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If you want to know, which mods work with each other, then you've to test it yourself by just loading it in and if something doesn't work, then either remove the one which doesn't work properly or if something worse like a crash happens, then remove mods 1 by 1 to see, which mod causes the crash in particular. If you suspect, that it's not a single mod, but 2 incompatible mods, then you could load the 1 mod in alone and add the other mods 1 by 1, until the crash occurs again to see, which 2 mods doesn't like each other.
And ultimately, the most likely mods to be incompatible are those, which do similar things, if not even affect the same thing. So i would recommend starting there.
https://steamcommunity.com/sharedfiles/filedetails/?id=2355896514
Its mostly UI mods, but I have added a couple to fix bugs, and one to slightly Tweak Babylon so that they get almost all the boost to open a new tech but don't actually open the new tech. This prevents those weird jumps in tech. It basically stops them from not needing to open pre-reqs first. But leaving very little to research once they get there.
You can also approach it from the opposite direction. Start with all mods disabled except one -- make it your favorite, why not? If the game works, great, that mod is cleared, so enable another mod in addition. Keep adding until you break the game, at which point the last mod you added is the culprit.
Both methods are cumbersome unless the problem you encounter crops up almost immediately in the game. If the incompatibility you are seeing doesn't break the game until turn 100, either method is a huge pain.
There is some difference in difficulty between the two methods. If you start with all your mods enabled and eliminate one by one until you find the culprit, you then have to turn around and add back the ones previously eliminated one by one, or add back all but the one proven guilty, and see what happens. You may have started with more than one mod that broke the game. If you use the other method and start with no mods, then add them back one by one, that proves innocence for every mod that fails to break the game, so you never have to go back and forth. Well, unless the concern is incompatibility between mods, as opposed to between a mod and the game. Yikes!
People criticize the new leaders in these new packs for being superficial, not really having any novel approach. Well, maybe that's laziness on the devs' part, but maybe they calculate that the less they fiddle with basic mechanics in designing new leader abilities, the less likely they will force you and me to go through this mod incompatibility elimination diet thing. It remains to be seen if they will continue to give us new leaders with deep vs shallow unique bonuses and maluses.
For my part, I only have UI mods, and have had no trouble with any of the new leaders. My advice to anyone who has had trouble is to consider that as the devs add more leaders, your woes may not be over. You may have to do this incompatibility diet thing after every new leader. Slim way down on mods until the last leader is in, then start adding mods.