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Oh, and I forgot to mention that a lot of game state gets cleared and regenerated at the start of some of the ticks (like the yearly tick).
Now the problem comes when your grubby meat sticks get involved, pawing all over the UI, and the game is going slow enough that in the frame in between the game state being reset, and finishing being regenerated, you've clicked on something that doesn't exist yet, and since frame smoothing was so kind enough to render a new frame and try to process your click or interaction with that thing that doesn't exist yet then the game crashes.
Without frame smoothing this is completely fixed because your input isn't handled (and no new frames are rendered) in the interim period where the tick has reset the game state, and finished rebuilding it.
Fun fact: While frame smoothing makes the UI appear more responsive, it makes the tick literally more slow, in some cases significantly.
The game runs in a very basic loop where it handles input, processes a tick, and then renders a frame (which simultaneously updates any of the gui elements or recalculates every piece of math visible on screen). This probably worked great initially, but obviously if you're doing a late game yearly tick it's going to take a bit, so at some point they added "frame smoothing". All frame smoothing is some added calls into the monthly/yearly/daily tick to something like RenderFrameIfWeAreLate() which just stops what the tick processing was doing and renders a new frame without attempting to do any of the recalculation math (but it DOES handle mouse/cursor/joystick input, if I recall correctly).
[cont...]