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A better approach to building planning
Granted, you run the same risk using any class of ship, but I still think it's better to not have them available to everyone. I also don't know if you'd be able to build more of them if you set Initial = 1, but I do know they show up in competitor fleets. I know this because I set my ship07 to display as a caravel, and when I set the initial to 1, the first competitor fleet i saw had a caravel.
I've never needed 65k on a single ship, but the possibility of it tempts me to find a way.
I've used Google translate to help with the ini files with limited success. I wonder if Google has gotten better over the years since I first began modding Pat 4?
As far as keeping ship07 unique...maybe don't? "Last thing you want to do is make a superhauling dreadnaught that shows up in pirate fleets." If you see my suggestions in this guide about combat modding, I neutralize basic cannon shots and max out grape shot and vastly increase chain shot. The AI *only* uses basic, maxed grape eliminates all crew in a single hit, and chain shot captures the enemy ship (assuming chain shot isn't so powerful it sinks the ship in one shot). Why have one unique superhauler dreadnaught when you can have an entire armada of them? Of course, this is what I do with Hulks already, so maybe do keep ship07 unique for sentimental reasons.
The maximum capacity you can assign to a ship in shipdata.ini is 65000. Actually it's like 65553 or something like that, but close enough. Going above that value will cause the game to roll over the capacity value, resulting in something less than 65k.