If a change in speed is indicated, a high/low die should be rolled. If the result is low, then drop the wind speed by one force. If the result is high, a likewise increase in one force results.
If a change in direction is indicated, then the wind direction will jump 60° in either a left or right direction around the compass, as indicated by a random die.
When the originating wind is force 0, windspeed will always increase to force 1 (no roll is needed), regardless of the specific type of force 0 speed was in effect. Likewise, a force 12 wind will always reduce in force to a violent storm.
When a force 1 wind drops to force 0, roll a d6 to determine which sort of force 0 effect results: calm (1-3); very quiet (4-5); or dead calm (6). When calculating the chance of a ship working to keep a ship from sinking, the wind change roll is suspended. This is based on the presumption that while the wind may change critically over the course of a battle, the pre-existing wind is presumed to remain consistent over a long period.
See Also,
Naval Combat
Wind effects on movement
