What makes you think I haven't read the thread? Is it because I'm disagreeing with you?
Because you repeatedly claimed it would be a
fact that the patrolling ship is initiating the fight/attacking the pillager. That led me to believe you hadn't read the multiple explanations in the thread that the true game mechanics are exactly the other way around and forbid such unit acting outside of their own turn. It also indicated that you hadn't actually seen it happening, therefore my recommendation to download and test the scenario--the combat animations leave no doubt about which unit is attacking. If I misunderstood you and you stated your opinion/philosophy about how this function
should work to reflect real situations better then I apologize for my rather impulsive reply.
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I am a complainer because I feel that the situations totally differ when it comes to pillaging land improvements vs pillaging improvements on water.
Land: Ordinary land units (pre Gunships, no GG-Morale, no Commando) can move a maximum of 2 tiles in enemy territory, thus it is rather difficult to pillage, the number of pillagable improvements is very limited, pillaging with single unprotected units means risking them to get killed by counter attacks.
--> Strong advantage for the defender.
Sea: Naval units have high number of

(upto 12 for Destroyer with Navigation1+2, Refrigeration, Circumnavigation, [13 with GG-Morale]), which they can use freely in enemy territory (no slowing down due to increased movement costs), a single unit can do devastating damage to a high number of improvements and return to the protection of a big stack/city/fort all in just one turn.
--> Strong advantage for the aggressor.
That's why I think they introduced the Sea Patrol Command, to make the chances to protect improvements on water comparable to the respective chances for improvements on land.
Unfortunately it is broken.
In my eyes the Sea Patrol Command is supposed to counter the increased mobility of naval units by the ability of a patrolling vessel to jump in as a
defender of the improvements in the adjacent tiles whenever an aggressor attempts to pillage, thus it is simulated that the patrol is not occupying one tile but
9 tiles. No non-Blitz land unit can attack more than once in an attempt to pillage a protected improvement, but this is exactly the case now for naval units with the broken Sea Patrol function.
I chose the Destroyer vs SotL scenario because this is the moment in a game when the threat for sea improvements paramounts, also due to the lack of a naval unit of medium strength and good mobility (Frigates/SotL

8, Destroyer

30, Ironclad

2

can't enter ocean). Especially on higher levels where the AI is often first to Combustion and instantly upgrades its stack of Frigates it gets sooo annoying.
The situation is kind of similar later when MCs with Guided Missiles become available.
I just don't think babysitting one's sea improvements with a plethora of naval units that requires a lot of micromanaging and resources is a fun element of the game. It also distracts me from focusing on the really important goals/war fronts and makes me wish for an efficient means to protect my coasts (and we all know efficiency is everything) = a properly working Sea Patrol Command!
Any new thoughts besides "Yes, it's broken, if you don't like it, don't use it" ?
Do you really think the change would make it overpowered?