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https://cs2bus.com/sharedfiles/filedetails/?id=361391109
It can be a little finicky with dll mods, and it doesn't seem to manage map scripts (although those are really easy to add yourself, just drag and drop in the map folder), but it works for me with VP, various mods that add civs, infoaddict, etc.
"create couple empty spaces right after <Gameplay>" may not be the best direction, especially when your mod is going to update pre-existing game data. This is because the top-down organization of Expansion2.Civ5Pkg determines the load order. If you have your mod code at the top, then it will load before the game loads all of the civs that were introduced or changed in BNW. Instead, you should put your <GameData>ModName.xml</GameData> etc. at the bottom of the <Gameplay></Gameplay> field .
Here's what my Expansion2.Civ5Pkg.txt looks like to use as a guide
<Gameplay>
. . .
<MapDirectory>Maps</MapDirectory>
<GameData>SuperSettler.xml</GameData>
<TextData>SuperSettler.xml</TextData>
</Gameplay>
Where the SuperSettler filenames pertain to my mod.
I shall include an example in my next comment.
I hope this helps someone else!
The Super Starter Settler mod defines a "Super Settler" as a new unit class in the mod's xml. It's a new kind of settler that has a lot of movement, extra sight, and isn't affected by terrain. The mod works by updating every civ's "start the game with UNITCLASS_SETTLER" code with "start the game with UNITCLASS_SUPERSETTLER". In-game, it results in your starting settler being the Super Settler instead of a generic 2-movement settler.
However, when I put my <GameData>SuperSettler.xml</GameData> at the TOP of Expansion2.Civ5Pkg's <Gameplay> field, it does not update the starting-unit-defining code for the civs that are loaded later down the line. These happen to be all of the civs introduced with BNW or that have been changed with BNW, such as Venice (new civ with BNW) and France (changed in BNW from the base game).
Thus, me or my friend do not start the game with a Super Settler if we play any of these civs.