Just a little feedback on the manual. I played seadogs 1 & 2 a LOT. I recently started watching the Black Sails TV show which got me thinking about the game again.. which eventually took me here. I know you all work on this without being paid, so I don't want this to sound like I am demanding things when I am unwilling to contribute my own free time to it.. but

..
The main thing I have been trying to find out all over these forums was what this mod compilation did differently to the original game and technical information on game mechanics. I know it adds content and realism but I couldn't find exactly what content or a complete list of game mechanic changes. At least not in the manual or on the download pages. It happens to me at work, and i'm sure many of you can relate (especially any programmers), where the information I need is obscured by too much narrative.
My suggestion would be to restructure the manual into short focused chapters rather than a chronological walkthrough and reword it so that it tells how to do things from neutral perspective. After a while, the manual feels like fan fiction of someones pirate adventures when it should be a compiled list of important information to players. One of the best examples of a roleplaying style game manual would be from the ultima series. The ultima 6 manual here
http://www.replacementdocs.com/download.php?view.964 shows a good balance between narrative and important information stated clearly.
e.g. a chapter on the towns, combat, sailing, trade. You could almost use the exact same headings as the ultima 6 manual.
These things aren't super important to me, and I do appreciate the time and effort you guys spend on this project. I just thought i'd gve you some feedback on how it looks to someone who just downloaded it for the first time yesterday. I know when I have been working on something for a long time, sometimes a fresh set of eyes are useful (and sometimes they are just annoying

). Hopefully this falls on the useful side of the line.