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[1756685.751] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
[1756685.751] [Localization]: While executing - 'insert into LocalizedText('Tag', 'Language', 'Text') values (?, ?, ?);'
[1756685.751] [Localization]: In XMLSerializer while inserting row into table insert into LocalizedText('Tag', 'Language', 'Text') with values (LOC_CITY_NAME_JFD_MEXICO_CITY, en_US, Mexico City, ).
[1756685.751] [Localization]: In XMLSerializer while updating table LocalizedText from file MexicoCarlota_GameText.xml.
[1756685.751] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag
Also, the civ modding community have created a precedent with 90% of the mods on the workshop needing BNW. Most mods gon't have G&K or Vanilla compatability.
Hope this helps.
1. It severely limits game design. If not now, then it will later if you try to keep all of your mods creative and with as little crossover as possible. Let's take this mod for example.
"+1 Faith from each of their Envoys at City-States; doubling during either a Golden Age or Dark Age." is the problem since it requires Golden/Dark ages, obviously only available in R&F. But if JFD created a version that either edited the effect so that it would work similarly to the original design or created an entirely new one (such as gain double envoys for completing a quest in religious city-states) then he can't use that design again or risk creative overlap.