The pretender file does not save any information directly relating to the mods that were active on creation, name of the files or otherwise.
The only mods you ever actually -need- to have active to create your pretender, are mods that affect pretender selection, or costs, OR nation mods that may be applicable for the game.
When the game is started, it just looks at the data without any thought as to what is a mod or not, it just loads the files, pulls the relevant info from the database, and checks spent points to make sure that all is proper and legal.
At that point, then you must have the same mods (or really, just any .dm files matching the name of the files used to create the game) in order to open the turn, but again, the turn doesn't have -any- of the mod data within it, so you could have empty text files, or totally different mods renamed in your folder, and the turn will run, but you will observe very strange behavior on your end, and you could potentially send in corrupted turns that cause hosting errors.
Don't know if any of that clears up anything that needed clearing up, but there you go.
