(Be sure not to make DOMAIN_SEA units try to guard super forts on land though, as ships are destroyed in forts just as easily as inside a city.)
Speaking of super forts, it seems wrong to me that Hidden Nationality units can be used to claim forts from other players with whom you are not at war. Changing the owner of the tile gives away the unit's nationality just as much as conquering cities would. It would be better for super forts taken by HN units to be given the barbarian state, and probably better still for them simply to belong to no one until a non-HN units comes to claim the tile.
Agreed. I didn't think of Hidden Nationality units when I made the restrictions on who can claim forts. Can HN units capture cities? (I don't remember) If they can then I would like to keep things as they are now so that things are more consistent between cities and forts.
p.s. I would also very much like it if automated Work Boats could build Pirate Coves in order to claim valuable naval territory much as workers do with forts, instead of only building them near cities to boost the yields of workable plots. Of course, you probably would not want to do this unless Tholal decided that he wants to make Pirates Coves act like super forts in this modmod too. Before my changes, work boats were only allowed to use the Pirate Cove spell within their own territory. Having them venture out in order to claim territory and the not be able to do so could be a problem.
If Pirate Coves were built in the normal way instead of by a spell then this would be easier to do. There is a function in the DLL just for helping the AI use the pirate cove spell. As you said, unless Tholal also want pirate coves to act as Super Forts then it doesn't make sense for us to change that AI.