In the provided save game, there are two units which are unselectable and can not be given orders. The issue seems to be localised to a certain part of the map: Initialy only one unit was unselectable and stuck, when I moved another one close by, both units became stuck and unselectable.


Steps to reproduce:

Open the attached save game, try to select one of the two naval units northwest of Krakow. The units can not be selected and thus can not be given orders.


Expected behaviour:

The units should be selectable.


Attachments:

HumankindStuckUnitsBugReport.zip

Includes:

auto-save 359.ctr

player.log

Diagnostics (2023'05'23 @1953'48''030''').html


The diagnostic log contains many "Critical" errors with the following stack trace:

Object reference not set to an instance of an object

Amplitude.Framework.Simulation.Reference`1[[Amplitude.Mercury.Simulation.Settlement, Amplitude.Mercury.Firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]:op_Implicit(System.Reflection.RuntimeParameterInfo)
Amplitude.Framework.Simulation.Reference`1[[Amplitude.Mercury.Simulation.Settlement, Amplitude.Mercury.Firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]:op_Implicit(System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.DepartmentOfForeignAffairs:HasRansackDiplomaticAbility(System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.DepartmentOfForeignAffairs:HasDamageDiplomaticAbility(System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.BombardmentHelper:GetArtilleryStrikeFailureFlags(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.BombardmentHelper:GetArtilleryStrikeFailureFlags(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.ArmyActionHelper:FillBombardFailures_TargetsPart(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.ArmyActionHelper:FillBombardFailures(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.ArmyActionHelper:CanExecute(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Simulation.ArmyActionHelper:FillArmyActionInfo(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Interop.ArmyCursorSnapshot:Synchronize(System.Reflection.RuntimeParameterInfo, System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Interop.Snapshot`1[[Amplitude.Mercury.Interop.ArmyCursorSnapshot+Data, Amplitude.Mercury.Firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null]]:Synchronize(System.Reflection.RuntimeParameterInfo)
Amplitude.Mercury.Interop.Snapshots:Synchronize()
Amplitude.Mercury.Sandbox.Sandbox:Synchronize()
Amplitude.Mercury.Sandbox.Sandbox:ThreadStart(System.Reflection.RuntimeParameterInfo)



Note, the behaviour is similar to these bug descriptions, although none of the workarounds described there worked for me:

https://community.amplitude-studios.com/amplitude-studios/humankind/forums/171-bug-reports/threads/40948-army-can-t-be-selected-can-t-be-ordered-thus-can-t-end-turn-freezing-game-permanently

https://community.amplitude-studios.com/amplitude-studios/humankind/forums/171-bug-reports/threads/41156-army-cannot-be-selected-or-moved