Oh, and to Bakuel:
Sorry, I got so excited when I saw this unit I didn't even read the posts! I've always thought that transports were overpowered to begin with, so in my mod they've been dropped down to 12. Transports tend to be relatively unarmored and (at best) lightly armed vessels. The only reason I can see for their current rating is that they're steel-hulled and physically large.
I'm going to use these modern pirate ships as:
> 10 with +100% vs. transport (they're not standing up to any armed vessel alone)
> hidden nationality/always hostile (obviously)
> 25% withdrawal (still debating if this could make them too survivable against fighting ships)
> can only operate in coastal waters.
Generally, attacks from these boats occur within several miles of shore although there are some notable exceptions: "The attack against the U.S. cruise ship the Seabourn Spirit offshore of Somalia in November 2005 is an example of the sophisticated pirates mariners face. The pirates carried out their attack more than 100 miles (160 km) offshore with speedboats launched from a larger mother ship. The attackers were armed with automatic firearms and an RPG." quote: Wikipedia, source: The Business Times Singapore. August 14, 2006
Essentially, they will be effective for disrupting trade routes where there is no Navy and for preying on the occasional hapless unescorted transport. I'm debating on making them a national unit to reduce the chance of the AI spamming these, but I'll hold off until I see how the computer utilizes them.