Allright Kailric, I've been playing a couple of games lately and here are my suggestions and comments so far:
- First, I want the "Automate Transport" back!!! (please
). At least for Wagon Trains... The "Assign Trade Route" works fine but I hate to have to select every trade route one by one, etc...
- Also, the "Smuggler's Inn" building model is way too big! It should be scaled down at least in half so it's no bigger the "Buccaner's Den" or any other building...
- As for the "Pirate" unit produce by the new buildings, I think they should be reworked... I don't get how those people can build a ship by getting drunk in the Inn...

I was thinking, maybe instead of producing a "Pirate Ship", the Smuggler's Inn and Buccaner's Den could produce a "Pirate Unit" (You could use the Pirate unit model from AoDII...). This "Pirate Unit" could have a variaty of missions and uses...
This "Pirate Unit" could be loaded onto a ship and take over or become part of the crew. This would enable new features, missions and commands for that ship. It could also be used as a military unit to attack settlements, Indians villages or pillage improvements.
Let's say you load it onto a Cargo Ship (like a Galleon), this "Pirate Unit" could transform that Galleon into a Pirate Galleon. This would consume the unit (it becomes part of the crew...). But maybe more than one "Pirate Unit" could be needed depending on the type of ship...
And when loaded onto a Privateer or Pirate ship, it could become part of the crew (enabling the "Smuggle Goods" and "Build a the Pirate Cove" options) and also boost the ships power. You could get more than one unit onboard depending on the ship size (maybe takes off cargo space for each one). Also, when attacking a ship, you have a chance to take over that ship (it would transfer one unit over to your new ship).
BTW, these are just rough ideas...
1. K, sorry about that. I had modded that command to do the Return Home command but never fixed the original command back so I'll fix that really quick and post it ASAP.
2. I'll fix this as well
3. Yeah, I don't like turning "Intoxicated Units" into Pirate Naval units either. Thats only as far in coding I have got and was planning to fix this later. I do like your suggestions. K, we turn a unit into the "Intoxicated Unit", we'll call it a "Freebooter". The Freebooter can then be used to turn a vessel into a "Pirate" or it can be used to Capture ships. I have been wanting a way to add in capturing ships but it just seemed to unbalanced and would give the player lots of free units. But doing it this way the player would just be exchanging one unit for another.
Also, I will make it so that Petty Criminals will become Freebooters and other units will turn into Petty Criminals when Intoxicated. This makes more sense. This also gives more use to the Petty Criminal where as now they are a nuisance but with this mod they will be a warm welcome

I'll add all this in next update.
I have also already coded another use for the "Pirate Naval" unit. I have turned the "Pirate Haven" building into a "Smuggler's Port". Pirate Naval units can now work the Smuggler's Port, which acts much like the Warehouse Expansion. But now if a Smuggler is at work there they will consume Rum but you will be able to sell Surplus Contraband goods to Europe for an extra prophet over normal goods. And as an extra benefit from all that trade, "Trade Goods" are also created with the Smuggler's Port when worked by smugglers.
All this makes it so that if you have a city that is a full fledge Pirate Haven there is a new change of actions taken place. Say you can turn your Indentured Servant into a Petty Criminal, then the Petty Criminal into a Freebooter, then load the Freebooter into a Caravel and turn that into a Pirate, then turn the Pirate into a Smuggler working your Smuggler's Port.
I have also added a new Founding Fathers Category for acquiring the Most Famous of the Pirates/Privateers. These new Founding Pirates add benefits to your whole colony as well as creates a Pirate unit name after said Founding Pirate
I also want to do away with building Privateers in Peace times altogether. That just doesn't make sense to me as Privateers could only work in war times. At peace they would have to turn to Piracy. Thus I am thinking of making it so that during war you can build said Privateer but in peace it no longer has hidden nationality nor is always hostile. Instead you can move said Privateer into a "Pirate Cove" you built and turn said Privateer into a Pirate.... YARRR!!!!!
