Turns out the stack error was caused by a mistake in the tech tree, cutting it in two unconnected halves, making the one half completely unresearchable.
Even though future tech was set at nil, the game would crash when a civ came to choose an advance for new research project, and when negotiating for techs with other civs. Don't quite understand the nature of this error yet, but now everything seems to be back to normal. Nothing about the no, no techs caused any problems.
Even though future tech was set at nil, the game would crash when a civ came to choose an advance for new research project, and when negotiating for techs with other civs. Don't quite understand the nature of this error yet, but now everything seems to be back to normal. Nothing about the no, no techs caused any problems.
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