Ahh, I noticed the Lodge there in that space. I know what the problem is. Lodges, Strongholds and such now "Act As City" so the Ships are allowed to move through cities. I'll have to add code to prevent this. Thanks for bringing this to our attention. I added your name to the Bug Smashers Elite on first post

I actually seen this before but totally forgot to add it to the list of bugs to smash.
Okay, that makes perfect sense. I had half a suspicions that the lodges and outposts operating as as cities might be the cause of the weirdness, but I hadn't seen it happen enough times to get the error to repeat on demand.
I figure you have your hands full putting out all the little fires, so I'm just glad I could help remind you
Yes, I have added code to do just that with the Raze cities. Not sure if it works yet or not but it should have been in the patch. I'll check the code to prevent animals from spawning. I know at the start of the game it generally works.
Yes, at the start of the game the do not spawn setting seems to work just fine, but usually by about turn 100 the "off" starts being ignored and (I forget what they're called) Raiders (?) start cropping up all over the place.
And thanks for the new Flags. I'll have then added in the next update unless you beat me to it

Also, good work on the XML update! Was you wanting me to use that code or was you going to summit an XML? I am going to look at your previous save here shortly.
I am checking all the new image files in game to make sure they display correctly. I am working through the meshes that use the flag decals on their shields to make sure they all work properly, I'll redo the UV maps where necessary. I'm having a couple of college profs in the languages dept check my translation word choices, then I'll post the icon atlas, the flag decals, and the changed XML files here for you to review and add in your next update.
Is there a particular background that you prefer for the leaderheads? I can do them straight-on face forward like in the vanilla game with no trouble.
Also, how deep do you want me to go in re-writing the XML? For instance, a couple of the city names for the Anglo-Saxons are actually Welsh. Do you want to stick with modern English names? or would prefer to see historically accurate names (e.g., Lundene is Anglo-Saxon for London, Eoforwic = York, Haestingas = Hastings, Cantwareburh = Canterbury, etc)
I was thinking of adding Powys and/or Gwynedd and the Danelaw with Canute as the LH (which were were extant during the time of Alfred the Great and a source of great discomfort for the Anglo-Saxons). You've got the continent covered pretty thoroughly, but British Isles seem a little weird without Picts and Welshmen to cause a problem
Edit: Ok, I tested your first save and I did not get a crash. I am attaching a Debug version of the DLL. Play with this one and you will get potential crash messages. Make note of any messages that appear before a crash. Also, if you games are crashing turn on message logging in the CivilizationIV.ini file located in your My Games/Sid Meier's Civilization Colonization folder. You then open up your MPlog.txt file and it can help to see what was happening right before the game crashed.
CivilizationIV.ini
Code:
; Enable the logging system
LoggingEnabled = 1
; Overwrite old network and message logs
OverwriteLogs = 1
; Enable message logging
MessageLog = 1
Check, check, and check, all all added and changed in my game.
Also worth noting, I am certain that in general some of the bugs I am encountering relate to my system being so antiquated. I'm still on a 32-bit XP system, so Civ4Col has always been a little buggy on it. Civ4BTS runs without any problems, but that's another beast with a different hide.