Oh. That's a crash in the EXE, without any helpful context. Unexpected for a crash that occurs in between turns. Well, I guess it's really at the start of the human turn. It seems that CvGame::doTurn still gets fully executed before the crash (because the autosave happens before the crash, and I've seen CvDeal::doTurn on the stack in your earlier screenshots). CvGame::doTurn should return to CvGame::update:I get this: [...]
Spoiler :
Code:
if (getNumGameTurnActive() == 0)
{
if (!isPbem() || !getPbemTurnSent())
doTurn();
}
updateScore();
updateWar();
updateMoves();
updateTimers();
updateTurnTimer();
AI_updateAssignWork();
testAlive();
If the crash happens while updating graphics, then my best bet would be to experiment (remove stuff through WorldBuilder) or to systematically undo recent changes (incl. artwork changes).
So, unless someone sees an angle that I'm missing, I don't think the whole dance with the debugger will bear fruit here. But it might still come in handy for future problems.