Thanks for creating this mod, it's great. It has to be my favorite civ4 mod, but it helps that it includes so many other mods as well.
First off, I have had the endless turn problem happen. Also, I found it impossible to load more than one game without restarting the program. However, both of these have been fixed by doing the /3gb thing, so thanks for that suggestion.
I've also been having the same problem with choose religions. I have choose religions and limited religions enabled in the custom game screen, and I have limited religions enabled in the RevDCM options menu. I don't have choose religions enabled there since I don't like it. I haven't tried it with rise of mankind, but with just the rev mod, it wasn't telling me which civilization founded the religion, so I would get something like "An unknown civilization has founded a religion, please pick which one it is." which isn't useful at all.
Anyway, it seems like no religions get founded anywhere for a long time. Then, when I research a tech that would give me a religion, suddenly, all the religions show up in different cities. Guessing, it seems like they appear in the civs that researched the corresponding tech, and it looks like the civ got to pick which one they wanted. The only real problem is that they aren't showing up right away. I also get the "Error in RevDCM Religion Control callback handler DoHolyCity" on the turn when they all appear.
This is probably related to the above. In one game, only two religions were ever founded. It was a huge/giant terra game on prince. I had one of the two religions, and it spread so well that I won a religious victory (not apostolic palace) shortly after leapfrogging to papacy relatively early (although it was marathon). Is it possible that a civ becomes unable to found a religion once all their cities have a religion?
On a different note, I find the warlords to be a little overpowered. I think I read something else about the strength of the warlords being increased recently. It just seems like they're too powerful. This might have been a bug, but in once instance, an enemy warlord was able to hang out on the same tile as one of my cities, which meant that I couldn't attack him. All he did was pop out, pillage my improvements, and then go back to my own city for safety.
In general, I really like the idea of the warlord unit, but perhaps it would be better served by having a weaker unit that you could make more of. Having such a strong unit quickly becomes ridiculous with the berserker promotion. Perhaps getting multiple levels of berserker shouldn't happen until certain technologies are researched. It's just so easy to get 3 berserker and heroic right away, which basically doubles the unit's strength. Once one player gets a warlord built up, it quickly snowballs and can continually pick off the opponent's weaker warlords.
My other suggestion would be to remove the warlords but replace them with "pirate" type units but have them be of comparable strength to normal units. You could almost get away with having them be the same stats as normal units of that era, the disadvantage being that all your opponents would try to attack them (stupid AI). This kind of makes more sense to me. I think of the warlords as being like state sponsored terrorists. If anything, they should be a little weaker than other units of the same era, but the advantage is that you can attack without declaring war. The unit doesn't really need to be super strong in order to be effective. If you were allowed to make multiples of these normal strength units, it would have a similar effect as a single super unit, but it might be more balanced. Perhaps another solution would be to make them not be lead by a great general by default. Perhaps you could also make great generals buildable or just give a single great general when the warlord tech is researched in addition to the ability to make pirate units.
In one game, after stabilizing with a fair amount of medieval tech, I prioritized gunpowder only to find that there was no sulfur in my large empire. In fact, the only reasonable source was deep in my neighbor's empire. That game was probably just bad luck, but is there any reasonable way to fight without sulfur? I'm not sure about the historical accuracy, but perhaps you could make sulfur revealed a little sooner, like at invention or education. It just seems like by the time you've revealed sulfur, there's only 10 or 15 turns before arquebuisers start showing up, at which point everyone who has sulfur is able to defend it.
Also, it would be nice if you could build a normal mine over a shaft mine. In one game I wanted to revert the mine because of the unhappiness, but the only recourse is to build a cottage over the shaft mine and then rebuild a normal mine, which seems kind of unrealistic. Then again, maybe you shouldn't be able to build over a shaft mine at all.