
While non affecting mods can be added any time to an already existing setup, even in the middle of that game. Those "affecting" mods shouldn't be enabled once a game has been set up without them in the first place. I can't remember any mods conflict, very rare I suppose is there are any, all I know is some mods "affect saved games" (it's specified in the mod description (click on the mod itself in the "enable" list), which is a different matter. If you want a more advanced setup: > Advanced setup (bottom) > Advanced setup screen.

Subscribe mods in workshop > launch Civ V > MODS (menu) > Accept > MODS (enable list, one you can actually sort by title or enabled) > Xcheck to enable your chosen mods > next > single player > set up game > Modding game setup (your modded civilization should be available in that screen's civilization menu already)

Let me try it with my favorite one, the Pirate Civilization: I usually run Civ V with 20 mods (the rule being: more mods, more loading time, so enable only the necessary ones)Ībout the Leaders mods: if they are enabled, they should show up in your MODS Civ/Leader chooser.
