This is a measure of your lookouts ability to recognise another vessel. A good lookout is a major assett to any vessel. Recognising pirates, merchants and ships of war from each nation at a distance gives you a good length of time to decide your reaction before getting too close, and a chance to try and gain the wind. Always remember as well that your lookout could be wrong.
A beginning lookout has a rank of 3. Normal men have a lookout rank of 1. For the purpose of this game, my assumption on lookouts is: they are on duty from sunrise to sunset. At night, the lookout is a normal man on watch. At night lookouts ranks are reduced by 2 with a minimum skill rank of 1. It is assumed at night eventually the dedicated lookout will be called to make a judgement on the approaching ship. Merchant ships except large galleons do not have lookouts. Large pirate crews may have a lookout. Small pirate crews don't. All naval vessels have a lookout.
| Skill Rank | Maximum Visual Range Modifier | % Chance to determine ship type | % Chance to determine nation | % Chance to determine ship name & captain |
| 1 | +00% | 30 | 30 | 10 |
| 2 | +03% | 40 | 32 | 20 |
| 3 | +04% | 45 | 34 | 22 |
| 4 | +05% | 50 | 36 | 24 |
| 5 | +05% | 52 | 38 | 25 |
| 6 | +05% | 54 | 40 | 26 |
| 7 | +06% | 56 | 41 | 27 |
| 8 | +06% | 58 | 42 | 28 |
| 9 | +06% | 60 | 42 | 29 |
| 10 | +07% | 65 | 42/ | 30/40/50/70/90 |
Subterfuge:
I don't recall warships using this subterfuge, but remember navies did hire merchant ships to act as warships, so they could be mistaken at a distance. As far as I know all warships flew their national flag. Also remember even pirates could mistake a warship bearing down on them, as one of Bartholomew Roberts ships did in 1722.