I'd be interested to see about that too. If it's indeed too many units and such for the AI to handle after several turns of warfare have lapsed, then he should get the same crash.
I'm about halfway through redoing the map at the moment, so hopefully that's the case. I'll attach a picture of what I've got so far, as well as an image of the old map for comparison.
Basically the southern parts of South America and Africa are both cut off. The US is a lot closer to its true relative size in relation to the other major powers too. As it is, I am to leave a line of hexes at the bottom of each as coastal tiles so that it's still possible to take a route other than Panama or the Suez to cross oceans.
I doubt the crashes are caused by memory leaks, just sounds like a poor excuse from some people. My system is as mentioned before running w. i5 2500k 3.3Ghz, 16GB ram and 2 crap 250gts gfx cards, and Civ has never been using more than a few gigs of memory at worst..
My furthest game with germany (with lua on) took to mid 30's and the turn change works fine untill it gets to the sovjets (which I guess are the last ones?), then I get the whole Civ has stopped working bblabla error in the background. With the lua off I only get to turn 13 or so, which tbh annoyed me so much that I didnt notice when in the turn change it died
If its really the amount of units thats causing the crash, then exactly which part of the units is it? Is the the pure amount of total units on the map, or maybe a specific unit type that causes the conflict/crash?
But without some sort of debug tool which can tell us what is actually crashing, I think we're gonna be searching for the needle in the haystack
Otherwise, as always good job with the mod