The wiki page contains all this information in a more readable format:
Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!
A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.
Pirate ships can see into all territories in their circle of influence. Any territory that overlaps at all, no matter how little can be viewed from the ship.
The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.
In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.
Inspired by "Pirates of Malta" on ToS.
Bonuses, Limits and Dice