Post # 8 on that thread showcases a complete and stand-alone mod that does exactly what you asked for. All you need to do is add the files in the mod attached to post #8 to your mod, and to set the VFS, OnMOdActivated->UpdateDatabase, and InGameUIAddins exactly as is done in the mod attached to that post #8 (this includes the
order in which the two xml-files have their "Updatebase" entries).
After that all you need to do is alter the xml file called
XML/ColosseumRequireHorseIvory.xml from this:
Code:
<GameData>
<Building_RequireNearbyResourcesORS>
<Row>
<BuildingType>BUILDING_COLOSSEUM</BuildingType>
<ResourceType>RESOURCE_HORSE</ResourceType>
</Row>
<Row>
<BuildingType>BUILDING_COLOSSEUM</BuildingType>
<ResourceType>RESOURCE_IVORY</ResourceType>
</Row>
</Building_RequireNearbyResourcesORS>
</GameData>
To whatever building(s) and Resource(s) you need instead of the examples used of BUILDING_COLOSSEUM, RESOURCE_HORSE, and RESOURCE_IVORY.
Any building you list in this new table called
Building_RequireNearbyResourcesORS will require at least one copy of at least one of the resources listed for it to exist within the city's territory. But the resource does not have to be improved with an improvement. And because improvements are not considered, neither is whether or not the tile has been pillaged if the tile
does have an improvement.
If you open an existing mod's xxxx.modinfo file with Notepad, Notepad +, etc., you can read the contents of the xxxx.modinfo file because it is just a different type of XML file. It shows you every setting made for every file within the mod once you learn to "read" modinfo files. And tbf, modinfo files are not that hard to understand. Just start by comparing what gets placed into the modinfo file for one of the mods
you made and compare that to the settings you made in ModBuddy for the same mod. You need to look in the
Documents/My Games/Sid Meiers Civilization 5/MODS/Mod Name Here folder for the built version of your mod instead of the
Documents/Firaxis ModBuddy/Mod Name Here/Mod Name Here folder in order to find the modinfo file of a built mod.