Added a / 500 to say how close you are to winning.  It's simply hard coded because it was also hard coded in game logic.
Made all ports have supply of 10 to keep things simple.  Will balance based off rum rates.
Moved all enemy actors to corners to start to give player some time to figure things out.  Also moved ship closer to middle so more obvious what you're playing as.
Increase aggro range of tentacles and ships to make them more threatening.  Merchant is now worth more rum to encourage ranscaking him.
Slowed down rum rate at all ports except the ones on the extreme edge of the map to encourage movement.
Adjusted ports so I could win but it wasn't super easy.  I think it's at a good balance right now.
Merge pull request #103 from fenaren/balancing

Balancing