Thanks for the dump and save. The dump indicates a crash inside the main game executable, rather than the C2C DLL, which means its something indirect that is happening. I tried your autosave, loading it and then just hitting end turn, but no problems occurred. I then set it to autoplay 10 turns, but it still ran fine for me.
How frequent is the crash for you? Any obvious sign of a particular trigger? Your game shows fairly low memory usage, so IO don't think it's a hardware-limited resource issue.
Are you playing with viewports on? Either way dos playing with them on/off (the opposite of currently) have any impact? Is the crash immediately on end-turn, or more like some way through he AI turn processing time? If the latter could you turn on BBAI logging and provide the BBAI log (along with matching save and minidump for that case) - it might provide some clues.
Finally try setting your threading to 1, to eliminate multi-threading being the problem here (set the value of NUM_CITY_PIPELINE_THREADS near the end of 'caveman2cosmos\assets\xml\A_New_Dawn_GlobalDefines.xml' to 1 rather than the default 4) and let me know if that makes a difference.
Tried your suggestions, here are the results:
1) Turned on viewports, immediately ended the turn... CTD during AI processing. (This is where it was crashing before.)
2) Reloaded, turned off viewports, immediately ended turn... no CTD.
In both of the above cases, I did not recalculate modifiers. In the next two runs, I did.
3) Reloaded save, turned on viewports, immediately ended the turn... no CTD.
4) Reloaded save, turned off viewports, immediately ended the turn... no CTD.
For the last test, I reloaded the save and gave the units that needed orders what I intended to do and let the turn cycle on its own. No CTD.
I cannot establish a clear pattern of crashes that would help you guys right now. I'll keep playing with this game until I can and post it in a separate thread. Keep up the good work!