Ok. I'm looking into it, but only in short and scatter sessions - so it might take me awhile to get to the bottom of it. So far I've discovered that the assertion failure happens because team 7 is being assigned starting techs, but there are no players assigned to team 7. So that looks like a problem in the scenario file. Normally I'd say that a problem like that should not never cause the game to crash; but to be frank, the code for loading and saving scenarios is built with bad coding practices which make it very unstable. Pretty much any change in the game or the scenario files could break everything... In any case, my suggestion is to edit the scenario either to give team 7 a player, or to not give them starting techs. On another day I'll try to work out why it _does_ work with the previous version. It could just be a fluke that it works at all; or it could be that something minor has changed to prevent it from working. I don't particularly want to rewrite all of the scenario loading code to make it more robust, but I might be able to tweak a few things to help it. [Edit] By the way. In all of my previous releases, asserts have been disabled. It was only enabled mistakenly in that 48 civ dll because I always have them enabled when I play my test games. So, although this version is the first time you've seen that assertion failure, it's probably the case that it actually has been silently failing for every version of the game so far and we just didn't know about it. [edit 2] After continuing my test, and rechecking my post, I realise that you didn't say the game crashed or anything like that - only that you couldn't get rid of the assert message. Usually those messages aren't a major issue for me. (I alt-tab out of the game, and press "ignore always"). So I assumed that wasn't the main issue for you and that it was actually crashing. (Those assertion failures usually mean there's a significant bug happening which may or may not cause the game to crash.) Anyway, if you want to try the normal version with asserts disabled, it will probably 'work' just as well is it did in the first place. The bug will still be there; but it will be hidden - just like in every previous version.