Thank you all for the help...I'm starting to get somewhere with this. Sorry I'm so newbish with the modding questions, I appreciate all your help and patience.
I like your idea Thunder. If I'm understanding this right...If I disable a couple key techs early in the game, that will prevent the civs from branching out to new technologies in the future unless they are given the banned techs in trades? This might be what I'm looking for since I'm playing on the 18 Civ earth map (though I modified it so there are only 9 civs or so at a time) and I'd like to keep the Native American tribes behind technilogically while Europe, Asia and Africa develop.
If I'm understanding everyone right, if I go into the notepad file of the scenario (not sure if that is XML?) and put under the Native American Civ's <DisableTech>XYZ (whatever techs I choose -- this will work.
My last question (hopefully) is: where in the line of code do I enter that info? For example, right now I have this for the Egyptians:
BeginPlayer
Team=0
LeaderType=LEADER_HATSHEPSUT
LeaderName=Hatshepsut
CivDesc=Egyptian Empire
CivShortDesc=Egypt
CivAdjective=Egyptian
FlagDecal=Art/Interface/TeamColor/FlagDECAL_EyeOfRa.dds
WhiteFlag=0
CivType=CIVILIZATION_EGYPT
Color=PLAYERCOLOR_YELLOW
ArtStyle=ARTSTYLE_MIDDLE_EAST
PlayableCiv=1
MinorNationStatus=0
StartingGold=0
StartingX=69, StartingY=37
StateReligion=
StartingEra=ERA_ANCIENT
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
Handicap=HANDICAP_NOBLE
EndPlayer
Where would I enter the disabled techs? Or, would it be entered in the lines of code above this detailing each civ's starting techs? (This is the one for the Egyptians):
BeginTeam
Tech=TECH_THE_WHEEL
Tech=TECH_AGRICULTURE
ContactWithTeam=0
RevealMap=0
EndTeam
Thanks again to everyone for helping me understand this