It seems to me that the new way of managing dependencies is via ActionCriterias combined with LoadOrder. Using both you can create a mod that works with both vanilla game and Rise & Fall, or any other DLC.
Here is what I use with Finnish language pack:
HTML:
<?xml version="1.0" encoding="utf-8"?>
<Mod id="8ED00BF3-99F6-4360-81BF-709791A90FBF" version="5">
<Properties>
<Name>LOC_MOD_TITLE</Name>
<Teaser>LOC_MOD_TEASER</Teaser>
<Description>LOC_MOD_DESCRIPTION</Description>
<Authors>LOC_MOD_AUTHORS</Authors>
<EnabledByDefault>1</EnabledByDefault>
<AffectsSavedGames>0</AffectsSavedGames>
</Properties>
<!-- enable detection of Rise & Fall expansion by a criteria -->
<ActionCriteria>
<Criteria id="Expansion1">
<GameCoreInUse>Expansion1</GameCoreInUse>
</Criteria>
</ActionCriteria>
<!-- these are loaded before displaying the main menu, but not before the initial "Loading game, please wait" -->
<FrontEndActions>
<!-- Vanilla -->
<UpdateText id="FrontendTextFinnish">
<Properties>
<LoadOrder>10</LoadOrder>
</Properties>
<!-- <File /> ... -->
</UpdateText>
<!-- Rise & Fall -->
<UpdateText id="Expansion1TextFinnish" criteria="Expansion1">
<Properties>
<LoadOrder>20</LoadOrder>
</Properties>
<!-- <File /> ... -->
</UpdateText>
</FrontEndActions>
<!-- these are loaded when starting to play a game -->
<InGameActions>
<!-- Vanilla -->
<UpdateText id="TextFinnish">
<Properties>
<LoadOrder>10</LoadOrder>
</Properties>
<!-- <File /> ... -->
</UpdateText>
<!-- Rise & Fall -->
<UpdateText id="Expansion1TextFinnish" criteria="Expansion1">
<Properties>
<LoadOrder>20</LoadOrder>
</Properties>
<!-- <File /> ... -->
</UpdateText>
</InGameActions>
<LocalizedText>
<Text id="LOC_MOD_TITLE">
<en_US>Civilization VI suomeksi</en_US>
</Text>
<Text id="LOC_MOD_TEASER">
<en_US>Finnish Language Pack</en_US>
</Text>
<Text id="LOC_MOD_DESCRIPTION">
<en_US>This language pack providers the glorious Finnish language to the game.</en_US>
</Text>
<Text id="LOC_MOD_AUTHORS">
<en_US>Vesa Piittinen</en_US>
</Text>
</LocalizedText>
<Files>
<!-- <File /> ... -->
</Files>
</Mod>
With LoadOrder I ended up with values 10 and 20: both texts are loaded after all other texts. Using negative LoadOrder can cause game not to begin when a lot of DLCs.
Then, with Expansion1
criteria I can tell to only load Rise & Fall text if there is Rise & Fall available in the game. This works perfectly: the game loads the correct strings in both cases

For DLCs it is easy enough to clone these criterias; for other mods, well, I don't know: I'm outside the regular modding ring of people so there are probably conventions that I do not know of. Anyway, I think the criteria system is far superior to the old dependencies system since you can actually have conditional loading of files.
Note that Rise & Fall uses a LoadOrder of -100, but it is not related to LocalizationDatabase.
There doesn't seem to be a lot of interest for localizations, but I'll add some additional info below for those who are interested in that.
I had to use
FrontEndActions to load new strings for main menu, while
InGameActions are executed as soon as you start to load a game. It seems the game reloads localizations in both of these cases so when doing a language pack as a mod you have to do both as well. Also, since a mod does
not allow to add an actual new language you have to replace English. This is not possible possibly because LocalizationDatabase tables are locked except for LocalizedText once the game is initialized (before any mods are applied). You
can add a new language via Civ 6 user Text directory, but that defeats the purpose of easiness with Steam Workshop as you'd force users to locate a specific directory, add a new directory and download a file there from elsewhere. This sucks.
Final notes: I use
EnabledByDefault as I find it just silly if a language pack is not enabled automatically. Also,
AffectsSavedGames is a great feature for language packs
