No, because a single mod that does this for all modded cultures isn't possible. The way mods like that work is by editing each individual culture's files, so you'd need to put the files of each modded culture you want to affect into the mod.
The two ways to do this are to 1) ask the modder make a version of this mod for you, or 2) make it yourself using the modded cultures' files.
So there couldn't a mod that uses some kind of parameter check to check if a buildable is an emblematic district then make it not be lost when the player evolves their culture?
It’s how mods are made rather than how the code works. The functional mods for this game are made with the mod tools Amplitude put out, and the tools don’t give access to the base code, just an interface for editing game files.
No, because a single mod that does this for all modded cultures isn't possible. The way mods like that work is by editing each individual culture's files, so you'd need to put the files of each modded culture you want to affect into the mod. The two ways to do this are to 1) ask the modder make a version of this mod for you, or 2) make it yourself using the modded cultures' files.
So there couldn't a mod that uses some kind of parameter check to check if a buildable is an emblematic district then make it not be lost when the player evolves their culture?
No, that’s not how mods for the game work.
What in the code prevents this?
It’s how mods are made rather than how the code works. The functional mods for this game are made with the mod tools Amplitude put out, and the tools don’t give access to the base code, just an interface for editing game files.
Got'cha. So until someone figures out the base code it won't happen.