IMPRESSIVE!
I'm new to the sight, but not new to lego Pirates. Many of my sets I've has since their original release. Although I've always favored the Pirates theme, my friends and I have played many a "turn based strategy game" with other sets like Castle and Western. I was fascinated when if found "ESPG" Many of the elements are VERY similar to the various versions we have played over the years. I am working on putting up a page with our version of the game to give other players new ideas.
One thing I thought I would mention involves setting up a sort of non player A.I. to be included in the game when you want to move beyond a quick ship-to-ship deathmatch and play a move involved campaign type scenario on a large scale (to include many islands and "fort" sets) As simple technique we use invoves different zones of our map. In each specific zone there are a table of odds (based on rolling 3 dice) that involve "encounters" for each turn (day at sea) you roll for an encounter. Different zones have different odds (ie: the closer you are to imperial waters, the better the odds of crossing paths with the Imperial Flagship, The closer you are to Tortuga or Port Royal :) the better the odds of crossing paths with Pirates. There are also heavily trafficed merchant zones where, if your chosen profession is Privateer, you have better odds of meeting a treasure heavy spanish merchant vessel) In our version, we've gone to great lenghts to limit the roll of a "GM" type player by creating odds tables for encounters, to the point that it is not even necessary to have a GM for the overall game, thereby enabling you to play with as few as 2 players. Instead other player can temporarily take command of non player ships durring combat scenarios. There are certain AI rules set up before hand, based on your chosen alliance and/or reputation. For example, Imperials will always attack a pirate ship, Merchant vessles are less likely to resist you if you have higher reputation as a pirate, If you are a pirate another pirate ship is not likely to try to attack you, If you are an unloaded merchant ship Pirates will likely not be interested in you ect...
An example of one of our "odds tables"
Sea Encounters
3 None
4
5
6
7
8
9
10 Storm
11 Merchant ship Loaded
12 loaded
13 Empty
14 Imperial
15 Pirate
16Storm
17
18 Monster
So if you rolled 3 dice, and got a 6 (total) you wouldn't have encounterd anything. If you rolled an 11, you would have encountered a loaded merchant vessel, 14, an imperial ship, or 15, a Pirate ship. If you rolled 16 or 17 (storm) we added an extra odds table to see what severity it would be:
Class 5 Wind + 6 3 - 10
Class 4 Wind + 12 11 - 14
Class 3 Wind + 12 13- 15
All Rigging damaged
Class 2 Wind + 14 16 - 17
Rigging Damaged
Rudder Damaged
Class 1 SUNK! 18
(in our version, Class 1 is always highest)
So if you rolled a 16, got a storm, then rolled an 18, your ship was destroyed and you washed up on the nearest (downwind) island. If you had life boats on your ship, your crew washes up to. (in our version, your captain (you) cannot die, you get imprisioned, marooned, stranded ect...)
You can used odds tables like these to create a fairly complex (yet simple to operate) environment for your characters to move around in. We use them to meet special characters in port who will give you special missions (also driven by odds charts) that you can choose to accept, to set up encounters with other non player ships and environmentals (sea monsters, storms) to change the wind patterns durring game (every 10 turns for example)
I am fortunate enough to have a house with an empty finished basement (complete with kitchen) which is great for hosting large "Pirates" games, so if your ever in Wyoming (particularly in winter when its to flippin cold to do anything else!) Swing on by and join us in an adventure in the Spanish Main! I don't have quite the collection of ships you do (yet) but You've certainly given me inspiration to build more!