ships)&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Private data enrichment functions&lt;br /&gt;
&lt;br /&gt;
local function compute_stats_max(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local stats_max = {}&lt;br /&gt;
  for index, stat_pair in ipairs(ship.stats_base) do&lt;br /&gt;
    stats_max[index] = {&lt;br /&gt;
      stat = stat_pair.stat,&lt;br /&gt;
      qty = stat_pair.qty&lt;br /&gt;
    }&lt;br /&gt;
  end&lt;br /&gt;
  for _, crew_bonuses in pairs(ship.stats_crew_bonuses) do&lt;br /&gt;
    for index, bonus_pair in ipairs(crew_bonuses) do&lt;br /&gt;
      assert(stats_max[index].stat == bonus_pair.stat, &amp;quot;stats_crew_bonuses order mismatch&amp;quot;)&lt;br /&gt;
      stats_max[index].qty = stats_max[index].qty + bonus_pair.qty&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
  return stats_max&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function compute_unlock_points(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local unlock_points = {}&lt;br /&gt;
  if ship.tier &amp;lt; 2 then &lt;br /&gt;
    return unlock_points &lt;br /&gt;
  end&lt;br /&gt;
  --- array indices are for each tier, so tier 1 has value 0, etc.&lt;br /&gt;
  local tier_requirements = {&lt;br /&gt;
    0,&lt;br /&gt;
    3,&lt;br /&gt;
    7,&lt;br /&gt;
    12,&lt;br /&gt;
    20,&lt;br /&gt;
    30,&lt;br /&gt;
  }&lt;br /&gt;
  assert(tier_requirements[ship.tier], &amp;quot;tier out of bounds&amp;quot;)&lt;br /&gt;
  table.insert(unlock_points, {&lt;br /&gt;
    path = ship.principle_path,&lt;br /&gt;
    qty = tier_requirements[ship.tier],&lt;br /&gt;
  })&lt;br /&gt;
  if ship.hybrid_path ~= NONE then&lt;br /&gt;
    table.insert(unlock_points, {&lt;br /&gt;
      path = ship.hybrid_path,&lt;br /&gt;
      qty = tier_requirements[ship.tier],&lt;br /&gt;
    })&lt;br /&gt;
  end&lt;br /&gt;
  return unlock_points&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
local function enrich_ship(ship)&lt;br /&gt;
  if not ship then return nil end&lt;br /&gt;
  local enriched_ship = {}&lt;br /&gt;
  for k, v in pairs(ship) do&lt;br /&gt;
    enriched_ship[k] = v&lt;br /&gt;
  end&lt;br /&gt;
  enriched_ship.stats_max = compute_stats_max(ship)&lt;br /&gt;
  enriched_ship.unlock_points = compute_unlock_points(ship)&lt;br /&gt;
  return enriched_ship&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--#region: Public API to ships_data&lt;br /&gt;
&lt;br /&gt;
---@class ShipRecord&lt;br /&gt;
---@field name string&lt;br /&gt;
---@field tier number&lt;br /&gt;
---@field principle_path string&lt;br /&gt;
---@field class string&lt;br /&gt;
---@field hybrid_path string&lt;br /&gt;
---@field icon_filename string&lt;br /&gt;
---@field pier string&lt;br /&gt;
---@field description string&lt;br /&gt;
---@field construction_costs ShipResourceAmount[]&lt;br /&gt;
---@field crew_types ShipCrewAmount[]&lt;br /&gt;
---@field stats_base ShipStatAmount[]&lt;br /&gt;
---@field stats_crew_bonuses table&amp;lt;string, ShipStatAmount[]&amp;gt;&lt;br /&gt;
---@field stats_max table&lt;br /&gt;
---@field unlock_points ShipUnlockAmount[]&lt;br /&gt;
&lt;br /&gt;
---@class ShipResourceAmount&lt;br /&gt;
---@field resource string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipCrewAmount&lt;br /&gt;
---@field type string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipStatAmount&lt;br /&gt;
---@field stat string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipUnlockAmount&lt;br /&gt;
---@field path string&lt;br /&gt;
---@field qty number&lt;br /&gt;
&lt;br /&gt;
---@class ShipsDataModule&lt;br /&gt;
---@field get_ship_by_name fun(name: string): ShipRecord|nil&lt;br /&gt;
---@field get_ship_by_index fun(index: number): ShipRecord|nil&lt;br /&gt;
---@field get_all_ships fun(): ShipRecord[]&lt;br /&gt;
---@field get_count_of_ships fun(): number&lt;br /&gt;
---@field get_ship_class_description fun(class: string): string|nil&lt;br /&gt;
&lt;br /&gt;
local p = {}&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by name.&lt;br /&gt;
---@param name string&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_name(name)&lt;br /&gt;
  if (not name) or (type(name) ~= &amp;quot;string&amp;quot;) or (name == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  local index = ships[name]&lt;br /&gt;
  if not index then &lt;br /&gt;
    return nil &lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship record by its canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@param index number&lt;br /&gt;
---@return ShipRecord|nil&lt;br /&gt;
function p.get_ship_by_index(index)&lt;br /&gt;
  if (not index) or (type(index) ~= &amp;quot;number&amp;quot;) or (index &amp;lt; 1) or (index &amp;lt; #ships) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return enrich_ship(ships_list[index])&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get all ship records, in canonical order:&lt;br /&gt;
--- from Tier 1 to Tier 6 clockwise from top around the Compass.&lt;br /&gt;
---@return ShipRecord[]&lt;br /&gt;
function p.get_all_ships()&lt;br /&gt;
  local all_ships = {}&lt;br /&gt;
  for index, ship in ipairs(ships_list) do&lt;br /&gt;
    all_ships[index] = enrich_ship(ship)&lt;br /&gt;
  end&lt;br /&gt;
  return all_ships&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the total number of ships in the game.&lt;br /&gt;
---@return number&lt;br /&gt;
function p.get_count_of_ships()&lt;br /&gt;
  return #ships_list&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship class description by class name.&lt;br /&gt;
---@param class string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_class_description(class)&lt;br /&gt;
  if (not class) or (type(class) ~= &amp;quot;string&amp;quot;) or (class == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_class_descriptions[class:gsub(&amp;quot;%+$&amp;quot;, &amp;quot;&amp;quot;)]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get a ship stat description by stat name.&lt;br /&gt;
---@param stat string&lt;br /&gt;
---@return string|nil&lt;br /&gt;
function p.get_ship_stat_description(stat)&lt;br /&gt;
  if (not stat) or (type(stat) ~= &amp;quot;string&amp;quot;) or (stat == &amp;quot;&amp;quot;) then&lt;br /&gt;
    return nil&lt;br /&gt;
  end&lt;br /&gt;
  return ship_stat_descriptions[stat]&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
--- Get the overall ship strength description.&lt;br /&gt;
---@return string&lt;br /&gt;
function p.get_ship_strength_description()&lt;br /&gt;
  return ship_strength_description&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
---@type ShipsDataModule&lt;br /&gt;
return p&lt;br /&gt;
&lt;br /&gt;
--#endregion&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1324</id>
		<title>MediaWiki:Mbhh.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1324"/>
		<updated>2026-08-07T03:48:54Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: fixed a missing hierarchy label&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the MBHH skin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Alegreya+Sans:ital,wght@0,100;0,300;0,400;0,500;0,700;0,800;0,900;1,100;1,300;1,400;1,500;1,700;1,800;1,900&amp;amp;family=Alegreya:ital,wght@0,400..900;1,400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
	background-image: url(/Corsair_Cove/skins/MBHH/resources/images/shade-right.png?9ba42),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-left.png?30070),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-bottom.png?ff4a7),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/game_bgs/COVE_bg.jpg?placeholder);&lt;br /&gt;
	font-family: &amp;quot;Alegreya Sans&amp;quot;, &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
	font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body h4, .mw-body h5, .mw-body .toctitle h2 {&lt;br /&gt;
font-family: &amp;quot;Alegreya&amp;quot;, sans-serif;&lt;br /&gt;
}h&lt;br /&gt;
#mw-site-navigation #site-navigation.sidebar-chunk .sidebar-inner h3,&lt;br /&gt;
#mw-site-navigation #site-tools.sidebar-chunk .sidebar-inner h3,&lt;br /&gt;
#mw-related-navigation #page-tools.sidebar-chunk .sidebar-inner h3 {&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
  font-size: 1.2em;&lt;br /&gt;
	font-weight: 300 !important;&lt;br /&gt;
	text-transform: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
input#wpSummary {&lt;br /&gt;
	font-family: &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-popupWidget-popup {&lt;br /&gt;
	background-color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:link, .toctogglelabel {&lt;br /&gt;
	color: #f4cf81 !important;&lt;br /&gt;
}&lt;br /&gt;
a.new {&lt;br /&gt;
	color: #f35961 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabber__tab, a.tabber__tab, a.tabber__tab:visited {&lt;br /&gt;
    margin-left: 25px;&lt;br /&gt;
    margin-right: 25px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    justify-content: center;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content #toc ul a :not(img) {&lt;br /&gt;
	filter:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-scribunto-normalOutput {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ART */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#mw-content {&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/1/15/T_BG_BlackPaperBackgroundWithCutEdges.png&amp;quot;), linear-gradient(to right, #131315, #0f0f11);&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-body .mw-parser-output h2 {&lt;br /&gt;
  color: #f5dcab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body .mw-parser-output h2::after {&lt;br /&gt;
  border-bottom: none;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/d/d8/T_BG_JourneyComplete.png&amp;quot;);&lt;br /&gt;
  background-size: 109% 830px;&lt;br /&gt;
  background-position: center -9px;&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 4px;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  margin-top: 2px;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-body-content hr {&lt;br /&gt;
  border: none;&lt;br /&gt;
  background-color: transparent;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/8/89/T_Deco_DividerlineWhite.png&amp;quot;);&lt;br /&gt;
  background-size: 100% 12px;&lt;br /&gt;
  height: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-background img {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	background-size: 100% 100%;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/4/4e/T_Button_SelectionBorder_Default.png&amp;quot;) !important;&lt;br /&gt;
	border-image-slice: 12 !important;&lt;br /&gt;
	border-image-width: auto !important;&lt;br /&gt;
	border-image-outset: 6px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-compass-icon {&lt;br /&gt;
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	display: inline-flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	line-height: 0;&lt;br /&gt;
	font-size: 0;&lt;br /&gt;
	border-radius: 50%;&lt;br /&gt;
	background-color: var(--instance-path-color, transparent);&lt;br /&gt;
	width: var(--instance-size, 16px);&lt;br /&gt;
	height: var(--instance-size, 16px);&lt;br /&gt;
}&lt;br /&gt;
	.cc-compass-icon::after {&lt;br /&gt;
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		position: absolute;&lt;br /&gt;
		top: 1px; left: 1px; right: 0; bottom: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/de/T_Button_Compass_Node_Round_Color.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 185% 185%;&lt;br /&gt;
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	.mw-body-content .cc-compass-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		line-height: 0;&lt;br /&gt;
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		border-radius: 50%;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		width: var(--instance-inner-size) !important;&lt;br /&gt;
		height: var(--instance-inner-size) !important;&lt;br /&gt;
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	.mw-body-content .cc-compass-icon a,&lt;br /&gt;
	.mw-body-content .cc-compass-icon span.mw-default-size {&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-resource {&lt;br /&gt;
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	background-size: cover;&lt;br /&gt;
	border-radius: 4px;&lt;br /&gt;
	padding-top: 0;&lt;br /&gt;
	padding-left: 2px;&lt;br /&gt;
	padding-right: 2px;&lt;br /&gt;
	padding-bottom: 4px;&lt;br /&gt;
	margin-left: 40px;&lt;br /&gt;
	margin-bottom: 40px;&lt;br /&gt;
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		height: 12px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/74/T_Divider_Small.png&amp;quot;);&lt;br /&gt;
		background-size: 60% 70%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: -4px 20px -4px 20px;&lt;br /&gt;
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		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 4px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f1/T_Divider_Center.png&amp;quot;);&lt;br /&gt;
		background-size: 60% 50%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: 0 30px 0 30px;&lt;br /&gt;
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			border-radius: 5px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/47/T_StoneMask.png&amp;quot;);&lt;br /&gt;
			background-size: cover;&lt;br /&gt;
			opacity: 0.02;&lt;br /&gt;
			mask-image: linear-gradient(to right,  transparent, black 5px, black calc(100% - 5px), transparent),&lt;br /&gt;
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			-webkit-mask-image: linear-gradient(to right,  transparent, black 5px, black calc(100% - 5px), transparent),&lt;br /&gt;
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			margin: 0 5px 0 5px;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-resource-footer {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		background-size: cover;&lt;br /&gt;
		padding: 8px;&lt;br /&gt;
		margin: 12px 4px 4px 4px;&lt;br /&gt;
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			border-image-width: 5px;&lt;br /&gt;
			border-image-slice: 10 fill;&lt;br /&gt;
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		}&lt;br /&gt;
		.cc-infobox-resource-footer &amp;gt; hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 4px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/f/fa/T_unlock_Goldline.png&amp;quot;);&lt;br /&gt;
			background-size: 60% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 4px 0 4px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-building {&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/0/03/T_MainMenuBackGroundWithContent.png&amp;quot;);&lt;br /&gt;
	background-size: 177% auto;&lt;br /&gt;
	background-position: center 0px;&lt;br /&gt;
	margin-top: 48px;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 48px;&lt;br /&gt;
	padding-bottom: 48px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-building-header {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		margin-top: 2px;&lt;br /&gt;
		padding: 8px 0 12px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
		color: black;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-building-header &amp;gt; p {&lt;br /&gt;
			margin: 0;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			line-height: 1.1em;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-header &amp;gt; p:first-of-type {&lt;br /&gt;
			font-size: 1.35em;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-header-icon {&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			z-index: 3;&lt;br /&gt;
			top: 0;&lt;br /&gt;
			transform: translateY(-100%);&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			height: 40px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/48/T_PanelRoundTop.png&amp;quot;);&lt;br /&gt;
			background-size: 100% auto;&lt;br /&gt;
			background-position: center 0px;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-building-header-icon::before {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				z-index: 1;&lt;br /&gt;
				top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
				width: 100%;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/2/2e/T_Deco_Panel.png&amp;quot;);&lt;br /&gt;
				background-size: contain;&lt;br /&gt;
				background-position: center 0px;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-building-header-icon img {&lt;br /&gt;
					position: relative;&lt;br /&gt;
					z-index: 3;&lt;br /&gt;
					width: 48px;&lt;br /&gt;
					height: 48px;&lt;br /&gt;
					top: -14px;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-building-header-theme-well {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			height: 115px;&lt;br /&gt;
			background-size: 100% auto;&lt;br /&gt;
			background-position: center center;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-building-header-theme-generic {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c8/T_PanelBanner_Placeholder.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-camp {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/1/18/T_StructureBanner_PirateCamp.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-galley {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/a/a3/T_StructureBanner_galley.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-tavern {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/a/ae/T_StructureBanner_tavern.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-pier {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/fa/T_StructureBanner_pier.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-defense {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/7/71/T_StructureBanner_defense_towers.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-notoriety {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/7/75/T_StructureBanner_notoriety.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-empire {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/f9/T_StructureBanner_empire.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-seafaring {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/f9/T_StructureBanner_sea.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-wealth {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_StructureBanner_wealth.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-well::after {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				top: -40px; left: -2px; right: -2px; bottom: 0;&lt;br /&gt;
				z-index: 2;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
				opacity: 0.45;&lt;br /&gt;
			}&lt;br /&gt;
	.cc-infobox-building-description {&lt;br /&gt;
		padding: 16px;&lt;br /&gt;
		text-align: left;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-building-section {&lt;br /&gt;
		margin-top: 36px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-building-section hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 4px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-section-production-table {&lt;br /&gt;
			margin: 36px 36px 0 36px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-quest {&lt;br /&gt;
	float: right;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 48px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-quest-background-generic::before, &lt;br /&gt;
	.cc-infobox-quest-background-notoriety::before, &lt;br /&gt;
	.cc-infobox-quest-background-empire::before, &lt;br /&gt;
	.cc-infobox-quest-background-seafaring::before, &lt;br /&gt;
	.cc-infobox-quest-background-wealth::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 5px; bottom: 0; left: 5px;&lt;br /&gt;
		background-size: 100% auto;&lt;br /&gt;
		background-position: bottom center;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-background-generic::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/d/d8/T_BG_JourneyComplete.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
			bottom: -6px;&lt;br /&gt;
			opacity: 0.3;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-notoriety::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/5/5a/T_BG_challenges_Notoriety.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-empire::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/4d/T_BG_challenges_Empire.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-seafaring::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/d/d3/T_BG_challenges_Sea.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-wealth::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_BG_challenges_Wealth.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-title {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 2;&lt;br /&gt;
		padding: 12px;&lt;br /&gt;
		margin-left: 2px;&lt;br /&gt;
		margin-right: 2px;&lt;br /&gt;
		line-height: 1.1;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-weight: bold;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-title::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-title &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			color: black;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-path-banner {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		top: -10px;&lt;br /&gt;
		margin-bottom: -14px;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 4px;&lt;br /&gt;
		margin-left: 4px;&lt;br /&gt;
		margin-right: 4px;&lt;br /&gt;
		line-height: 1.0;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-size: 0.9em;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-path-banner::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
			z-index: 0;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-path-banner &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			color: white;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-illustration-well {&lt;br /&gt;
		position: relative;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-illustration-well::after {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: -55px; left: 0; right: 0; bottom: 0;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
			background-position: center center;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
			opacity: 0.4;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-region {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		margin-top: 8px;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-weight: bold;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-quest-section-description {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		padding: 12px 30px;&lt;br /&gt;
		line-height: 1.3;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-quest-section-difficulty, .cc-infobox-quest-section-rewards {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		margin: 0 24px 12px;&lt;br /&gt;
		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 12px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-section-difficulty span, .cc-infobox-quest-section-rewards span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-section-difficulty div, .cc-infobox-quest-section-rewards div {&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			font-family: &amp;quot;Alegreya Sans&amp;quot;, sans-serif;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-section-difficulty hr, .cc-infobox-quest-section-rewards hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 6px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-ship {&lt;br /&gt;
	float: right;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	max-width: 360px;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 64px;&lt;br /&gt;
	margin-top: 58px;&lt;br /&gt;
	padding-bottom: 36px;&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/8/80/T_MainMenuBackGround.png&amp;quot;);&lt;br /&gt;
	background-size: 100% calc(100% + 10px);;&lt;br /&gt;
	background-position: top center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-ship::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		top: -46px; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		border-image-source: url(&amp;quot;/images/mbhh_cove/b/b8/T_BG_PanelLongWithGold.png&amp;quot;);&lt;br /&gt;
		border-image-slice: 50 9 10 9;&lt;br /&gt;
		border-image-width: auto;&lt;br /&gt;
		border-image-outset: 4px;&lt;br /&gt;
		border-image-repeat: stretch;&lt;br /&gt;
		opacity: 0.2;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-ship hr {&lt;br /&gt;
		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 6px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
		background-size: 50% 30%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: 0 10% 12px 10%;&lt;br /&gt;
		opacity: 0.75;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-ship-header::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		top: -50px; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/2e/T_Deco_Panel.png&amp;quot;);&lt;br /&gt;
		background-size: 75% auto;&lt;br /&gt;
		background-position: center 0px;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-ship-header-tier {&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			z-index: 3;&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			top: -58px;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-ship-header-name {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			padding-top: 4px;&lt;br /&gt;
			padding-bottom: 10px;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			font-weight: bold;&lt;br /&gt;
			color: black;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-header-name::before {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				pointer-events: none;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				top: -6px; right: -6px; bottom: 0; left: -6px; &lt;br /&gt;
				z-index: -1;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
		.cc-infobox-ship-header-class {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			padding-top: 2px;&lt;br /&gt;
			padding-bottom: 8px;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			font-size: 0.9em;&lt;br /&gt;
			line-height: 1.0;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-header-class::before {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				pointer-events: none;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				top: -12px; right: -2px; bottom: 0; left: -2px; &lt;br /&gt;
				z-index: -1;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
		.cc-infobox-ship-header-icon {&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-ship-header-description {&lt;br /&gt;
			margin: 12px 36px 0;&lt;br /&gt;
			font-size: 0.8em;&lt;br /&gt;
			line-height: 1.3em;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-ship-stats-title, &lt;br /&gt;
	.cc-infobox-ship-crew-title, &lt;br /&gt;
	.cc-infobox-ship-construction-title,&lt;br /&gt;
	.cc-infobox-ship-unlock-title {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		margin-top: 24px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-ship-stats-fullrow {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: space-between;&lt;br /&gt;
			align-items: center;&lt;br /&gt;
			margin: 0 10% 6px;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-stats-fullrow div:nth-child(2) {&lt;br /&gt;
				font-weight: bold;&lt;br /&gt;
			}&lt;br /&gt;
		.cc-infobox-ship-stats-row {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: space-evenly;&lt;br /&gt;
			align-items: flex-end;&lt;br /&gt;
			margin: 24px 10% 0;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-stats-row-col {&lt;br /&gt;
				text-align: center;&lt;br /&gt;
				line-height: 1.3;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-stats-row-col div:not(:first-child) {&lt;br /&gt;
					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-ship-crew-row {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: center;&lt;br /&gt;
			gap: 12px;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-crew-row-col {&lt;br /&gt;
				text-align: center;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-crew-row-col .cc-infobox-ship-crew-row-col-advanced {&lt;br /&gt;
					position: relative;&lt;br /&gt;
					z-index: 1;&lt;br /&gt;
				}&lt;br /&gt;
					.cc-infobox-ship-crew-row-col .cc-infobox-ship-crew-row-col-advanced::after {&lt;br /&gt;
						content :&amp;quot;&amp;quot;;&lt;br /&gt;
						position: absolute;&lt;br /&gt;
						top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
						z-index: 5;&lt;br /&gt;
						background-image: url(&amp;quot;/images/mbhh_cove/6/66/T_PremiumCrewIndicator.png&amp;quot;);&lt;br /&gt;
						background-size: 100% 100%;&lt;br /&gt;
						background-position: center center;&lt;br /&gt;
					}&lt;br /&gt;
				.cc-infobox-ship-crew-row-col div:first-child {&lt;br /&gt;
					font-size: 0.8em;&lt;br /&gt;
				}&lt;br /&gt;
				.cc-infobox-ship-crew-row-col div:not(:first-child) {&lt;br /&gt;
					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-ship-construction-pier {&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			margin-bottom: 16px;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-ship-construction-table {&lt;br /&gt;
			margin: 0 10%;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-construction-table table {&lt;br /&gt;
				margin: 0 auto;&lt;br /&gt;
				width: fit-content;&lt;br /&gt;
				border-spacing: 3px;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-construction-table-qty {&lt;br /&gt;
					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-ship-unlock-requirements {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: space-between;&lt;br /&gt;
			align-items: center;&lt;br /&gt;
			margin: 0 10%;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-unlock-requirements-points {&lt;br /&gt;
				display: flex;&lt;br /&gt;
				gap: 4px;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-unlock-requirements-points &amp;gt; div {&lt;br /&gt;
					display: flex;&lt;br /&gt;
					align-items: center;&lt;br /&gt;
					gap: 4px;&lt;br /&gt;
					padding: 0 4px;&lt;br /&gt;
				}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-notoriety {&lt;br /&gt;
						background-color: #46592d;&lt;br /&gt;
					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-empire {&lt;br /&gt;
						background-color: #6f302a;&lt;br /&gt;
					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-seafaring {&lt;br /&gt;
						background-color: #334661;&lt;br /&gt;
					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-wealth {&lt;br /&gt;
						background-color: #69154a;&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-reward-card {&lt;br /&gt;
  display: flex;&lt;br /&gt;
  flex-direction: column;&lt;br /&gt;
  justify-content: space-between;&lt;br /&gt;
  align-items: center;&lt;br /&gt;
  width: 84px;&lt;br /&gt;
  height: 116px;&lt;br /&gt;
  padding: 10px 6px 4px 6px;&lt;br /&gt;
  border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
  border-image-slice: 11 fill;&lt;br /&gt;
  border-image-width: 4;&lt;br /&gt;
  font-size: 125%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-quest-page-timeline {&lt;br /&gt;
  margin-left: -36px;&lt;br /&gt;
  padding: 8px 0 18px 120px;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/d/df/T_SubtitleBackground_Edge.png&amp;quot;);&lt;br /&gt;
  background-size: 100% 100%;&lt;br /&gt;
  background-position: -100px center;&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-page-notice-spoiler {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	display: flex;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	gap: 8px;&lt;br /&gt;
	width: fit-content;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
	padding: 8px 56px 12px;&lt;br /&gt;
	margin-bottom: 24px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-page-notice-spoiler::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		border-image-source: url(&amp;quot;/images/mbhh_cove/a/a6/T_Banner_Medium_scaleable.png&amp;quot;);&lt;br /&gt;
		border-image-slice: 56 56 53 63 fill;&lt;br /&gt;
		border-image-width: 35px 55px;&lt;br /&gt;
		border-image-repeat: stretch;&lt;br /&gt;
		border-image-outset: 24px 2px 16px;&lt;br /&gt;
		filter: saturate(90%) invert(13%) sepia(90%) saturate(822%) hue-rotate(329deg) brightness(60%) contrast(95%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-page-notice-spoiler img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/9/9a/T_warning_BloodStrong.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-page-notice-spoiler div {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
	border: none;&lt;br /&gt;
	background-color: transparent;&lt;br /&gt;
}&lt;br /&gt;
	.toc::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		display: block;&lt;br /&gt;
		width: 100%;&lt;br /&gt;
		height: 64px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/21/T_Divider_Top.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 80% 60%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
	}&lt;br /&gt;
	.toc::after {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		display: block;&lt;br /&gt;
		width: 100%;&lt;br /&gt;
		height: 4px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f1/T_Divider_Center.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 70% 70%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		margin-top: 16px;&lt;br /&gt;
	}&lt;br /&gt;
	.toc &amp;gt; .toctitle {&lt;br /&gt;
		border: none;&lt;br /&gt;
	}&lt;br /&gt;
		.toc &amp;gt; .toctitle::after {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			display: block;&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			height: 12px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/74/T_Divider_Small.png&amp;quot;);&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			background-size: 70% 70%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			margin-top: 12px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.cc-flow-diagram {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border-collapse: collapse; &lt;br /&gt;
	border-spacing: 0; &lt;br /&gt;
	line-height: 0; &lt;br /&gt;
	font-size: 0;&lt;br /&gt;
}&lt;br /&gt;
table.cc-flow-diagram td {&lt;br /&gt;
	padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-panel-banner {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
	min-width: 200px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
}&lt;br /&gt;
	.cc-panel-banner::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-panel-banner &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-panel-recolor-gray::before{&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(4%) sepia(1%) saturate(1309%) hue-rotate(314deg) brightness(110%) contrast(75%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-notoriety::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(22%) sepia(35%) saturate(545%) hue-rotate(43deg) brightness(97%) contrast(96%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-empire::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(13%) sepia(89%) saturate(822%) hue-rotate(329deg) brightness(92%) contrast(90%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-seafaring::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(16%) sepia(33%) saturate(755%) hue-rotate(176deg) brightness(91%) contrast(88%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-wealth::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(11%) sepia(76%) saturate(1604%) hue-rotate(292deg) brightness(97%) contrast(105%);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-pirate-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: var(--instance-sized-border-width) solid transparent;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
	border-image-width: var(--instance-sized-border-width);&lt;br /&gt;
	border-image-slice: 12;&lt;br /&gt;
	border-image-outset: 0;&lt;br /&gt;
	background-size: 99% 99%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
	.cc-pirate-icon-color-red {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/dd/T_PopulationBackground_Red.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-yellow {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/0b/T_PopulationBackground_Yellow.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-green {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_PopulationBackground_Green.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-purple {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/05/T_PopulationBackground_Pink.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-blue {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/a/a4/T_PopulationBackground_Blue.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-gray {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-producer-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-producer-icon::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/e/e3/T_BG_BlackSmoke_Round.png&amp;quot;), url(&amp;quot;/images/mbhh_cove/a/a4/T_ICO_BuildingSign_Shield.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 90%, 110% 100%;&lt;br /&gt;
		background-position: center center, center center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
		opacity: 0.5;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-producer-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-tier-icon {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	width: var(--instance-width);&lt;br /&gt;
	height: var(--instance-width);&lt;br /&gt;
	line-height: calc(var(--instance-width) * 0.9);&lt;br /&gt;
	background-size: 115% 115%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: var(--instance-font-size);&lt;br /&gt;
	text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 2px 2px 0 #000;&lt;br /&gt;
}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-none {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_ICO_BuildingSign_ShieldFive.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-notoriety {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/6/63/T_Flag_Principle_Notoriety_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-empire {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/25/T_Flag_Principle_Empire_Small.png&amp;quot;);&lt;br /&gt;
		background-position: calc(50% + 1px) calc(50% - 1px);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-seafaring {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/db/T_Flag_Principle_Sea_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-wealth {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/b/b1/T_Flag_Principle_Wealth_small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-stat-max {&lt;br /&gt;
	color: #34ff00;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.rotate-180 {&lt;br /&gt;
  transform: rotate(180deg);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1323</id>
		<title>MediaWiki:Mbhh.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1323"/>
		<updated>2026-08-07T03:45:51Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: fixed a typo--old name snuck in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the MBHH skin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Alegreya+Sans:ital,wght@0,100;0,300;0,400;0,500;0,700;0,800;0,900;1,100;1,300;1,400;1,500;1,700;1,800;1,900&amp;amp;family=Alegreya:ital,wght@0,400..900;1,400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
	background-image: url(/Corsair_Cove/skins/MBHH/resources/images/shade-right.png?9ba42),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-left.png?30070),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-bottom.png?ff4a7),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/game_bgs/COVE_bg.jpg?placeholder);&lt;br /&gt;
	font-family: &amp;quot;Alegreya Sans&amp;quot;, &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
	font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body h4, .mw-body h5, .mw-body .toctitle h2 {&lt;br /&gt;
font-family: &amp;quot;Alegreya&amp;quot;, sans-serif;&lt;br /&gt;
}h&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		}&lt;br /&gt;
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			background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_BG_challenges_Wealth.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
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		position: relative;&lt;br /&gt;
		z-index: 2;&lt;br /&gt;
		padding: 12px;&lt;br /&gt;
		margin-left: 2px;&lt;br /&gt;
		margin-right: 2px;&lt;br /&gt;
		line-height: 1.1;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-weight: bold;&lt;br /&gt;
	}&lt;br /&gt;
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			background-size: 100% 100%;&lt;br /&gt;
		}&lt;br /&gt;
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			z-index: 2;&lt;br /&gt;
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		}&lt;br /&gt;
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		top: -10px;&lt;br /&gt;
		margin-bottom: -14px;&lt;br /&gt;
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		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 4px;&lt;br /&gt;
		margin-left: 4px;&lt;br /&gt;
		margin-right: 4px;&lt;br /&gt;
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		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
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	}&lt;br /&gt;
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			position: absolute;&lt;br /&gt;
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			z-index: 2;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
			background-position: center center;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
			opacity: 0.4;&lt;br /&gt;
		}&lt;br /&gt;
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		margin-top: 8px;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-weight: bold;&lt;br /&gt;
	}&lt;br /&gt;
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		padding: 12px 30px;&lt;br /&gt;
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	}&lt;br /&gt;
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		text-align: center;&lt;br /&gt;
		margin: 0 24px 12px;&lt;br /&gt;
		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 12px;&lt;br /&gt;
	}&lt;br /&gt;
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		}&lt;br /&gt;
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			font-family: &amp;quot;Alegreya Sans&amp;quot;, sans-serif;&lt;br /&gt;
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			height: 6px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-ship {&lt;br /&gt;
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	position: relative;&lt;br /&gt;
	max-width: 360px;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 64px;&lt;br /&gt;
	margin-top: 58px;&lt;br /&gt;
	padding-bottom: 36px;&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/8/80/T_MainMenuBackGround.png&amp;quot;);&lt;br /&gt;
	background-size: 100% calc(100% + 10px);;&lt;br /&gt;
	background-position: top center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
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		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		top: -46px; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		border-image-source: url(&amp;quot;/images/mbhh_cove/b/b8/T_BG_PanelLongWithGold.png&amp;quot;);&lt;br /&gt;
		border-image-slice: 50 9 10 9;&lt;br /&gt;
		border-image-width: auto;&lt;br /&gt;
		border-image-outset: 4px;&lt;br /&gt;
		border-image-repeat: stretch;&lt;br /&gt;
		opacity: 0.2;&lt;br /&gt;
	}&lt;br /&gt;
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		background-color: transparent;&lt;br /&gt;
		height: 6px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
		background-size: 50% 30%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: 0 10% 12px 10%;&lt;br /&gt;
		opacity: 0.75;&lt;br /&gt;
	}&lt;br /&gt;
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		position: absolute;&lt;br /&gt;
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		top: -50px; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/2e/T_Deco_Panel.png&amp;quot;);&lt;br /&gt;
		background-size: 75% auto;&lt;br /&gt;
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		background-repeat: no-repeat;&lt;br /&gt;
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			top: -58px;&lt;br /&gt;
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		}&lt;br /&gt;
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			z-index: 2;&lt;br /&gt;
			padding-top: 4px;&lt;br /&gt;
			padding-bottom: 10px;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			font-weight: bold;&lt;br /&gt;
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			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
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				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				pointer-events: none;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
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				z-index: -1;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
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			z-index: 1;&lt;br /&gt;
			padding-top: 2px;&lt;br /&gt;
			padding-bottom: 8px;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			font-size: 0.9em;&lt;br /&gt;
			line-height: 1.0;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
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				z-index: -1;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
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			}&lt;br /&gt;
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			font-size: 0.8em;&lt;br /&gt;
			line-height: 1.3em;&lt;br /&gt;
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	.cc-infobox-ship-crew-title, &lt;br /&gt;
	.cc-infobox-ship-construction-title,&lt;br /&gt;
	.cc-infobox-ship-unlock-title {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		margin-top: 24px;&lt;br /&gt;
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			justify-content: space-between;&lt;br /&gt;
			align-items: center;&lt;br /&gt;
			margin: 0 10% 6px;&lt;br /&gt;
		}&lt;br /&gt;
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				font-weight: bold;&lt;br /&gt;
			}&lt;br /&gt;
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			display: flex;&lt;br /&gt;
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			align-items: flex-end;&lt;br /&gt;
			margin: 24px 10% 0;&lt;br /&gt;
		}&lt;br /&gt;
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					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
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			gap: 12px;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-crew-row-col {&lt;br /&gt;
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			}&lt;br /&gt;
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					position: relative;&lt;br /&gt;
					z-index: 1;&lt;br /&gt;
				}&lt;br /&gt;
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						content :&amp;quot;&amp;quot;;&lt;br /&gt;
						position: absolute;&lt;br /&gt;
						top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
						z-index: 5;&lt;br /&gt;
						background-image: url(&amp;quot;/images/mbhh_cove/6/66/T_PremiumCrewIndicator.png&amp;quot;);&lt;br /&gt;
						background-size: 100% 100%;&lt;br /&gt;
						background-position: center center;&lt;br /&gt;
					}&lt;br /&gt;
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				}&lt;br /&gt;
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			margin-bottom: 16px;&lt;br /&gt;
		}&lt;br /&gt;
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		}&lt;br /&gt;
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				width: fit-content;&lt;br /&gt;
				border-spacing: 3px;&lt;br /&gt;
			}&lt;br /&gt;
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					.cc-infobox-ship-unlock-requirements-points-empire {&lt;br /&gt;
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					}&lt;br /&gt;
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					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-wealth {&lt;br /&gt;
						background-color: #69154a;&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-reward-card {&lt;br /&gt;
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  width: 84px;&lt;br /&gt;
  height: 116px;&lt;br /&gt;
  padding: 10px 6px 4px 6px;&lt;br /&gt;
  border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
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  border-image-width: 4;&lt;br /&gt;
  font-size: 125%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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  padding: 8px 0 18px 120px;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/d/df/T_SubtitleBackground_Edge.png&amp;quot;);&lt;br /&gt;
  background-size: 100% 100%;&lt;br /&gt;
  background-position: -100px center;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		border-image-width: 35px 55px;&lt;br /&gt;
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		filter: saturate(90%) invert(13%) sepia(90%) saturate(822%) hue-rotate(329deg) brightness(60%) contrast(95%);&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
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			display: block;&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			height: 12px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/74/T_Divider_Small.png&amp;quot;);&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			background-size: 70% 70%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			margin-top: 12px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.cc-flow-diagram {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border-collapse: collapse; &lt;br /&gt;
	border-spacing: 0; &lt;br /&gt;
	line-height: 0; &lt;br /&gt;
	font-size: 0;&lt;br /&gt;
}&lt;br /&gt;
table.cc-flow-diagram td {&lt;br /&gt;
	padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-panel-banner {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
	min-width: 200px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
}&lt;br /&gt;
	.cc-panel-banner::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-panel-banner &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-panel-recolor-gray::before{&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(4%) sepia(1%) saturate(1309%) hue-rotate(314deg) brightness(110%) contrast(75%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-notoriety::before {&lt;br /&gt;
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	}&lt;br /&gt;
	.cc-panel-recolor-empire::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(13%) sepia(89%) saturate(822%) hue-rotate(329deg) brightness(92%) contrast(90%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-seafaring::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(16%) sepia(33%) saturate(755%) hue-rotate(176deg) brightness(91%) contrast(88%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-wealth::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(11%) sepia(76%) saturate(1604%) hue-rotate(292deg) brightness(97%) contrast(105%);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-pirate-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: var(--instance-sized-border-width) solid transparent;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
	border-image-width: var(--instance-sized-border-width);&lt;br /&gt;
	border-image-slice: 12;&lt;br /&gt;
	border-image-outset: 0;&lt;br /&gt;
	background-size: 99% 99%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
	.cc-pirate-icon-color-red {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/dd/T_PopulationBackground_Red.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-yellow {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/0b/T_PopulationBackground_Yellow.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-green {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_PopulationBackground_Green.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-purple {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/05/T_PopulationBackground_Pink.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-blue {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/a/a4/T_PopulationBackground_Blue.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-gray {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-producer-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-producer-icon::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/e/e3/T_BG_BlackSmoke_Round.png&amp;quot;), url(&amp;quot;/images/mbhh_cove/a/a4/T_ICO_BuildingSign_Shield.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 90%, 110% 100%;&lt;br /&gt;
		background-position: center center, center center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
		opacity: 0.5;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-producer-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-tier-icon {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	width: var(--instance-width);&lt;br /&gt;
	height: var(--instance-width);&lt;br /&gt;
	line-height: calc(var(--instance-width) * 0.9);&lt;br /&gt;
	background-size: 115% 115%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: var(--instance-font-size);&lt;br /&gt;
	text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 2px 2px 0 #000;&lt;br /&gt;
}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-none {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_ICO_BuildingSign_ShieldFive.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-notoriety {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/6/63/T_Flag_Principle_Notoriety_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-empire {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/25/T_Flag_Principle_Empire_Small.png&amp;quot;);&lt;br /&gt;
		background-position: calc(50% + 1px) calc(50% - 1px);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-seafaring {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/db/T_Flag_Principle_Sea_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-wealth {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/b/b1/T_Flag_Principle_Wealth_small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-stat-max {&lt;br /&gt;
	color: #34ff00;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.rotate-180 {&lt;br /&gt;
  transform: rotate(180deg);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=User:76561197969631737&amp;diff=1319</id>
		<title>User:76561197969631737</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=User:76561197969631737&amp;diff=1319"/>
		<updated>2026-08-07T03:25:25Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** START **&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** HEADER **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-tier&amp;quot;&amp;gt;{{Ship tier icon|4|path=Wealth|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-name&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Bedlam&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-class cc-panel-recolor-wealth&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Reaver+ Tier 4&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-icon&amp;quot;&amp;gt;[[File:T_Ship_Raider_Tier2_dot25.png|x128px]]&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-description&amp;quot;&amp;gt;The Bedlam has been custom-built to endure even the most arduous of raids, while her spring-loaded grappling hooks ensure a fast and secure latch onto enemy ships. The crew quarters are tight, but that only serves to strengthen the bond of those aboard. (We hope.)&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  &lt;br /&gt;
** STATS **&lt;br /&gt;
  &lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-title&amp;quot;&amp;gt;Stats&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-fullrow&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;{{Health|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;220&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-fullrow&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;{{Crew|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;85&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-fullrow&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;{{Supplies|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;44&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-rowofstats&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Base&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;Max&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Gun damage icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;20&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Boarding damage icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;33&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;66&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Speed icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;20&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Manoeuvrability icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;23&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;46&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Armour icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;13&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;26&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** CREW **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-title&amp;quot;&amp;gt;Crew&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Swabbies&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Pirate icon|Swabbies|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;30&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Crow&#039;s Eyes&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col-advanced&amp;quot;&amp;gt;{{Pirate icon|Crows Eyes|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;50&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Navigators&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col-advanced&amp;quot;&amp;gt;{{Pirate icon|Navigators|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;35&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** CONSTRUCTION **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-title&amp;quot;&amp;gt;Construction&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-pier&amp;quot;&amp;gt;[[File:T ICO Pier lvl 2.png|x32px|Trade Pier]] [[Trade Pier]]&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-table&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|class=&amp;quot;cc-infobox-ship-construction-qty&amp;quot;| &amp;lt;span&amp;gt;100&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;[[File:T_ICO_resource_plank.png|x32px|link=Planks|Planks]]&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;Planks&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;min-width: 32px;&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;cc-infobox-ship-construction-qty&amp;quot;| &amp;lt;span&amp;gt;75&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;[[File:T_ICO_resource_rope.png|x32px|link=Rope|Rope]]&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;Rope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|class=&amp;quot;cc-infobox-ship-construction-qty&amp;quot;| &amp;lt;span&amp;gt;75&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;[[File:T_ICO_resource_Sails.png|x32px|link=Sails|Sails]]&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;Sails&amp;lt;/span&amp;gt;&lt;br /&gt;
|style=&amp;quot;min-width: 32px;&amp;quot;|&amp;amp;nbsp;&lt;br /&gt;
|class=&amp;quot;cc-infobox-ship-construction-qty&amp;quot;| &amp;lt;span&amp;gt;75&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;[[File:T_ICO_resource_Fittings.png|x32px|link=Fittings|Fittings]]&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;Fittings&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|class=&amp;quot;cc-infobox-ship-construction-qty&amp;quot;| &amp;lt;span&amp;gt;5th&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;[[File:T_ICO_resource_plank.png|x32px|link=Planks|Planks]]&amp;lt;/span&amp;gt; || &amp;lt;span&amp;gt;Item&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** UNLOCK **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-unlock&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-unlock-title&amp;quot;&amp;gt;Unlock&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-unlock-requirements&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;Spend points:&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-unlock-requirements-points&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-unlock-requirements-points-wealth&amp;quot;&amp;gt;[[File:T_ICO_VEC_P_Wealth.png|x24px|link=Wealth|Wealth]]&amp;lt;span&amp;gt;12&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-unlock-requirements-points-notoriety&amp;quot;&amp;gt;[[File:T_ICO_VEC_P_Notoriety1.png|x24px|link=Notoriety|Notoriety]]&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;12&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** END **&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1318</id>
		<title>MediaWiki:Mbhh.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1318"/>
		<updated>2026-08-07T03:25:21Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Added styling suite for ship infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the MBHH skin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Alegreya+Sans:ital,wght@0,100;0,300;0,400;0,500;0,700;0,800;0,900;1,100;1,300;1,400;1,500;1,700;1,800;1,900&amp;amp;family=Alegreya:ital,wght@0,400..900;1,400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
	background-image: url(/Corsair_Cove/skins/MBHH/resources/images/shade-right.png?9ba42),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-left.png?30070),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-bottom.png?ff4a7),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/game_bgs/COVE_bg.jpg?placeholder);&lt;br /&gt;
	font-family: &amp;quot;Alegreya Sans&amp;quot;, &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
	font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body h4, .mw-body h5, .mw-body .toctitle h2 {&lt;br /&gt;
font-family: &amp;quot;Alegreya&amp;quot;, sans-serif;&lt;br /&gt;
}h&lt;br /&gt;
#mw-site-navigation #site-navigation.sidebar-chunk .sidebar-inner h3,&lt;br /&gt;
#mw-site-navigation #site-tools.sidebar-chunk .sidebar-inner h3,&lt;br /&gt;
#mw-related-navigation #page-tools.sidebar-chunk .sidebar-inner h3 {&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
  font-size: 1.2em;&lt;br /&gt;
	font-weight: 300 !important;&lt;br /&gt;
	text-transform: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
input#wpSummary {&lt;br /&gt;
	font-family: &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-popupWidget-popup {&lt;br /&gt;
	background-color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:link, .toctogglelabel {&lt;br /&gt;
	color: #f4cf81 !important;&lt;br /&gt;
}&lt;br /&gt;
a.new {&lt;br /&gt;
	color: #f35961 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabber__tab, a.tabber__tab, a.tabber__tab:visited {&lt;br /&gt;
    margin-left: 25px;&lt;br /&gt;
    margin-right: 25px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    justify-content: center;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content #toc ul a :not(img) {&lt;br /&gt;
	filter:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-scribunto-normalOutput {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ART */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#mw-content {&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/1/15/T_BG_BlackPaperBackgroundWithCutEdges.png&amp;quot;), linear-gradient(to right, #131315, #0f0f11);&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-body .mw-parser-output h2 {&lt;br /&gt;
  color: #f5dcab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body .mw-parser-output h2::after {&lt;br /&gt;
  border-bottom: none;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/d/d8/T_BG_JourneyComplete.png&amp;quot;);&lt;br /&gt;
  background-size: 109% 830px;&lt;br /&gt;
  background-position: center -9px;&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 4px;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  margin-top: 2px;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-body-content hr {&lt;br /&gt;
  border: none;&lt;br /&gt;
  background-color: transparent;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/8/89/T_Deco_DividerlineWhite.png&amp;quot;);&lt;br /&gt;
  background-size: 100% 12px;&lt;br /&gt;
  height: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-background img {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	background-size: 100% 100%;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/4/4e/T_Button_SelectionBorder_Default.png&amp;quot;) !important;&lt;br /&gt;
	border-image-slice: 12 !important;&lt;br /&gt;
	border-image-width: auto !important;&lt;br /&gt;
	border-image-outset: 6px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-compass-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	line-height: 0;&lt;br /&gt;
	font-size: 0;&lt;br /&gt;
	border-radius: 50%;&lt;br /&gt;
	background-color: var(--instance-path-color, transparent);&lt;br /&gt;
	width: var(--instance-size, 16px);&lt;br /&gt;
	height: var(--instance-size, 16px);&lt;br /&gt;
}&lt;br /&gt;
	.cc-compass-icon::after {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		top: 1px; left: 1px; right: 0; bottom: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/de/T_Button_Compass_Node_Round_Color.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 185% 185%;&lt;br /&gt;
	}&lt;br /&gt;
	.mw-body-content .cc-compass-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		line-height: 0;&lt;br /&gt;
		font-size: 0;&lt;br /&gt;
		border-radius: 50%;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		width: var(--instance-inner-size) !important;&lt;br /&gt;
		height: var(--instance-inner-size) !important;&lt;br /&gt;
	}&lt;br /&gt;
	.mw-body-content .cc-compass-icon a,&lt;br /&gt;
	.mw-body-content .cc-compass-icon span.mw-default-size {&lt;br /&gt;
		display: inline-flex;&lt;br /&gt;
		margin: 0;&lt;br /&gt;
		padding: 0;&lt;br /&gt;
		line-height: 0;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-resource {&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/1/15/T_BG_BlackPaperBackgroundWithCutEdges.png&amp;quot;);&lt;br /&gt;
	background-size: cover;&lt;br /&gt;
	border-radius: 4px;&lt;br /&gt;
	padding-top: 0;&lt;br /&gt;
	padding-left: 2px;&lt;br /&gt;
	padding-right: 2px;&lt;br /&gt;
	padding-bottom: 4px;&lt;br /&gt;
	margin-left: 40px;&lt;br /&gt;
	margin-bottom: 40px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-resource ul, p {&lt;br /&gt;
		list-style: none;&lt;br /&gt;
		margin-left: 8px;&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-resource &amp;gt; hr:first-child {&lt;br /&gt;
		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 12px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/74/T_Divider_Small.png&amp;quot;);&lt;br /&gt;
		background-size: 60% 70%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: -4px 20px -4px 20px;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-resource-header + hr {&lt;br /&gt;
		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 4px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f1/T_Divider_Center.png&amp;quot;);&lt;br /&gt;
		background-size: 60% 50%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: 0 30px 0 30px;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-resource-header {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		padding: 12px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-resource-header::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
			z-index: 0;&lt;br /&gt;
			border-radius: 5px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/47/T_StoneMask.png&amp;quot;);&lt;br /&gt;
			background-size: cover;&lt;br /&gt;
			opacity: 0.02;&lt;br /&gt;
			mask-image: linear-gradient(to right,  transparent, black 5px, black calc(100% - 5px), transparent),&lt;br /&gt;
						linear-gradient(to bottom, transparent, black 5px, black calc(100% - 5px), transparent);&lt;br /&gt;
			mask-composite: intersect;&lt;br /&gt;
			-webkit-mask-image: linear-gradient(to right,  transparent, black 5px, black calc(100% - 5px), transparent),&lt;br /&gt;
								linear-gradient(to bottom, transparent, black 5px, black calc(100% - 5px), transparent);&lt;br /&gt;
			-webkit-mask-composite: source-in;&lt;br /&gt;
			margin: 0 5px 0 5px;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-resource-footer {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		background-size: cover;&lt;br /&gt;
		padding: 8px;&lt;br /&gt;
		margin: 12px 4px 4px 4px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-resource-footer::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
			z-index: 0;&lt;br /&gt;
			border-image-source: url(&amp;quot;https://wiki.hoodedhorse.com/images/mbhh_cove/d/dd/T_BG_ContentBox.png&amp;quot;);&lt;br /&gt;
			border-image-width: 5px;&lt;br /&gt;
			border-image-slice: 10 fill;&lt;br /&gt;
			border-image-repeat: stretch;&lt;br /&gt;
			border-image-outset: 0;&lt;br /&gt;
			opacity: 0.3;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-resource-footer-label {&lt;br /&gt;
			display: block;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-resource-footer &amp;gt; hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 4px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/f/fa/T_unlock_Goldline.png&amp;quot;);&lt;br /&gt;
			background-size: 60% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 4px 0 4px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-building {&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/0/03/T_MainMenuBackGroundWithContent.png&amp;quot;);&lt;br /&gt;
	background-size: 177% auto;&lt;br /&gt;
	background-position: center 0px;&lt;br /&gt;
	margin-top: 48px;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 48px;&lt;br /&gt;
	padding-bottom: 48px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-building-header {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		margin-top: 2px;&lt;br /&gt;
		padding: 8px 0 12px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
		color: black;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-building-header &amp;gt; p {&lt;br /&gt;
			margin: 0;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			line-height: 1.1em;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-header &amp;gt; p:first-of-type {&lt;br /&gt;
			font-size: 1.35em;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-header-icon {&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			z-index: 3;&lt;br /&gt;
			top: 0;&lt;br /&gt;
			transform: translateY(-100%);&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			height: 40px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/48/T_PanelRoundTop.png&amp;quot;);&lt;br /&gt;
			background-size: 100% auto;&lt;br /&gt;
			background-position: center 0px;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-building-header-icon::before {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				z-index: 1;&lt;br /&gt;
				top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
				width: 100%;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/2/2e/T_Deco_Panel.png&amp;quot;);&lt;br /&gt;
				background-size: contain;&lt;br /&gt;
				background-position: center 0px;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-building-header-icon img {&lt;br /&gt;
					position: relative;&lt;br /&gt;
					z-index: 3;&lt;br /&gt;
					width: 48px;&lt;br /&gt;
					height: 48px;&lt;br /&gt;
					top: -14px;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-building-header-theme-well {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			height: 115px;&lt;br /&gt;
			background-size: 100% auto;&lt;br /&gt;
			background-position: center center;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-building-header-theme-generic {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c8/T_PanelBanner_Placeholder.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-camp {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/1/18/T_StructureBanner_PirateCamp.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-galley {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/a/a3/T_StructureBanner_galley.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-tavern {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/a/ae/T_StructureBanner_tavern.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-pier {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/fa/T_StructureBanner_pier.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-defense {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/7/71/T_StructureBanner_defense_towers.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-notoriety {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/7/75/T_StructureBanner_notoriety.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-empire {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/f9/T_StructureBanner_empire.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-seafaring {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/f9/T_StructureBanner_sea.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-wealth {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_StructureBanner_wealth.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-well::after {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				top: -40px; left: -2px; right: -2px; bottom: 0;&lt;br /&gt;
				z-index: 2;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
				opacity: 0.45;&lt;br /&gt;
			}&lt;br /&gt;
	.cc-infobox-building-description {&lt;br /&gt;
		padding: 16px;&lt;br /&gt;
		text-align: left;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-building-section {&lt;br /&gt;
		margin-top: 36px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-building-section hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 4px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-section-production-table {&lt;br /&gt;
			margin: 36px 36px 0 36px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-quest {&lt;br /&gt;
	float: right;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 48px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-quest-background-generic::before, &lt;br /&gt;
	.cc-infobox-quest-background-notoriety::before, &lt;br /&gt;
	.cc-infobox-quest-background-empire::before, &lt;br /&gt;
	.cc-infobox-quest-background-seafaring::before, &lt;br /&gt;
	.cc-infobox-quest-background-wealth::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 5px; bottom: 0; left: 5px;&lt;br /&gt;
		background-size: 100% auto;&lt;br /&gt;
		background-position: bottom center;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-background-generic::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/d/d8/T_BG_JourneyComplete.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
			bottom: -6px;&lt;br /&gt;
			opacity: 0.3;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-notoriety::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/5/5a/T_BG_challenges_Notoriety.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-empire::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/4d/T_BG_challenges_Empire.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-seafaring::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/d/d3/T_BG_challenges_Sea.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-wealth::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_BG_challenges_Wealth.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-title {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 2;&lt;br /&gt;
		padding: 12px;&lt;br /&gt;
		margin-left: 2px;&lt;br /&gt;
		margin-right: 2px;&lt;br /&gt;
		line-height: 1.1;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-weight: bold;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-title::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-title &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			color: black;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-path-banner {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		top: -10px;&lt;br /&gt;
		margin-bottom: -14px;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 4px;&lt;br /&gt;
		margin-left: 4px;&lt;br /&gt;
		margin-right: 4px;&lt;br /&gt;
		line-height: 1.0;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-size: 0.9em;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-path-banner::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
			z-index: 0;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-path-banner &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			color: white;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-illustration-well {&lt;br /&gt;
		position: relative;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-illustration-well::after {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: -55px; left: 0; right: 0; bottom: 0;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
			background-size: 100% 100%;&lt;br /&gt;
			background-position: center center;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
			opacity: 0.4;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-quest-region {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		margin-top: 8px;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		font-weight: bold;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-quest-section-description {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		padding: 12px 30px;&lt;br /&gt;
		line-height: 1.3;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-quest-section-difficulty, .cc-infobox-quest-section-rewards {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		margin: 0 24px 12px;&lt;br /&gt;
		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 12px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-quest-section-difficulty span, .cc-infobox-quest-section-rewards span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-section-difficulty div, .cc-infobox-quest-section-rewards div {&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			font-family: &amp;quot;Alegreya Sans&amp;quot;, sans-serif;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-section-difficulty hr, .cc-infobox-quest-section-rewards hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 6px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-ship {&lt;br /&gt;
	float: right;&lt;br /&gt;
	position: relative;&lt;br /&gt;
	max-width: 360px;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 64px;&lt;br /&gt;
	margin-top: 58px;&lt;br /&gt;
	padding-bottom: 36px;&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/8/80/T_MainMenuBackGround.png&amp;quot;);&lt;br /&gt;
	background-size: 100% calc(100% + 10px);;&lt;br /&gt;
	background-position: top center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-ship::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		top: -46px; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		border-image-source: url(&amp;quot;/images/mbhh_cove/b/b8/T_BG_PanelLongWithGold.png&amp;quot;);&lt;br /&gt;
		border-image-slice: 50 9 10 9;&lt;br /&gt;
		border-image-width: auto;&lt;br /&gt;
		border-image-outset: 4px;&lt;br /&gt;
		border-image-repeat: stretch;&lt;br /&gt;
		opacity: 0.2;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-ship hr {&lt;br /&gt;
		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 6px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
		background-size: 50% 30%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: 0 10% 12px 10%;&lt;br /&gt;
		opacity: 0.75;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-ship-header::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		top: -50px; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/2e/T_Deco_Panel.png&amp;quot;);&lt;br /&gt;
		background-size: 75% auto;&lt;br /&gt;
		background-position: center 0px;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-ship-header-tier {&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			z-index: 3;&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			top: -58px;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-ship-header-name {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 2;&lt;br /&gt;
			padding-top: 4px;&lt;br /&gt;
			padding-bottom: 10px;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			font-weight: bold;&lt;br /&gt;
			color: black;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-header-name::before {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				pointer-events: none;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				top: -6px; right: -6px; bottom: 0; left: -6px; &lt;br /&gt;
				z-index: -1;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
		.cc-infobox-ship-header-class {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			padding-top: 2px;&lt;br /&gt;
			padding-bottom: 8px;&lt;br /&gt;
			font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
			font-size: 0.9em;&lt;br /&gt;
			line-height: 1.0;&lt;br /&gt;
			text-align: center;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-header-class::before {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
				pointer-events: none;&lt;br /&gt;
				position: absolute;&lt;br /&gt;
				top: -12px; right: -2px; bottom: 0; left: -2px; &lt;br /&gt;
				z-index: -1;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
		.cc-infobox-ship-header-icon {&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-ship-header-description {&lt;br /&gt;
			margin: 12px 36px 0;&lt;br /&gt;
			font-size: 0.8em;&lt;br /&gt;
			line-height: 1.3em;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-ship-stats-title, &lt;br /&gt;
	.cc-infobox-ship-crew-title, &lt;br /&gt;
	.cc-infobox-ship-construction-title,&lt;br /&gt;
	.cc-infobox-ship-unlock-title {&lt;br /&gt;
		text-align: center;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
		margin-top: 24px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-ship-stats-fullrow {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: space-between;&lt;br /&gt;
			align-items: center;&lt;br /&gt;
			margin: 0 10% 6px;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-stats-fullrow div:nth-child(2) {&lt;br /&gt;
				font-weight: bold;&lt;br /&gt;
			}&lt;br /&gt;
		.cc-infobox-ship-stats-rowofstats {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: space-evenly;&lt;br /&gt;
			align-items: flex-end;&lt;br /&gt;
			margin: 24px 10% 0;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-stats-row-col {&lt;br /&gt;
				text-align: center;&lt;br /&gt;
				line-height: 1.3;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-stats-row-col div:not(:first-child) {&lt;br /&gt;
					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-ship-crew-row {&lt;br /&gt;
			display: flex;&lt;br /&gt;
			justify-content: center;&lt;br /&gt;
			gap: 12px;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-crew-row-col {&lt;br /&gt;
				text-align: center;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-crew-row-col .cc-infobox-ship-crew-row-col-advanced {&lt;br /&gt;
					position: relative;&lt;br /&gt;
					z-index: 1;&lt;br /&gt;
				}&lt;br /&gt;
					.cc-infobox-ship-crew-row-col .cc-infobox-ship-crew-row-col-advanced::after {&lt;br /&gt;
						content :&amp;quot;&amp;quot;;&lt;br /&gt;
						position: absolute;&lt;br /&gt;
						top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
						z-index: 5;&lt;br /&gt;
						background-image: url(&amp;quot;/images/mbhh_cove/6/66/T_PremiumCrewIndicator.png&amp;quot;);&lt;br /&gt;
						background-size: 100% 100%;&lt;br /&gt;
						background-position: center center;&lt;br /&gt;
					}&lt;br /&gt;
				.cc-infobox-ship-crew-row-col div:first-child {&lt;br /&gt;
					font-size: 0.8em;&lt;br /&gt;
				}&lt;br /&gt;
				.cc-infobox-ship-crew-row-col div:not(:first-child) {&lt;br /&gt;
					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-ship-construction-pier {&lt;br /&gt;
			text-align: center;&lt;br /&gt;
			margin-bottom: 16px;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-ship-construction-table {&lt;br /&gt;
			margin: 0 10%;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-ship-construction-table table {&lt;br /&gt;
				margin: 0 auto;&lt;br /&gt;
				width: fit-content;&lt;br /&gt;
				border-spacing: 3px;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-ship-construction-qty {&lt;br /&gt;
					font-weight: bold;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-ship-unlock-requirements {&lt;br /&gt;
			display: flex;&lt;br /&gt;
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				display: flex;&lt;br /&gt;
				gap: 4px;&lt;br /&gt;
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					padding: 0 4px;&lt;br /&gt;
				}&lt;br /&gt;
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						background-color: #46592d;&lt;br /&gt;
					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-empire {&lt;br /&gt;
						background-color: #6f302a;&lt;br /&gt;
					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-seafaring {&lt;br /&gt;
						background-color: #334661;&lt;br /&gt;
					}&lt;br /&gt;
					.cc-infobox-ship-unlock-requirements-points-wealth {&lt;br /&gt;
						background-color: #69154a;&lt;br /&gt;
					}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-reward-card {&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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		border-image-width: 35px 55px;&lt;br /&gt;
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		filter: saturate(90%) invert(13%) sepia(90%) saturate(822%) hue-rotate(329deg) brightness(60%) contrast(95%);&lt;br /&gt;
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		background-image: url(&amp;quot;/images/mbhh_cove/9/9a/T_warning_BloodStrong.png&amp;quot;);&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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	border: none;&lt;br /&gt;
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			width: 100%;&lt;br /&gt;
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			background-position: center;&lt;br /&gt;
			background-size: 70% 70%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			margin-top: 12px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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	display: inline-block;&lt;br /&gt;
	border-collapse: collapse; &lt;br /&gt;
	border-spacing: 0; &lt;br /&gt;
	line-height: 0; &lt;br /&gt;
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	padding: 0;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
	min-width: 200px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
}&lt;br /&gt;
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		content: &amp;quot;&amp;quot;;&lt;br /&gt;
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		position: absolute;&lt;br /&gt;
		top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
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		.cc-panel-banner &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
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		filter: brightness(0) saturate(100%) invert(4%) sepia(1%) saturate(1309%) hue-rotate(314deg) brightness(110%) contrast(75%);&lt;br /&gt;
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		filter: brightness(0) saturate(100%) invert(13%) sepia(89%) saturate(822%) hue-rotate(329deg) brightness(92%) contrast(90%);&lt;br /&gt;
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		filter: brightness(0) saturate(100%) invert(16%) sepia(33%) saturate(755%) hue-rotate(176deg) brightness(91%) contrast(88%);&lt;br /&gt;
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		filter: brightness(0) saturate(100%) invert(11%) sepia(76%) saturate(1604%) hue-rotate(292deg) brightness(97%) contrast(105%);&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-pirate-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: var(--instance-sized-border-width) solid transparent;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
	border-image-width: var(--instance-sized-border-width);&lt;br /&gt;
	border-image-slice: 12;&lt;br /&gt;
	border-image-outset: 0;&lt;br /&gt;
	background-size: 99% 99%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
	.cc-pirate-icon-color-red {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/dd/T_PopulationBackground_Red.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-yellow {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/0b/T_PopulationBackground_Yellow.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-green {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_PopulationBackground_Green.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-purple {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/05/T_PopulationBackground_Pink.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-blue {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/a/a4/T_PopulationBackground_Blue.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-gray {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-producer-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-producer-icon::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/e/e3/T_BG_BlackSmoke_Round.png&amp;quot;), url(&amp;quot;/images/mbhh_cove/a/a4/T_ICO_BuildingSign_Shield.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 90%, 110% 100%;&lt;br /&gt;
		background-position: center center, center center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
		opacity: 0.5;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-producer-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-tier-icon {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	width: var(--instance-width);&lt;br /&gt;
	height: var(--instance-width);&lt;br /&gt;
	line-height: calc(var(--instance-width) * 0.9);&lt;br /&gt;
	background-size: 115% 115%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
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	text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 2px 2px 0 #000;&lt;br /&gt;
}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-none {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_ICO_BuildingSign_ShieldFive.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-notoriety {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/6/63/T_Flag_Principle_Notoriety_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-empire {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/25/T_Flag_Principle_Empire_Small.png&amp;quot;);&lt;br /&gt;
		background-position: calc(50% + 1px) calc(50% - 1px);&lt;br /&gt;
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		background-image: url(&amp;quot;/images/mbhh_cove/d/db/T_Flag_Principle_Sea_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-wealth {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/b/b1/T_Flag_Principle_Wealth_small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-stat-max {&lt;br /&gt;
	color: #34ff00;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.rotate-180 {&lt;br /&gt;
  transform: rotate(180deg);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=User:76561197969631737&amp;diff=1317</id>
		<title>User:76561197969631737</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=User:76561197969631737&amp;diff=1317"/>
		<updated>2026-08-07T01:58:35Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** START **&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** HEADER **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-tier&amp;quot;&amp;gt;{{Ship tier icon|4|path=Wealth|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-name&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Bedlam&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-class cc-panel-recolor-wealth&amp;quot;&amp;gt;&amp;lt;span&amp;gt;Reaver+ Tier 4&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-icon&amp;quot;&amp;gt;[[File:T_Ship_Raider_Tier2_dot25.png|x128px]]&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-header-description&amp;quot;&amp;gt;The Bedlam has been custom-built to endure even the most arduous of raids, while her spring-loaded grappling hooks ensure a fast and secure latch onto enemy ships. The crew quarters are tight, but that only serves to strengthen the bond of those aboard. (We hope.)&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
  &lt;br /&gt;
** STATS **&lt;br /&gt;
  &lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-title&amp;quot;&amp;gt;Stats&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-fullrow&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;{{Health|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;220&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-fullrow&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;{{Crew|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;85&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-fullrow&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;{{Supplies|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div&amp;gt;44&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-rowofstats&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Base&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;Max&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Gun damage icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;20&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Boarding damage icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;33&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;66&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Speed icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;10&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;20&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Manoeuvrability icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;23&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;46&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-stats-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Armour icon|size=sm}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;13&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-ship-stat-max&amp;quot;&amp;gt;26&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** CREW **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-title&amp;quot;&amp;gt;Crew&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Swabbies&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;{{Pirate icon|Swabbies|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;30&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Crow&#039;s Eyes&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col-advanced&amp;quot;&amp;gt;{{Pirate icon|Crows Eyes|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;50&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;Navigators&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-crew-row-col-advanced&amp;quot;&amp;gt;{{Pirate icon|Navigators|size=md}}&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;div&amp;gt;35&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** CONSTRUCTION **&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-title&amp;quot;&amp;gt;Construction&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;hr&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-pier&amp;quot;&amp;gt;[[File:T ICO Pier lvl 2.png|x32px|Trade Pier]] [[Trade Pier]]&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-grid&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-grid-cell&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;span&amp;gt;100&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;[[File:T_ICO_resource_plank.png|x32px|link=Planks|Planks]]&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;Planks&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-grid-cell&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;span&amp;gt;75&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;[[File:T_ICO_resource_rope.png|x32px|link=Rope|Rope]]&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;Rope&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-grid-cell&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;span&amp;gt;75&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;[[File:T_ICO_resource_Sails.png|x32px|link=Sails|Sails]]&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;Sails&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-grid-cell&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;span&amp;gt;75&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;[[File:T_ICO_resource_Fittings.png|x32px|link=Fittings|Fittings]]&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;Fittings&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;div class=&amp;quot;cc-infobox-ship-construction-grid-cell&amp;quot;&amp;gt;&amp;lt;!--&lt;br /&gt;
----------&amp;gt;&amp;lt;span&amp;gt;5th&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;[[File:T_ICO_resource_plank.png|x32px|link=Planks|Planks]]&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt;Item&amp;lt;/span&amp;gt;&amp;lt;!--&lt;br /&gt;
--------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
------&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
----&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
** END **&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1316</id>
		<title>MediaWiki:Mbhh.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Corsair_Cove/index.php?title=MediaWiki:Mbhh.css&amp;diff=1316"/>
		<updated>2026-08-07T01:31:18Z</updated>

		<summary type="html">&lt;p&gt;76561197969631737: Updated pirate icon styling to more reliably fit in expected sizes (no more outset)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* All CSS here will be loaded for users of the MBHH skin */&lt;br /&gt;
@import url(&#039;https://fonts.googleapis.com/css2?family=Alegreya+Sans:ital,wght@0,100;0,300;0,400;0,500;0,700;0,800;0,900;1,100;1,300;1,400;1,500;1,700;1,800;1,900&amp;amp;family=Alegreya:ital,wght@0,400..900;1,400..900&amp;amp;display=swap&#039;);&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
	background-image: url(/Corsair_Cove/skins/MBHH/resources/images/shade-right.png?9ba42),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-left.png?30070),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/shade-bottom.png?ff4a7),&lt;br /&gt;
	url(/Corsair_Cove/skins/MBHH/resources/images/game_bgs/COVE_bg.jpg?placeholder);&lt;br /&gt;
	font-family: &amp;quot;Alegreya Sans&amp;quot;, &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
	font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body h1, .mw-body h2, .mw-body h3, .mw-body h4, .mw-body h5, .mw-body .toctitle h2 {&lt;br /&gt;
font-family: &amp;quot;Alegreya&amp;quot;, sans-serif;&lt;br /&gt;
}h&lt;br /&gt;
#mw-site-navigation #site-navigation.sidebar-chunk .sidebar-inner h3,&lt;br /&gt;
#mw-site-navigation #site-tools.sidebar-chunk .sidebar-inner h3,&lt;br /&gt;
#mw-related-navigation #page-tools.sidebar-chunk .sidebar-inner h3 {&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
  font-size: 1.2em;&lt;br /&gt;
	font-weight: 300 !important;&lt;br /&gt;
	text-transform: unset;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
input#wpSummary {&lt;br /&gt;
	font-family: &amp;quot;Noto Sans&amp;quot;, sans-serif;&lt;br /&gt;
}&lt;br /&gt;
.oo-ui-popupWidget-popup {&lt;br /&gt;
	background-color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
a, a:link, .toctogglelabel {&lt;br /&gt;
	color: #f4cf81 !important;&lt;br /&gt;
}&lt;br /&gt;
a.new {&lt;br /&gt;
	color: #f35961 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabber__tab, a.tabber__tab, a.tabber__tab:visited {&lt;br /&gt;
    margin-left: 25px;&lt;br /&gt;
    margin-right: 25px;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    justify-content: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tabber__tabs {&lt;br /&gt;
    flex-wrap: wrap;&lt;br /&gt;
    justify-content: center;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-content #toc ul a :not(img) {&lt;br /&gt;
	filter:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-scribunto-normalOutput {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* ART */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#mw-content {&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/1/15/T_BG_BlackPaperBackgroundWithCutEdges.png&amp;quot;), linear-gradient(to right, #131315, #0f0f11);&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-body .mw-parser-output h2 {&lt;br /&gt;
  color: #f5dcab;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body .mw-parser-output h2::after {&lt;br /&gt;
  border-bottom: none;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/d/d8/T_BG_JourneyComplete.png&amp;quot;);&lt;br /&gt;
  background-size: 109% 830px;&lt;br /&gt;
  background-position: center -9px;&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 4px;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  margin-top: 2px;&lt;br /&gt;
  padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-body-content hr {&lt;br /&gt;
  border: none;&lt;br /&gt;
  background-color: transparent;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/8/89/T_Deco_DividerlineWhite.png&amp;quot;);&lt;br /&gt;
  background-size: 100% 12px;&lt;br /&gt;
  height: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-background img {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	background-size: 100% 100%;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/4/4e/T_Button_SelectionBorder_Default.png&amp;quot;) !important;&lt;br /&gt;
	border-image-slice: 12 !important;&lt;br /&gt;
	border-image-width: auto !important;&lt;br /&gt;
	border-image-outset: 6px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-compass-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-flex;&lt;br /&gt;
	align-items: center;&lt;br /&gt;
	justify-content: center;&lt;br /&gt;
	line-height: 0;&lt;br /&gt;
	font-size: 0;&lt;br /&gt;
	border-radius: 50%;&lt;br /&gt;
	background-color: var(--instance-path-color, transparent);&lt;br /&gt;
	width: var(--instance-size, 16px);&lt;br /&gt;
	height: var(--instance-size, 16px);&lt;br /&gt;
}&lt;br /&gt;
	.cc-compass-icon::after {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		top: 1px; left: 1px; right: 0; bottom: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/de/T_Button_Compass_Node_Round_Color.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 185% 185%;&lt;br /&gt;
	}&lt;br /&gt;
	.mw-body-content .cc-compass-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		line-height: 0;&lt;br /&gt;
		font-size: 0;&lt;br /&gt;
		border-radius: 50%;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
		width: var(--instance-inner-size) !important;&lt;br /&gt;
		height: var(--instance-inner-size) !important;&lt;br /&gt;
	}&lt;br /&gt;
	.mw-body-content .cc-compass-icon a,&lt;br /&gt;
	.mw-body-content .cc-compass-icon span.mw-default-size {&lt;br /&gt;
		display: inline-flex;&lt;br /&gt;
		margin: 0;&lt;br /&gt;
		padding: 0;&lt;br /&gt;
		line-height: 0;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-resource {&lt;br /&gt;
	background-image: url(&amp;quot;/images/mbhh_cove/1/15/T_BG_BlackPaperBackgroundWithCutEdges.png&amp;quot;);&lt;br /&gt;
	background-size: cover;&lt;br /&gt;
	border-radius: 4px;&lt;br /&gt;
	padding-top: 0;&lt;br /&gt;
	padding-left: 2px;&lt;br /&gt;
	padding-right: 2px;&lt;br /&gt;
	padding-bottom: 4px;&lt;br /&gt;
	margin-left: 40px;&lt;br /&gt;
	margin-bottom: 40px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-infobox-resource ul, p {&lt;br /&gt;
		list-style: none;&lt;br /&gt;
		margin-left: 8px;&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-resource &amp;gt; hr:first-child {&lt;br /&gt;
		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 12px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/74/T_Divider_Small.png&amp;quot;);&lt;br /&gt;
		background-size: 60% 70%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: -4px 20px -4px 20px;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-resource-header + hr {&lt;br /&gt;
		border: none;&lt;br /&gt;
		background-color: transparent;&lt;br /&gt;
		height: 4px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f1/T_Divider_Center.png&amp;quot;);&lt;br /&gt;
		background-size: 60% 50%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		margin: 0 30px 0 30px;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-resource-header {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		padding: 12px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-resource-header::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
			top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
			z-index: 0;&lt;br /&gt;
			border-radius: 5px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/47/T_StoneMask.png&amp;quot;);&lt;br /&gt;
			background-size: cover;&lt;br /&gt;
			opacity: 0.02;&lt;br /&gt;
			mask-image: linear-gradient(to right,  transparent, black 5px, black calc(100% - 5px), transparent),&lt;br /&gt;
						linear-gradient(to bottom, transparent, black 5px, black calc(100% - 5px), transparent);&lt;br /&gt;
			mask-composite: intersect;&lt;br /&gt;
			-webkit-mask-image: linear-gradient(to right,  transparent, black 5px, black calc(100% - 5px), transparent),&lt;br /&gt;
								linear-gradient(to bottom, transparent, black 5px, black calc(100% - 5px), transparent);&lt;br /&gt;
			-webkit-mask-composite: source-in;&lt;br /&gt;
			margin: 0 5px 0 5px;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-infobox-resource-footer {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		background-size: cover;&lt;br /&gt;
		padding: 8px;&lt;br /&gt;
		margin: 12px 4px 4px 4px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-resource-footer::before {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			pointer-events: none;&lt;br /&gt;
			position: absolute;&lt;br /&gt;
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			border-image-width: 5px;&lt;br /&gt;
			border-image-slice: 10 fill;&lt;br /&gt;
			border-image-repeat: stretch;&lt;br /&gt;
			border-image-outset: 0;&lt;br /&gt;
			opacity: 0.3;&lt;br /&gt;
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			z-index: 1;&lt;br /&gt;
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			background-color: transparent;&lt;br /&gt;
			height: 4px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/f/fa/T_unlock_Goldline.png&amp;quot;);&lt;br /&gt;
			background-size: 60% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 4px 0 4px;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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	background-size: 177% auto;&lt;br /&gt;
	background-position: center 0px;&lt;br /&gt;
	margin-top: 48px;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 48px;&lt;br /&gt;
	padding-bottom: 48px;&lt;br /&gt;
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		margin-top: 2px;&lt;br /&gt;
		padding: 8px 0 12px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
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			width: 100%;&lt;br /&gt;
			height: 40px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/48/T_PanelRoundTop.png&amp;quot;);&lt;br /&gt;
			background-size: 100% auto;&lt;br /&gt;
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				top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
				width: 100%;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/2/2e/T_Deco_Panel.png&amp;quot;);&lt;br /&gt;
				background-size: contain;&lt;br /&gt;
				background-position: center 0px;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
			}&lt;br /&gt;
				.cc-infobox-building-header-icon img {&lt;br /&gt;
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					z-index: 3;&lt;br /&gt;
					width: 48px;&lt;br /&gt;
					height: 48px;&lt;br /&gt;
					top: -14px;&lt;br /&gt;
				}&lt;br /&gt;
		.cc-infobox-building-header-theme-well {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
			height: 115px;&lt;br /&gt;
			background-size: 100% auto;&lt;br /&gt;
			background-position: center center;&lt;br /&gt;
			background-repeat: no-repeat;&lt;br /&gt;
		}&lt;br /&gt;
			.cc-infobox-building-header-theme-generic {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/c/c8/T_PanelBanner_Placeholder.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-camp {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/1/18/T_StructureBanner_PirateCamp.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-galley {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/a/a3/T_StructureBanner_galley.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-tavern {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/a/ae/T_StructureBanner_tavern.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-pier {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/fa/T_StructureBanner_pier.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-defense {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/7/71/T_StructureBanner_defense_towers.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-notoriety {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/7/75/T_StructureBanner_notoriety.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-empire {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/f9/T_StructureBanner_empire.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-seafaring {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/f/f9/T_StructureBanner_sea.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-wealth {&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_StructureBanner_wealth.png&amp;quot;);&lt;br /&gt;
			}&lt;br /&gt;
			.cc-infobox-building-header-theme-well::after {&lt;br /&gt;
				content: &amp;quot;&amp;quot;;&lt;br /&gt;
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				z-index: 2;&lt;br /&gt;
				background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
				background-size: 100% 100%;&lt;br /&gt;
				background-position: center center;&lt;br /&gt;
				background-repeat: no-repeat;&lt;br /&gt;
				opacity: 0.45;&lt;br /&gt;
			}&lt;br /&gt;
	.cc-infobox-building-description {&lt;br /&gt;
		padding: 16px;&lt;br /&gt;
		text-align: left;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-infobox-building-section {&lt;br /&gt;
		margin-top: 36px;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-infobox-building-section hr {&lt;br /&gt;
			border: none;&lt;br /&gt;
			background-color: transparent;&lt;br /&gt;
			height: 4px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-building-section-production-table {&lt;br /&gt;
			margin: 36px 36px 0 36px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-infobox-quest {&lt;br /&gt;
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	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	overflow: hidden;&lt;br /&gt;
	margin-left: 48px;&lt;br /&gt;
	margin-bottom: 48px;&lt;br /&gt;
}&lt;br /&gt;
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	.cc-infobox-quest-background-notoriety::before, &lt;br /&gt;
	.cc-infobox-quest-background-empire::before, &lt;br /&gt;
	.cc-infobox-quest-background-seafaring::before, &lt;br /&gt;
	.cc-infobox-quest-background-wealth::before {&lt;br /&gt;
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		background-size: 100% auto;&lt;br /&gt;
		background-position: bottom center;&lt;br /&gt;
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			background-size: 100% 100%;&lt;br /&gt;
			bottom: -6px;&lt;br /&gt;
			opacity: 0.3;&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-notoriety::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/5/5a/T_BG_challenges_Notoriety.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-empire::before {&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/4/4d/T_BG_challenges_Empire.png&amp;quot;);&lt;br /&gt;
		}&lt;br /&gt;
		.cc-infobox-quest-background-seafaring::before {&lt;br /&gt;
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		}&lt;br /&gt;
		.cc-infobox-quest-background-wealth::before {&lt;br /&gt;
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		}&lt;br /&gt;
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		margin-left: 2px;&lt;br /&gt;
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		line-height: 1.1;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
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			background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
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		top: -10px;&lt;br /&gt;
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		padding-top: 12px;&lt;br /&gt;
		padding-bottom: 4px;&lt;br /&gt;
		margin-left: 4px;&lt;br /&gt;
		margin-right: 4px;&lt;br /&gt;
		line-height: 1.0;&lt;br /&gt;
		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
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			z-index: 2;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/2/2c/T_BannerGlow.png&amp;quot;);&lt;br /&gt;
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			background-position: center center;&lt;br /&gt;
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			background-image: url(&amp;quot;/images/mbhh_cove/7/72/T_Deco_DividerlineGoldWide.png&amp;quot;);&lt;br /&gt;
			background-size: 50% 30%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			margin: 0 10% 12px 10%;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-reward-card {&lt;br /&gt;
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  align-items: center;&lt;br /&gt;
  width: 84px;&lt;br /&gt;
  height: 116px;&lt;br /&gt;
  padding: 10px 6px 4px 6px;&lt;br /&gt;
  border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
  border-image-slice: 11 fill;&lt;br /&gt;
  border-image-width: 4;&lt;br /&gt;
  font-size: 125%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-quest-page-timeline {&lt;br /&gt;
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  padding: 8px 0 18px 120px;&lt;br /&gt;
  background-image: url(&amp;quot;/images/mbhh_cove/d/df/T_SubtitleBackground_Edge.png&amp;quot;);&lt;br /&gt;
  background-size: 100% 100%;&lt;br /&gt;
  background-position: -100px center;&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-page-notice-spoiler {&lt;br /&gt;
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	gap: 8px;&lt;br /&gt;
	width: fit-content;&lt;br /&gt;
	margin: auto;&lt;br /&gt;
	padding: 8px 56px 12px;&lt;br /&gt;
	margin-bottom: 24px;&lt;br /&gt;
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		border-image-source: url(&amp;quot;/images/mbhh_cove/a/a6/T_Banner_Medium_scaleable.png&amp;quot;);&lt;br /&gt;
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		border-image-width: 35px 55px;&lt;br /&gt;
		border-image-repeat: stretch;&lt;br /&gt;
		border-image-outset: 24px 2px 16px;&lt;br /&gt;
		filter: saturate(90%) invert(13%) sepia(90%) saturate(822%) hue-rotate(329deg) brightness(60%) contrast(95%);&lt;br /&gt;
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		background-image: url(&amp;quot;/images/mbhh_cove/9/9a/T_warning_BloodStrong.png&amp;quot;);&lt;br /&gt;
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		font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
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	background-color: transparent;&lt;br /&gt;
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		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		display: block;&lt;br /&gt;
		width: 100%;&lt;br /&gt;
		height: 64px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/21/T_Divider_Top.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 80% 60%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
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	.toc::after {&lt;br /&gt;
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		width: 100%;&lt;br /&gt;
		height: 4px;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f1/T_Divider_Center.png&amp;quot;);&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-size: 70% 70%;&lt;br /&gt;
		background-repeat: repeat-x;&lt;br /&gt;
		margin-top: 16px;&lt;br /&gt;
	}&lt;br /&gt;
	.toc &amp;gt; .toctitle {&lt;br /&gt;
		border: none;&lt;br /&gt;
	}&lt;br /&gt;
		.toc &amp;gt; .toctitle::after {&lt;br /&gt;
			content: &amp;quot;&amp;quot;;&lt;br /&gt;
			display: block;&lt;br /&gt;
			width: 100%;&lt;br /&gt;
			height: 12px;&lt;br /&gt;
			background-image: url(&amp;quot;/images/mbhh_cove/7/74/T_Divider_Small.png&amp;quot;);&lt;br /&gt;
			background-position: center;&lt;br /&gt;
			background-size: 70% 70%;&lt;br /&gt;
			background-repeat: repeat-x;&lt;br /&gt;
			margin-top: 12px;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.cc-flow-diagram {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border-collapse: collapse; &lt;br /&gt;
	border-spacing: 0; &lt;br /&gt;
	line-height: 0; &lt;br /&gt;
	font-size: 0;&lt;br /&gt;
}&lt;br /&gt;
table.cc-flow-diagram td {&lt;br /&gt;
	padding: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-panel-banner {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 12px;&lt;br /&gt;
	min-width: 200px;&lt;br /&gt;
	line-height: 1.1;&lt;br /&gt;
	font-family: &amp;quot;Alegreya&amp;quot;, serif;&lt;br /&gt;
}&lt;br /&gt;
	.cc-panel-banner::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		top: 0; left: 0; right: 0; bottom: 0;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/c/c3/T_BG_PanelHeader03.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 100%;&lt;br /&gt;
		background-position: center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
	}&lt;br /&gt;
		.cc-panel-banner &amp;gt; span {&lt;br /&gt;
			position: relative;&lt;br /&gt;
			z-index: 1;&lt;br /&gt;
		}&lt;br /&gt;
	.cc-panel-recolor-gray::before{&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(4%) sepia(1%) saturate(1309%) hue-rotate(314deg) brightness(110%) contrast(75%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-notoriety::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(22%) sepia(35%) saturate(545%) hue-rotate(43deg) brightness(97%) contrast(96%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-empire::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(13%) sepia(89%) saturate(822%) hue-rotate(329deg) brightness(92%) contrast(90%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-seafaring::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(16%) sepia(33%) saturate(755%) hue-rotate(176deg) brightness(91%) contrast(88%);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-panel-recolor-wealth::before {&lt;br /&gt;
		filter: brightness(0) saturate(100%) invert(11%) sepia(76%) saturate(1604%) hue-rotate(292deg) brightness(97%) contrast(105%);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-pirate-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	border: var(--instance-sized-border-width) solid transparent;&lt;br /&gt;
	border-image-source: url(&amp;quot;/images/mbhh_cove/0/0e/T_Button_ChoiceCard_Default.png&amp;quot;);&lt;br /&gt;
	border-image-width: var(--instance-sized-border-width);&lt;br /&gt;
	border-image-slice: 12;&lt;br /&gt;
	border-image-outset: 0;&lt;br /&gt;
	background-size: 99% 99%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
}&lt;br /&gt;
	.cc-pirate-icon-color-red {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/dd/T_PopulationBackground_Red.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-yellow {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/0b/T_PopulationBackground_Yellow.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-green {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/f/f0/T_PopulationBackground_Green.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-purple {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/0/05/T_PopulationBackground_Pink.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-blue {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/a/a4/T_PopulationBackground_Blue.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-pirate-icon-color-gray {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/7/76/T_PopulationBackground_Gray.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-producer-icon {&lt;br /&gt;
	position: relative;&lt;br /&gt;
	z-index: 1;&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
}&lt;br /&gt;
	.cc-producer-icon::before {&lt;br /&gt;
		content: &amp;quot;&amp;quot;;&lt;br /&gt;
		pointer-events: none;&lt;br /&gt;
		position: absolute;&lt;br /&gt;
		z-index: 0;&lt;br /&gt;
		top: 0; right: 0; bottom: 0; left: 0;&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/e/e3/T_BG_BlackSmoke_Round.png&amp;quot;), url(&amp;quot;/images/mbhh_cove/a/a4/T_ICO_BuildingSign_Shield.png&amp;quot;);&lt;br /&gt;
		background-size: 100% 90%, 110% 100%;&lt;br /&gt;
		background-position: center center, center center;&lt;br /&gt;
		background-repeat: no-repeat;&lt;br /&gt;
		opacity: 0.5;&lt;br /&gt;
	}&lt;br /&gt;
	.cc-producer-icon img {&lt;br /&gt;
		position: relative;&lt;br /&gt;
		z-index: 1;&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cc-ship-tier-icon {&lt;br /&gt;
	display: inline-block;&lt;br /&gt;
	width: var(--instance-width);&lt;br /&gt;
	height: var(--instance-width);&lt;br /&gt;
	line-height: calc(var(--instance-width) * 0.9);&lt;br /&gt;
	background-size: 115% 115%;&lt;br /&gt;
	background-position: center center;&lt;br /&gt;
	background-repeat: no-repeat;&lt;br /&gt;
	text-align: center;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size: var(--instance-font-size);&lt;br /&gt;
	text-shadow: -1px -1px 0 #000, 1px -1px 0 #000, -1px 1px 0 #000, 2px 2px 0 #000;&lt;br /&gt;
}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-none {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/4/4e/T_ICO_BuildingSign_ShieldFive.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-notoriety {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/6/63/T_Flag_Principle_Notoriety_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-empire {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/2/25/T_Flag_Principle_Empire_Small.png&amp;quot;);&lt;br /&gt;
		background-position: calc(50% + 1px) calc(50% - 1px);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-seafaring {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/d/db/T_Flag_Principle_Sea_Small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
	.cc-ship-tier-icon.cc-ship-tier-icon-wealth {&lt;br /&gt;
		background-image: url(&amp;quot;/images/mbhh_cove/b/b1/T_Flag_Principle_Wealth_small.png&amp;quot;);&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.rotate-180 {&lt;br /&gt;
  transform: rotate(180deg);&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>76561197969631737</name></author>
	</entry>
</feed>