That would probably be best. Setting up a development environment for such a big mod could be a bit laborious though, so I'm not volunteering. Logging of Python events is fairly easy to enable. It should suffice to set LoggingEnabled = 1 in My Games\Beyond the Sword\CivilizationIV.ini and to set all the __LOG variables in the __init__ function of CvEventManager.py to 1 (e.g. self.__LOG_TECH = 1). RoM uses a custom event manager, but I suspect that it works as in BUG, i.e. the original event manager still gets called. CvEventManager.py isn't included in the mod, so you'd have to copy it from BtS. If it does work, then the log gets written to My Games\Beyond the Sword\Logs\PythonDbg.log. Hopefully, the final line in the log (before the game freezes) would somehow give you an idea what XML or artwork change is causing the problem. (My understanding is that you haven't made Python and DLL changes.) Then, there's the BBAI log. Not sure how to enable that in a RoM-based mod. Having taken a brief look at their BetterBTSAI.cpp, it might be enough to set XML_LOGGING_ENABLED to 1 in one of the GlobalDefines.xml files, but, more likely, all the log level variables in BetterBTSAI.cpp need to be set in addition, requiring recompilation. The next step would be to build a debug DLL and to step through the code with the debugger to find out which particular loop isn't terminating. However, if you're totally unfamiliar with the DLL code, then this may still not tell you what XML change is responsible.