Hanny been playing with thoes changes you made for me, would it be possible to run them in a pagea / small map please?
Those files, after you swap them over for the unpacked FF2 ones, would be the default ones for any and all maps.
What maps do you prefer to play on?, as getting a map set up that you like is rather important, Ai never does well doing oversea invasions for instance.
For insatnce if you find you got a map you like and want to re use it, save it in WB. open up a game with the civs you want and options you want and save it in WB. Useing notepad, copy paste all the front end, civs and techs etc, from the one WB save, and paste it over the same info on the map you do like, this gives you the map you want with the civs you want.
When you chaps say "easy fix" it makes me smile

. I opened up a the XML files in Fall Further and after spending a couple of hours trying to figure it all out, i though of my own "simple fix".
Well its all relative, so a simple fix is anothers headache!!

Im not a programer myself, rather an intrested observer of others who are.
I would add <bRivalTerritoryBlock> 1<bRivalTerritoryBlock> into the settlers info to stop them from being able to enter neutral territory. Hey presto, nice simple fix that would only allow new cities within cultural border (or so i thought) but then as i started FF - i just got repeated error messages regarding schema's etc.
Nothings as easy as it first appears!!. Even if you did solve it, what will you get?, settlers locked into your own borders that cant allow a city withinn 3 tiles, so you then change the number of layers of culture expantion to get around that problem, or you make forts give culture, and so on, butone of the principle points of citys is tom aquire access to a resource you really want, and if its already in your border why bother?.
Any guides on how to mod for Civ 4 that you can recommend? as my programming skills are about 20 years out of date (pascal, 6502 and basic)
I know what you mean, being a baby boomer myself i find keeping up with stuff gets harder each year, went back to college a few years back and was astounded how much Education teching methods had changed since i was at school.
Souce code is found here, to compare to what was to what now is and therfore see what changed to cause the new game function
http://63.236.94.185/2kgames/civ4/civ4SDK.php
There are a number of excellent tutorials to be found on the site, ( depending on what your looking to do) but that said, a lot of Civ is rather fickle to mod, and your now probably modding a mod, so for instance the two files i changed are linked, to what originaly controlled everything, but now Kael has changed it so that Barbs are unlimited in numbers and appear in regions, animals area seperate spawn. Or in short, those 2 files do much of what your after, but kael has also redifined a lot of the mechanics of it, so your probaly going to get more out of changing parameters that are provided, rather than getting down to code re writesto fully redefine it, which is what kael has done, to get it to target a civ.
Im currently building a LOTR map for the Dec release, ( massivly large, and with intent to have civs already settled and no more settlers with wide empty regions in between) one ive had since 0.21 and updated with each release, and since its bare of lairs/goblin forts etc, you can see how many barbs and where they spawn and where they goto very easily, which is another way of seeing what effects the changes have had without looking at code. So, haveing rage barbs doubles the number spawned, changing the game speed paremters changes what turn numbers they first appear, changing the game difficulty, numbers of unssen tiles etc, spawns more of them, and lastly lair spawn number increases lair spawn rate.
Forgot to mention, in the game diff file there is a global Ai unit build value, if you halve it, builds twice as quick as half the hammers are now required, asa broadsword, this value can be usfull for cahnging the unit density in game.