I might have gone a little overboard with company bonuses.
On the other hand, they are quite unique right now, should be fun if you have a couple in your cities.
ATM there are a couple somewhat redundant bonuses though. Which ones should definitely stay?
- Company HQs redesigned as generic buildings, as an indicator for company spread - they show up in the city while the company is present
- These temporary company buildings can get various bonuses, which are independent from the main company bonuses (based on number of resources available in your city)
- Bonuses for the current company buildings:
-- Hospitaller: +1 Great Prophet point, can turn 1 citizen to Priest, +2 XP for heavy infantry units, +1 health
-- Templar: +1 Great Prophet point, can turn 1 citizen to Priest, +2 XP for heavy infantry and heavy cavalry units
-- Teuton: +1 Great Prophet point, can turn 1 citizen to Priest, +2 XP for heavy infantry and heavy cavalry units
-- Hansa: +1 Great Merchant point, can turn 2 citizens to Merchant, builds water units 25% faster
-- Medici: +1 Great Merchant point, can turn 1 citizen to Merchant, +20% gold
-- Augsburg: +1 Great Merchant point, can turn 1 citizen to Merchant, +20% gold
-- St. George: +1 Great Merchant point, can turn 1 citizen to Merchant, +20% gold
-- Dragon: +2 XP for heavy infantry and heavy cavalry units, +10% military unit production, +20% great general emergence inside cultural borders
-- Calatrava: can turn 1 citizen to Priest, +2 XP for heavy infantry units, +10% military unit production, +10% great general emergence
- Resource and bonus updates to the companies:
-- Hospitaller: iron, olives, timber, copper, incense, +1 culture per resource consumed, generates relic in the city
-- Templar: wine, wheat, iron, horse, dye, +1 science per resource consumed, generates relic in the city
-- Teuton: salt, horse, iron, amber, barley, +1 production per resource consumed, generates relic in the city
-- Hansa: salt, fur, amber, timber, fish, +1 commerce and +0,5 food per resource consumed
-- Medici: marble, silk, gold, silver, dye, +2 gold and +1 science per resource consumed
-- Augsburg: gold, silver, copper, sulphur, coffee, +1 production and +1 gold per resource consumed
-- St. George: olives, silk, cotton, gold, timber, +1 gold and +2 espionage per resource consumed
-- Dragon: iron, wheat, honey, sulphur, wine, +0,5 production and +1 culture per resource consumed
-- Calatrava: sheep, wine, iron, olives, sugar, +0,5 production and +1 espionage per resource consumed