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If the launcher doesn't say anything about compatibility issues, try launching the game; if it crashes, then no, it's not compatible.
When you get into the game, open the console and type 'toggle_fow', then move your mouse over a camel or an elephant resource. If it says a value, even if that value is shown as zero, then my mod is working with the overhaul (like in the base game, the value of a tradeable resource will be zero and the merchant will stand idle if you are trying to use the merchant in the region it was recruited in. e.g. A merchant recruited in Carthage can't trade resources located in Carthage's territory).
Then there is the question of if the mod edits resource values. If it does, it might be possible to get it to use my values by moving around the load order in the launcher. Or if the game feels like acting funny you might get a crash instead.
However, as mentioned by the author of the modding resource in question, it has incomplete trade resources. Most regions have only one resource which means you will likely have more merchants than resources. And also there is a possibility that the author might add completely new resources in the future, making my mod incompatible
Even though my mod doesn't edit the file 'export_descr_buildings.txt', the file is linked with the file 'desc_sm_resources.txt' that was edited by me. This is because game uses a hidden resource called 'sughdian' for recruitment of Sughdian Warriors to limit in which regions they can be recruited. I don't know why my mod causes the problem since I haven't touched any of the lines that edit hidden resources, I think it stems from the fact that as much as I love the game it is basically just built on tissue paper .txt files
I'm unable to fix the BI aspec of the mod rn but I will look into it after Christmas. For now, don't use it with BI
"Script error in bi/data/export_descr_buildings.txt, at line 411, column 73. Resource condition, unrecognised resource class 'sughdian'"