is it possible for civ mods to check for the existence of other mods? as in, if mod X is installed and turned on, include this code, otherwise, don't include this code.
something I've noticed is that, naturally, any changes made to the base game by this mod doesn't include changes made by other mods. so, for example, when setting the resource requirement from 2 to 1 in the config files, swordsmen only need 1 iron to be made anywhere, but riders, a Moar Units unit, requires 2, unless it's made in a city with an encampment, as per vanilla. thinking about it now, the ranged anti-cav is also probably conflicting there as well. these are things that can simply be turned off in the config, though, and don't seem to be major problems even when left on. even so, if mods can check for the existence for other mods, it'd be nice if this mod could check for popular mods such as moar units and the like (I don't know if the omnibus is popular or not, though it's certainly in need of an update, even though the base setting also works with quo's tweaks, but if the 10% production to settlers is something you've added to each building in the city center, then I'm pretty sure the cistern and water treatment plant don't count here)