Sir Francis Drake, or “Looking the Other Way”
Throughout history, there were pirates that were treated as bloodthirsty pirates by their targets, but as noble knights by their patrons who, importantly, had plausible deniability. This ability could be implemented via Independent Powers. In a similar vein to the poorly maligned “Incite Raid” function, an “Incite Piracy” Influence action could be added. When performed (targeting a specific player), after a certain number of turns, the Independent Power would generate a Pirate Ship. This ship would then lie in wait until detecting that the target enemy has produced a Treasure Fleet, at which point it would chase down that Fleet and raid it (because these are simple Independent Powers, they lack the chain of command necessary to commandeer a Treasure Fleet). If all of the Treasure Fleet’s points are destroyed from the raid, then the Pirate Ship will return home and wait for another enemy Treasure Fleet to spawn; if some points are salvaged, however, they will then travel to your nearest settlement and deliver them, earning you those points. Once this is done, the enemy Pirate Ship will sail home, but will no longer be working for you, serving as a neutral unit controlled by the Independent Power. If “Incite Piracy” is triggered again, then the Independent Power will produce a new Pirate Ship to start this process again. As this Pirate Ship is controlled by an Independent Power, there is total plausible deniability on who captured the ship, meaning if they’re caught in the act, you don’t receive any penalty. However, if a player (be it the victim or a third party) witnesses the Pirate Ship delivering their haul to one of your settlements, the same penalties as described above are applied.
That leaves the third type of pirate: the truly free agent.
Piracy for the Love of the Game
History had many pirates not affiliated with any nation; these were essentially “barbarians” of the Age of Exploration. Seeing how Civilization VII’s barbarian equivalency is Independent Powers, they would serve this purpose well. Basically, if the Independent Power controls any Pirate Ships (either via the “Incite Piracy” action above or created on their own whims), they will track players they are hostile to and, if they detect a Treasure Fleet being spawned, send a Pirate Ship out to raid it. If the Treasure Fleet’s owner destroys the Independent Power’s Pirate Ship, then that Independent Power will be forced to wait until they produce another Pirate Ship to attempt another raid. If they successfully raid an enemy Treasure Fleet (again, commandeering will not be an option here), they will return home and deliver the Treasure Fleet to themselves. These points will not be lost, however; once that Independent Power is either converted into a City-State or annihilated, all of its accrued Treasure Fleet points will be netted by their new master.
Closing Thoughts
To those who read through the entirety of this post, thank a ton! I hope you either agree with these suggestions, or in the very least found them insightful!
For more Independent Power balance suggestions, check out my https://discord.com/channels/1307104947426295818/1381748618972893244 post. For other Exploration Age balance suggestions, check out my “Improved Non Sufficit Orbis” post (in development). And for more suggestions on improving diplomacy and warfare, check out my “Bring Back Casus Belli” post (in development).
Thanks for reading, and here’s to hoping Firaxis implements some of these changes!