I thought the placement of the pirate ships on the tech tree was weird so I did some adjusting. I moved the first one, the Dragon Ship Pirate and it's various cultural replacements, to Piracy in the Ancient Era. I moved the second level ones, Barbary Corsair and it's cultural replacements, to Compass in Medieval Era. The reason for the first movement is that I think it's weird that you can build basic ships in the Ancient Era but you can not build a basic pirate ship. My reasoning for the second movement is that you can build sloop of war, an oceangoing vessel, at compass but you can not build the oceangoing pirate. I left the other tiers of pirate ships alone. Just unzip and then drag and drop the files to your C2C folder. As of the first upload it is designed to work on SVN 11038. Edit: Forgot to mention but this also increases difficulty a little bit, as the AI gets the pirates a little earlier so they tend to mass produce them a little earlier. Of course what is more difficulty for me is probably a piece of cake to a better player. Edit: Now includes my edited version of farm supply. It is no longer called farm supply but rather agricultural supply. I removed the farm in vicinity requirement because to me made no sense that only farm improvements would be the only to benefit from such a building. There are many other buildings/improvements that seemingly rely on an agricultural supply. One version will require Raxo's No Longitude nor Latitude (NLNL) requirement modmod plus SVN while the other will only require SVN.