
Flying Gang: Increased Yields from Pillaging and Coastal Raiding with Naval Units. Settler Units cannot be trained or purchased, but you can capture other civilizations' Settlers. Naval Units, Treasure Convoys, and Buccaneer Units can move into other civilizations' borders without being at war or having Open Borders.
Sloop: Unique Naval Unit (replaces Privateer). Can cross other civilizations' borders, Pillage Trade Routes between non-Allied civilizations, and attack Units of non-Allied civilizations without going to war. Can move after attacking and has a set amount of Movement.
Buccaneer: Unique Commander Unit. Gains a set number of charges to use the 'Raiding Party' Action every set number of Promotions. Action - Raiding Party: Targets an adjacent Treasure Resource. This Settlement instantly spawns a Treasure Convoy under your control equal to the number of Treasure Resources; this does not reset until another Treasure Convoy is available.
Havana Harbor: Gold Base. This Settlement generates Treasure Convoys worth a set amount of Treasure Fleet points in the Exploration Age (effect scales based on game speed). Increased Economic Attribute. Must be built in Distant Lands on Coastal Tiles adjacent to non-Lake tiles.
Haven: Unique Quarter. Increased Gold for every Treasure Resource. Friendly Naval Units and your Naval Units receive increased Healing on this tile.
Naval Arsenal: Unique Building. Must be built on a Coastal tile. Gold Base. Gain Gold adjacency with Resources. Has no Gold maintenance.
Naval Station: Unique Building. Must be built on a Coastal tile. Production Base. Gain Production adjacency bonus with Military Buildings and Gold Buildings.
Economic
Militaristic
Coastal