Turning on quick combat (defense) fixes numerous crash points (tested).Probably because I'm not loading this with the modmod, I found a load crash point rather than a crash point. However, the mini suggests it WAS the same problem as Usul13 experienced, which was an animation crash (I believe) with the great white shark - though yours could've been any other unit rather than just that one as the mini can't help me to narrow in on which unit it was, only that the crash spot in the code was exactly the same.
EDIT: Was able to work out the crash point on load fine but there's no crash during the processing (at least not without including your modmod.)
Before I take the very lengthy steps to test your modmod files included, do me a favor and turn your quick combat options on in the vanilla in-game options panel. Then see what combat reports you get when you (presumably) make it through the round you're crashing at. Those units mentioned in battle may have some animation issues that are causing the crash you're experiencing.
I investigated one particular crash point and found out that it was a brown bear attacking my wanderer that caused the crash. I believe it has something to do with the bear being completely invisible to the wanderer even when they are sharing a tile. This was a regular attack, no ambush/assassin mission, they were not sharing the tile when I hit "end turn".
Edit: Do you know why wise women, watcher, Enforcer and story tellers that the AI gets in goody huts are incapable of leaving the plot they were gained at.
I'm guessing the UNITAI_PROPERTY_CONTROL doesn't have instructions for what to do when in neutral territory. Either that or goody huts spawns them with the wrong UnitAI.