@ menwia
You mean bugs in DyP? I don't think there are much in DyP, it has reached a very stable form.Definitly worth the large download (except you having Conquests, then you are perhaps better of with waiting for the arrival of RaR) Ok, a few things don't work as intended originally, but this isn't related to the mod - CivIII self is here a problem, because it still contains bugs, weaknesses and AI problems.Most of those issues are behind modding and what could be done by modding against it has be done.
About end of the game...you get always the choice to get on with the game after retirement or a victory/loss (except the case you ar eliminated completly).Only difference: no more scoring and no more possibility to win (so I think thats exactly what you are looking for if I understand you correctly)
About missing civs...surely there are missing some and its debatable whether the most important ones are in.But it is the game engine, which restricts the number of civs to 31 with an additional barbarian civ.And another thing to consider is placement on a world map; if some parts are toocrowded and other parts are empty it is difficult to maintain balance on a world map scenario.
About the number of units...this is one of the main strengths of the DyP.A lot of the units are flavour units, so they don't have differnet stats, they just look different for the civs.This adds a lot of graphical pleasure to the game and makes it sometimes even easier to see to which civ a unit belongs.Settlers...yes there are two differnt types for most of the game...but it adds game depth, because there is a standard settler and one for difficlut terrain or lack of food.It has the nice side effect of strenghtening the AI too, which don't waste turns (delaying of production) if it chooses the hardy settler.
About brigdes...most of what you describe is beyond the abilities of modding CivIII.There is no way to stop land units from passing the normal rivers.Except you make all the tiles beside a river floodplains , which are unpassable without presence of a road.Problem here would be still that on random maps most of the rivers don't have floodplains around.Brigde building is not a unit ability in CIV III, just a tech flag which has influence on the movement points a river crossing costs.There are units which aren't able to cross mountains or have higher movement points if they do and of course there are some which ignore the movement penalty.%-chance-of-dieing-every-turn isn't possible for land tiles too, only for see and ocean tiles and naval units.Ok, there is disease, too...but it rarely kills military units (from what the civilopedia says I believe it is restricted to fortyfing them in jungle/floodplains)
I saw another approach concerning rivers in the Barbarossa mod - rivers being one-tile-stripes of sea terrain.This prevents units from passing, but the problem with it is that there are no really brigdes in CivIII, so you have insert some fix landsquares (or make the stripe contain more than 21 tiles of water to make it possible to build transportships, but I doubt the AI is able to deal with it).And of course it is again no solution for random maps.
Nevertheless, thank you for your input - suggestions are always welcome.