Revision 1246:
- Made the AI take number of cities into consideration for the Merchant Republic civic - hopefully most civs won't choose it as often anymore
- AI civs with special bonuses for civics as their UP (Venice, Novgorod, Prussia) have much increased chance for that civic
- AI will now only build prosecutors in it's cities if it intends to use it
- AI civs won't train persecutors in small cities (won't cripple new cities early production with it)
- Revised AI persecution values and religions for all civs, improved AI logic when and what to purge
- An AI city may become target for persecution if it has a religion the civ wants to purge, and it doesn't have a wonder associated with that religion
- AI civs will try to build more defender units for escorting settlers
- Fixed serious vanilla BtS bug which messed up AI value calculations for training missionaries in their cities, resulting in way fewer missionaries in RFCE than intended
- As a result of the above, and some further improvements and adjustments, the AI will build and use both missionaries and persecutors more often
- Increased religion flavor for most AI leaders, resulting in more efforts to spread/build in their state religion
- AI civs will only spread religion to other civs if it's their current state religion or they do not have a state religion
- Decreased willingness for vassalization for almost all AI leaders, even small civs won't vassalize so easily now
- Most AI civs are now more unlikely to raze cities, barbs also have slightly less chance for city razing
- Smaller AI civs will now have increased probability to build units (to be a better match for bigger civs' armies)
- New indy city: Perekop (as Taphros), 500 AD, starts with walls and Orthodoxy, separating Crimean peninsula from the mainland
- New indy city: Halych, 1124 AD, starts with Orthodoxy, representing the western Rus principalities
- Alternative spawn position for indy Lubeck, one tile south of the current one (60% for the new position, 40% for the old)
- New indy city: Zagreb, 800 AD, early buffer zone between Hungary and Venice (also makes Venetian coastal cities' cultural expansion limited in Croatia)
- Revised starting units for Arabia: more melee units, less horse archers
- AI civs now have separate starting stacks - usually strengthening their early expansion when the AI is spawned in an otherwise unpopulated area
- Additional defensive units and in some cases additional settler(s) for AI Arabia, Bulgaria, Cordoba, Germany, Novgorod, Kiev, Hungary, Poland, Morocco, Ottomans
- Once again, tweaked religion spread factors (both vanilla and province-based)
- Tuned down Defensive Crusade frequency, reduced number of generic units for normal Crusades
- Improved interface messages connected to Papal bonuses, added message for the Topkapi Palace effect
- Gold gifts from the Pope are more randomized (well, semi-randomized)
- Reduced number of tech gifts from the Pope, both frequency and chance
- Further improvements in the mechanics connected to barb/indy unit flips on civ birth
- Reduced amount of resource bonuses for all companies (most to around 2/3 of the previous value)
- Revised (again) plague health calculations, should be harder to reach immunity
- Plague will be restarted only for the human player on conquering an infected city
- If Arabia acquires a city before it founds his first one, that will become the Islamic holy city (otherwise Islam would end up without one)