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There is a global flag - onPlayerTurn only fires after the scripted setup is complete. The error seems to occur when reloading the mod an action which annoyingly causes onPlayerTurn to fire.
onPlayerTurn should be limited by a flag that checks that some small amount of time has passed after onLoad. Since you say onPlayerTurn already checks that setup is complete, onPlayerTurn may need both - check that setup is complete AND skip if triggered immediately upon onLoad. This will prevent executing onPlayerTurn after rewinds and loading saved games.
Neither of these are very important... just minor suggestions for extra polishing, since I enjoy the mod.
From what I remember when I looked into it, it's not that simple. I can't even tell why onPlayerTurn is even being triggered when turn isn't changing (e.g. when reloading a single player game which doesn't have turns). It could easily be a TTS bug/unintended behaviour.