Since there are lots of things to discuss (and would like to keep the SVN log thread clean), I will also copy the changelog from the 1226 commit here:
- Dynamic Company system is introduced to the mod!
- Companies are not founded by civs anymore (or with GPs actually), but are independent entities on their own
- They semi-automatically spread to cities based on their own preferences:
-- Available regions and provinces for the companies are set up on a (more or less) historic base
-- Most companies have hated and preferred religions, and have modifiers for most religions (both on a state and on a city level)
-- Hated state religion or the lack of preferred religion in the city can even be an excluding reason for some companies
-- Wars might also add negative or positive effects to company spread on some situations, mostly based on state religion of the participants
-- Knowledge of some techs give better odds for some companies (e.g. Chivalry, Plate Armor for military orders; Banking, Shipbuilding for trade companies)
-- Military buildings will boost your chances for a military order, trade buildings for a trading/banking company
-- Many civics have various modifiers to company spread, for example Merchant Republic, Feudal Law, Mercantilism, Religious Tolerance, Militarism
-- Trade goods available to a city is fairly significant in spread chance, also you get bonuses to yields in a similar fashion as in vanilla BtS corps
-- Number of trade routes is also an important factor for deciding where to spread the trading/banking companies
- They have a "birth" date and some have a "death" date, and are mostly active between those (these are usually set on historic dates)
- All of them have a limit for the number of cities they can be active at at a given time
- There is competition between the cities for the companies - every few turns the company may leave some cities if there are better ones for their needs
- If there is a huge drop in the preference value for a company (for example on state religion change or city ownership change) it may leave the city right away
- There might also be competition between companies for a given city (e.g. Templars-Teutons-Hospitallers), if one is present the rest have decreased chance
- If a given company has already spread to some cities of a civ, it will have somewhat decreased chance for further spread in that civ's cities
- Masters/Executives can no longer spread companies, they are effectively removed from the mod
- Currently there are no Headquarters, all cities with the given company spread into them are considered equal - this might change later on
- Companies have resource preferences, and add various yield bonuses if you have access to them (based on their quantity) - as in the vanilla game
- Hospitaller, Templar and Teutonic Knights also give you access to the Relic resource type, which adds extra happiness to your civ
- Companies might have special units and/or buildings associated with them, all of which are only buildable while the company is present in the city
- Company costs are independent from your civ: do not cost any money when they spread to your cities, and do not cost any maintenance for being present
- Added various interface messages for companies spreading/leaving, both for your own cities and for foreign cities visible to you
- Removed unnecessary popups connected to company availability
- Corporations in your cities no longer add any stability penalty
- All 7 previous RFCE companies were integrated into the new system
- 2 new companies: the Order of the Dragon, the Order of Calatrava
- Hanseatic League can only spread to coastal cities
- Hospitallers, Templars, Teutons and Calatrava spread Catholicism to the city when they spread there
- The Levant (and especially Jerusalem) has a greatly improved chance for Hospitallers, Templars and Teutons
- Trading/banking companies have a preference (smallish) to their historical founding provinces
- Hospitaller preferred region change after the Crusades, with Malta and Rhodes gaining importance
- Teutons preferred region change after the Crusades, with Transylvania and the lands of Prussia gaining importance
- Teutons are set to have a very high chance to spread to cities of the Teutonic Order (Prussia)
- City limit is also modified for Hospitallers and Teutons after the Crusades are over
- The Genoese UHV is changed to simply build 8 banks (for now)
- Crusading units now have a chance to arrive to their destination, around 70% of the units will arrive for the first Crusade
- Number of arriving Crusader units scale reversed with the start date of Crusades, to counterbalance the increasing number of units available for selection
- This reduction is very significant for an AI-controlled Jerusalem, much less if the human player has to defend the city
- When the Crusade is deviated to a new target, it gets only a little more than half the units as it would have if it was a normal Crusade
- Increased gold cost for deviating Crusades for both the human and the AI player
- Decreased extra votes for the Papal States (they were the deciding factor before, thus almost always the Papal favourite civ was chosen to lead)
- Adjusted some minor inconsistencies with unit types in the Crusading unit categories
- Revised how special units and UUs are handled on Crusades if the leader of the Crusade has access to the given unit
- Fixed calculation bug when Paladin units were participating in Crusades, which caused issues with number of Knights as well
- Fixed bug where both Catapults and Trebuchets were added to the Crusading stack in many cases (doubling the intended amount of siege units)
- Added Cordoba as the primary target for stolen Crusades for AI Portugal, Aragon (Castile already had it this way) if they are Muslim and not a vassal
- Added Ottomans as the primary target for stolen Crusades for AI Hungary, Austria and Poland (if there is a late Crusade) if they are Muslim and not a vassal
- Byzantium will only be the primary target for stolen Crusades for AI Venice and Genoa if they hold Constantinople and they are not a vassal
- Fixed mistake which would kill all units around the Crusade's target city (instead of only making room on one tile) if no valid plot was found
- Added special religion spread rules for a couple areas, based on provinces, only checks for cities without a religion
- Orthodoxy: increased chance to spread in Rus territories between 850-1300AD, in Bulgaria and the Balkans between 700-1000AD
- Islam: greatly increased chance to spread in the Maghreb and in the southern part of the Iberian-peninsula between 700-1200AD
- Catholicism: increased chance to spread in southern Scandinavia between 1000-1300AD, in Hungary between 960-1200AD
- Increased generic Judaism spread chance slightly, especially in Central-Europe
- Reduced Islam spread, it will have a harder time reaching the faraway parts of the map (Scandinavia, Novgorod)
- Fixed bug which could mess up Judaism spread if some parts of the map were sparsely populated with cities
- When choosing where to construct free buildings or whom to give gold the Pope considers a weighted value of both faith points and diplomatic relations
- You need to have Catholicism as a state religion and open borders with the Papal States to be eligible for any bonuses
- For gold gifts diplomatic relations matter much more, for religious buildings faith points are the deciding factor
- The (Catholic) owner of Jerusalem has a greatly increased chance to be selected for free Papal buildings
- Increased frequency of Papal gifts between the Schism and the Protestant Reformation, decreased afterwards
- No monasteries will be built for the chosen player after the discovery of Scientific Method (so the Pope may only build temples)
- Changed civ selecting method on Papal bonuses, earlier civs (with lower IDs) won't have a bigger chance anymore
- Revised NW Keshik spawns, to move the Mongol threat more on Poland and Hungary (instead of the recently spawned Prussia and Lithuania)
- Changed barb city spawns in Ireland, not all 4 will spawn in all games, 2 is enough (already provides an early barb-island feel)
- Ireland, 700 AD: Hill of Tara/Dublin (100%, "Teamhair"), barbarian, population size 1, has a respawn in 988 AD
- Ireland, 700 AD: Downpatrick (20%, "Rath Celtair"), Rathcroghan/Sligo (30%, "Cruiachain"), Cashel/Cork (50%, "Caisel"), barbarian, population size 1
- Redesigned early barbs in Iberia as Visigoths (also to represent the Kingdom of Asturias), strengthened them to slow down early Cordoban expansion
- Wends added as new barbarians for Germany, with extra threat from them around the Great Slav Rising of 983AD
- Revised barbarian Magyar spawn areas and numbers in the late 9th century in Central Europe (before the Hungarian spawn)
- Toned down stregth of "barbarian" Teutonic Knight spawns in Livonia in the early 13th century (right before the Prussian spawn)
- Reduced number of Berber barbarians in North Africa (especially for Cordoba), less early barbs for AI Kiev
- Kuban province changed to contested for the Ottomans, Lithuania and Suvalkija contested for Prussia
- Starting civic changes: Arabia (Trade Economy), Kiev (Serfdom, Manoralism), Spain (Serfdom, Manoralism), Morocco (Trade Economy, Militarism)
- Starting civic changes: Genoa (Feudal Monarchy, Serfdom, Manoralism, Vassalage), England (Vassalage), Portugal (Serfdom, Manoralism, Vassalage)
- Starting civic changes: Aragon (Serfdom, Manoralism, Vassalage), Sweden (Feudal Law, Vassalage), Prussia (Militarism), Austria (Vassalage)
- Starting civic changes: Ottomans (Apprenticeship, Guilds, Militarism), Moscow (Feudal Monarchy, Feudal Law, Vassalage), Dutch (Colonialism)
- Novgorod starts without the Feudalism tech, thus in the Despotism civic (similarly to Kiev)
- Venice starts without the Vassalage and Code of Laws techs, Germany without Machinery, Burgundy with Aristocracy
- Venice starts with Spearman instead of Crossbowman, Germany and Burgundy with Guisarme instead of Crossbowman
- Burgundy and Germany stars with a couple additional defensive starting units
- Additional starting units for the French, to be able to get more aggressive with early conquests
- Revised Prussian starting units - instead of Teutonic Masters, they start with more military units
- Tuned down Cordoban production modifiers a bit, increased Castilian and Aragonese
- Increased production modifiers for AI Kiev (stays more or less the same for the human player)
- No interface messages are displayed during autoplay/autorun (Crusades, RiseAndFall, Religion, Wonders, Leaders, etc.)
- Plague icon on the city banner, not only the plague cloud above them (idea from DoC)
- Fixed oversight in the 1200AD scenario where Norwegian cities started with both Trading Post and Harbor - now they have Lighthouse instead
- Fixed oversight in the 1200AD scenario where Portuguese cities started with both Feitoria and Lighthouse - now they have Harbor instead
- Bonus health from Infirmary increased to 2
- Removed unnecessary Derivative Civ settings for all civilizations
- Reduced unit chance to stay with the original civ on city secession
- Adjusted province borders in Ireland, Norway, and Finland
- Minor updates in the CNMs in Ireland, Norway, Finland and Karelia
- Updated CNMs for all civs around the lakes in Anatolia and the Levant
- Lowered diplomatic bonuses for sharing a religion, for almost all religions
- Civs can't get back one of their previous leaders on resurrection (would be changed to the later one anyway in a couple turns)
- Civs have 40% chance to remain with the leader before the collapse, 60% chance to get the next leader (chronologically)
- Minor text updates in the wording of some UHVs and UPs
- Fixed bug which sometimes caused issues when the plague spread to a known civ's unknown city
- Fixed a couple oversights in various province lists (representing regions)
- Fixed bug where Protestantism wasn't auto-founded by the Dutch even if no civs researched Printing Press by their spawn
- Fixed bug in the Genoese UHV counter for Banks
- Fixed bug with unit removal in the NW tile of Iceland (related to various mechanics which include switching/moving units - ie: spawn, respawn, secession)
- Fixed bug that caused AI civs to produce unnecessary prosecutors way too often
- Fixed a couple minor issues and inconsistencies with some old leftover code from vanilla RFC
- Added a couple more fixes for Firaxis oversights and bugfixes from Karadoc/K-mod