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@Known isssues: Firaxis doesn't care.
http://forums.civfanatics.com/showthread.php?t=540319
This seems to be similar to what you and a previous user have described, but I'd like to be sure.
On sea-colonies, it's not that it's impossible to add them. It's a matter of sea-colonies should be there own mod. Making the Pirates a faction that relies on sea-colonies brings about a wide spectrum of problems. How well will the AI (for all factions) perform? How do you balance such a large feature? What do you do about users who only want one component and not the other? If I ever go about tackling sea-colonies, I will likely add in additional files that patch the Pirates to better interact with it. It's a better approach than making what are two separate mods co-dependent on one another.
Also a potential problem. Encountered a bug I've seen only once before. I noticed something odd when I sent a spy to Safe Haven: it was listed as if travelling to a foreign city. After that, the covert ops panel went blank. In previous occurances of this bug, it would resolve itself (for a bit) when a mission was over and the spy ready to take on a new mission. So far it hasn't resolved itself.
"Among themselves, the Nautilus Pirates admire adventurism. The ideal Pirate sets high goals for himself, pursues them by any means necessary, and attains them with style and panache. The tales of such accomplishments play an important role in faction society. The Pirates' preferred art form is the story, either set down in print or told over beer in a public place. They hold most other forms of art in contempt, but their narrative literature is the best on Planet."
http://cloud-4.steamusercontent.com/ugc/26231770908365183/0DACAE0E893D7A95ECD904050AFEB08E872F8E63/
http://upload.wikimedia.org/wikipedia/en/3/38/SMACx-DiploScreenshot1.jpg