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Thanks.
you can also do process of elimination of yoinking / replacing mods [even if it means testing one mod at a time, or certain suspected combinations of mods]
there is a set of windows explorer operations that allows you to search file contents for possible conflicting function names of mods. If you need further assistance, I'm glad to be of help.
check your:
C:\Users\.....\Documents\my games\Sid Meier's Civilization VI\Logs
folder for the following two files:
Database.log
Lua.log
I typically use Notepad++
I keep shortcuts to these two files at all times, and check them each time I run the game.
I find a lot of bugs from all my mods and the main game.
I track stuff down in the code, and report to the modders.
They ask me for more details, and I try to assist them where I can.
I've helped a lot of modders that way.
It's seems to be more productive than saying "fix the bug, plz"
good luck
Here are their name in data folder : DISTRICT_CANAL and DISTRICT_DAM
Add tagging for mod compatibility. Mods not tagged as compatible with the latest build will be disabled at start-up as well as have a warning dialog displayed when they are enabled. This behavior can be disabled on a per-mod basis or completely in the options dialog. Mods can be tagged as compatible by either adding "<CompatibleVersions>2.0</CompatibleVersions>" to the properties section of the modinfo or by marking compatible versions in the project page of ModBuddy.