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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.