I've been digging the files on my "invisible pirate corvettes issue", and I almost surely have found the cause for it: In the XML for the events there is an event called "Pirates of the Neutral Zones", which I am given to understand invokes something in the python folder. Looking at \Assets\Python\EntryPoints\CvRandomEventInterface.py, I get this:
Looking at the unit list XML I see Stealth Destroyers have invisible_stealth instead of invisible_submarine property, which would in fact make them invisible to my own destroyers in the neighbourhood, or anything else I was ready to throw at them. Also, they would far outclass all the ships they sunk (privateer and industrial era ship against stealth&robotics age unit). I had both tech prereqs for this event (had outdated ships in my game because I never would have thought this kind of event existed, I mean - pirates with stealth destroyers... WTH?). The unit name "Pirate Corvette" also checks out according to my game log, so this is actually a non issue, except for the fact that I'm not sure I got a event window informing me of this event - but that might be a feature... they are stealth ships after all.... and also you might wanna rename the names the units get when generated... like add a "stealth" or "you're screwed" prefix in there somewhere.
I would in passing like to ask a question out of curiosity - if one my ships gets into a plot occupied only by stealth units I'm at war with (like barbarian stealth


ing destroyers), the stealth units remain unattacked as if they weren't even there, right?
Spoiler :
def applyPiratesoftheNeutralZones1(argsList):
(...)
iUnitType1 = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_STEALTH_DESTROYER')
(...)
loopUnit.setName("Pirate Corvette")
(...)
iUnitType1 = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_STEALTH_DESTROYER')
(...)
loopUnit.setName("Pirate Corvette")
Looking at the unit list XML I see Stealth Destroyers have invisible_stealth instead of invisible_submarine property, which would in fact make them invisible to my own destroyers in the neighbourhood, or anything else I was ready to throw at them. Also, they would far outclass all the ships they sunk (privateer and industrial era ship against stealth&robotics age unit). I had both tech prereqs for this event (had outdated ships in my game because I never would have thought this kind of event existed, I mean - pirates with stealth destroyers... WTH?). The unit name "Pirate Corvette" also checks out according to my game log, so this is actually a non issue, except for the fact that I'm not sure I got a event window informing me of this event - but that might be a feature... they are stealth ships after all.... and also you might wanna rename the names the units get when generated... like add a "stealth" or "you're screwed" prefix in there somewhere.
I would in passing like to ask a question out of curiosity - if one my ships gets into a plot occupied only by stealth units I'm at war with (like barbarian stealth



