Is there any point in me mentioning the Python exceptions that crop up about 20% of the time when a civilization collapses or is reborn? I asked once if other people had these issues, and no one did.
These are always followed the next turn by a CtD, but on a reload from an earlier save they typically don't recur when the bad turn comes around again.
Spoiler :
Unidentifiable C++ exception
File RFCUtils, line 184, in makeUnit
File RFCUtils, line 1895, in flipUnit
File RFCUtils, line 1889, in flipUnit
File RFCUtils, line 1921, in flipOrCreateDefenders
Stability, line 531, in secedeCity
Stability, line 501, in secedeCity
Stability, line 554, in completeCollapse
Stability, line 50, in checkTurn
CivRFCEventHandler, line 660, in onBeginGameTurn
BugEventManager, line 400 in _handleDefaultEvent
File RFCUtils, line 184, in makeUnit
File RFCUtils, line 1895, in flipUnit
File RFCUtils, line 1889, in flipUnit
File RFCUtils, line 1921, in flipOrCreateDefenders
Stability, line 531, in secedeCity
Stability, line 501, in secedeCity
Stability, line 554, in completeCollapse
Stability, line 50, in checkTurn
CivRFCEventHandler, line 660, in onBeginGameTurn
BugEventManager, line 400 in _handleDefaultEvent
These are always followed the next turn by a CtD, but on a reload from an earlier save they typically don't recur when the bad turn comes around again.