This new context directly confirms that the underlying issue is a Unity UI and overlay rendering loop freeze rather than a hardware problem. In Captain of Industry, clicking to edit a tower's boundary box or dragging designation areas causes a known interaction bug.
When you activate the designation tool on your year 501 save, the game is forced to compute and draw a massive grid overlay over 4,400 pops, thousands of dynamic trees, and countless tracking paths simultaneously. Moving or scaling that UI box stalls Unity's master rendering thread. Because your previous error log showed DXGI_ERROR_DEVICE_REMOVED, the 2-second Windows safety window times out during this overlay freeze, causing the graphics driver to crash outright.
You can prevent and mitigate these specific tower designation locks through the following steps.
Avoid Moving the Box with Open Toolbars
A common trigger for this specific lockup is clicking a tower, dragging the UI pop-up box out of the way, and then immediately clicking the designation overlay tool.
The Safe Method: Click the forestry tower, let the UI fully initialize, click the Edit Area button first, and do not drag or move the floating user interface windows while the colored polygon overlay is active on your screen.
Use the Global Designation Menu Tool
Instead of interacting directly with the forestry tower's bounding UI box to adjust your tree placement, paint your changes globally:
- Close all active building menus.
- Press M on your keyboard (or click the Terraforming icon on the bottom hotbar).
- Choose the Tree Planting / Harvesting Designation directly from the global construction menu.
- Hold right-click and drag to wipe clean problematic overlays, or left-click to paint new ones. The forestry tower will automatically pick up any painted changes inside its proximity without needing to trigger the tower's bugged UI scaling script.
Lower the Overlay Calculation Load
Because the overlay geometry scales relative to your game settings, you can minimize the rendering spikes during adjustments by reducing specific options:
Turn off the "Tree Growth" Display Overlays before editing zones.
Lower the Terrain Decoration Settings to the absolute minimum. This reduces the number of individual, high-fidelity tree models the engine is forced to update and redraw when you scale or alter a forestry box boundary tile.
These new logs confirm that the graphics engine is completely collapsing in a cascading failure loop. The specific error failed to create staging 2D texture mixed with d3dfmt (Direct3D formats) means your graphics card driver (887a0005 / Device Removed) crashed first, and the Unity engine tried to keep running anyway.
Because the driver was gone, the game couldn't allocate memory to create basic UI textures, leading to the spam of attempt to lock null buffer errors. In Captain of Industry, "staging 2D textures" of small sizes (like 64x64 or 128x2) are almost exclusively used for dynamic UI elements, mini-maps, vehicle icons, product icons on belts, and UI overlay lines.
To stop this cascading crash loop from triggering on your large save, apply these highly specific engine overrides:
- Disable Steam and Discord Overlays
The log explicitly mentions failures to create small, staging 2D textures. External overlays inject their own 2D textures directly into the game's DirectX 11 swapchain. When the game undergoes a heavy rendering spike, these conflicting overlays can destabilize the driver.
Steam: Open Steam -> Settings -> In-Game -> Toggle off Enable the Steam Overlay while in-game.
Discord: Open Discord -> User Settings -> Game Overlay -> Toggle off Enable in-game overlay.
- Force Unity to rebuild its buffer pipeline using modern DirectX 12. DX12 handles buffer allocations and multi-threading much better than DX11 on an RTX 3060, avoiding the "null buffer" lockups.
- Right-click Captain of Industry in your Steam Library and select Properties.
- In the General tab, look for the Launch Options box.
- Replace any text there with exactly: -force-d3d12
Clear the Unity Shader Cache
Because the game crashed mid-render, corrupt or broken staging textures might be stuck in your DirectX cache, causing immediate crashes when the game tries to re-load those UI assets.
- Open your Windows Start Menu, type Disk Cleanup, and open it.
- Select your main OS drive (usually C:).
- Scroll down the list and check the box for DirectX Shader Cache (you can uncheck everything else).
- Click OK to delete the cached files, then restart your PC.