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docs: shipyard, revenge seas
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MANUAL.md

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@@ -195,6 +195,9 @@ dock. Every port offers:
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* **TAVERN** — See below. Worth the price of admission alone.
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* **RECRUIT** — Hire able seamen, 5 gold a head. The more hands aboard,
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the faster your cannons reload. A well-manned ship fires fast.
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* **SHIPYARD** — Refit your ship. PLATING adds 5 hull (twice), SAILS
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make her half again as fast, LONG GUNS reach half again as far.
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Not cheap. Worth it.
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* **SAVE** — Record the voyage in the Captain's Log.
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* **SET SAIL** — Back to the horizon.
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There is no retreat, no repair, no mercy.
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Survive, and the Treasure — and your final haul of gold — is yours.
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The screen will say the rest.
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The screen will say the rest. And the sea remembers: a won sea never
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calms. Pirates prowl even your best-charted waters, as thick as the
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day you first sailed them. The Treasure's curse, they call it.
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README.md

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- **Spot ports from the sea**: beaches with plank-dock tiles are dockable.
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Trade four goods (rum, silk, spice, cannon), repair the hull, recruit crew,
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and ask the tavern for rumors — it knows the nearest port and the nearest
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unclaimed Isle of Legend.
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unclaimed Isle of Legend. The **shipyard** refits your ship for gold:
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plating (+5 hull, twice), sails (+50% top speed), long guns (+40% reach).
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- **Win, and keep sailing.** The Treasure's curse: after victory, charted
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waters roll encounters at full rate — a won sea never calms.
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- **Digging.** An isle's beach only gives up its fragment once its guardian
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is sunk.
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- **Merchants.** Lone sails hail you at close range: buy a small lot at half

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