Here are some selected mod plans I've worked on:



Ship: Ambush Vaisseau
Owner: MidgetNinjaz
Criteria: Max stats, no budgetary constraints
Inherited skill: Roaring sea mines
Notes: This is an AV I helped MidgetNinjaz mod. He wanted max sails/dura/turn/armor/wave, and whatever else he could get toward crew. It turned out fantastic! A lot of great successes, he is very proud of it :)




Ship: Festive Armoured Turtle Ship
Owner: OjosDeAzul
Criteria: Max stats, no budgetary constraints
Inherited Skill: Watertight bulkhead
Notes: This is an FATS I worked on for Ojos. He took the watertight bulkhead skill to avoid the pains of leaks in a turtle ship. Turned out nice as well, he got GS in all the right spots to max turn/wr/armor/sails/dura.




Ship: Light La Mort
Owner: minerguy1
Criteria: Speed/piracy mod, DHP/EA/PEA skills
Inherited Skill: N/A
Notes: This is an LLM that minerguy1 and I worked very closely to plan. We must have went through 10 different LLM plans! He got 2 GS to turn, so we were able to add a couple points of armor. It is quite efficient for piracy....he got up to 16k noto in it!




Ship: Gunboat
Owner : (N/A)
Criteria: ESF modded, no DSail, budget mod
Inherited skill: Attack Prevention net
Notes: This is a gunboat for ESF. This is my recommended build. I suggested APN to buy you some time/help escape in the event you get hung up in melee with an Ambush Roman Galley.




Ship: Commander's Heavy Caravel
Owner: (N/A)
Criteria: ESF modded, no Dsail, budget mod
Inherited Skill: Roaring Sea Mines
Notes: This is a CHC (a tank-type ship) for ESF. This is one of several routes you can go on this ship. For this ship, I went a more melee focused route, taking DHP/RSM for a lot of fighting on the interior.




Ship: Custom Commander's Caravel
Owner: (N/A)
Criteria: ESF modded, Max stats, no budgetary constraints
Inherited Skill: Roaring Sea Mines
Notes: This is the tank-class ESF ship I would take if I had no budgetary constraints. All relevant stats are maxed by G4 (but still quite good @ g3). This ship is set up to use fire cannons, so I suggest the Grand Volkans from Ganador.




Ship: Custom Commander's Corvette
Owner: (N/A)
Criteria: ESF modded, Support/sniper ship, no budgetary constraints
Inherited Skill: Support skill of users choice (Sea Mine Search, Medical support, Command post, etc.)
Notes: This is similar to the ship I use for ESF. It is designed to be a sniper, but mainly to have support skills to augment the other players in the fleet. Each ESF fleet should have a player in the support role. The way I play ESF, it is often the admiral, unless an applicable defensive skill is available. The ship should still retain BPA though, for survivability if it is for an admiral; however, the player might opt for another support skill instead.




Ship: Light La Mort
Owner: (N/A)
Criteria: Piracy modded, no budgetary constraints
Inherited skill: (N/A)
Notes: This is the standard build I recommend for piracy for my clients. Teak panel (or equivalent) is absolutely necessary. Ship Speed 1 and 2 increase both accel/battle speed, so it is highly useful for piracy. Unlike most of my plans, I do not have a low-budget model for this, because I think low-budget piracy LLMs are substandard. EA, DHP, and PEA ensure a quick and efficient delivery of punishment.




Ship: Augmented Cargo Clipper
Owner: (N/a)
Criteria: Budget modded, no-dsails
Inherited skill: (N/A)
Notes: This is a budget modded +20% ACC. EA/HL are absolutely necessary, while WRM is a luxury. The grades here are for WR/Turn, to make up for what would be provided by dsails in the next plan. Max WR/Turn make it quick moving while carrying cargo and efficient when making turns, and even capable of outmaneuvering pirates on occasion.




Ship: Augmented Cargo Clipper
Owner: (N/a)
Criteria: Max stats/speed, +25% penalties offset
Inherited skill: (N/A)
Notes: This is my recommended build for an ACC. +25% gives great cargo, the speedup 1 and 2 make up for acceleration losses due to high cargo. WRM is a luxury skill again (and could be substituted with workshop), but EA/HL are essential. Max WR/Turn make it maneuverable and efficient.