After spending another weekend on the problem why Barbarian Civ component doesn't work with RoM 2.6 I have come up with following cases:
After trying tester as jdog suggested I found out that 'Waiting for other civilizations' is actually waiting for AI player to finish his turn. I then switched to that player to find out more clues about what was going on. These civs were always just grown from minor to full civ.
1) On first time I found out that AI player had made a stack of 2 archers. In worldbuilder I checked that stack and AI had set for one archer CITY_DEFENSE unitAI and for the other ATTACK_CITY unitAI. When I used ctrl+shift+M to let the AI complete the turn, what happened was that this stack had hourglass symbol over it repeatedly so clearly AI didn't know what to do with that stack. I then checked BarbarianCiv.py file and changed several init unit lines where units had been given ATTACK_CITY AI instead of NO_UNITAI (Civ4 python reference states that NO_UNITAI should be used for initUnit function). I noticed that there are several locations in the barbarianciv.py file where UnitAIs are changed for new units and I'm still little concerned about those code sections as can they lead to situation where units in same stack have interfering UnitAIs like in the situation I descbribed above? Other thing with this test was the last python calls before I switched to that AI civ:
PY: BC - Doing diplomacy for new civ
PY: BC - New civ starting at war with (full only):
PY: DEBUG Event: waitingForPopup (Zap)
Shouldn't there be name(s) of the civ this new civ declares war in the 2nd line? Anyway, after I started new test run in order to duplicate this same situation, I ran into totally new bug:
2) Thought this would be hard to describe so I took some screenshots about it. In first pic you can clearly see that something went wrong when game was parsing units' promotions. Any ideas what might cause that? First I thought this would be specific to RoM 2.6 as (see 2nd pic) this unit had Woodsman 3 and Cold promotion which gives double movement on tundra and Ice while in the 1st pic there is listed only double movement for forest and jungle (many many times). The difference between those promotions is that Woodsman uses FeatureDoubleMoves xml modifier and Cold promo uses TerrainDoubleMoves xml modifier (RevDCM 1.00 doesn't have promotions with TerranDoubleMoves). However then I noticed that another unit in this stack has only Combat I and Woodsman I-III promotions (pic 4) and no Cold promotion and still the info from this unit shows Double movement in jungle, forest multiple times so then I thought this could happen also in RevDCM 1.00 but so far I haven't been able to reproduce the error with your mod. So at the moment I'm thinking there is something wrong with the SDK's promotion parsing code (I checked RoM 2.6 promotions and didn't see errors there). In this case the AI player didn't move this stack at all and thus the game was stuck in this situation.
Annoying thing with both 1) and 2) is that those don't happen always, only on some games and I've used some 30 hours on test games just to find out what's causing the 'waiting' bug and it's still evading my attempts to fix it. And I'm not yet ruling out the possibility that there might be some 3rd or even 4th case that cause the 'waiting' bug (I hope there isn't more

).