Are any other modders uneasy at the sheer number of unique components each civ has?

AW Arcaeca

Deus Vult
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Back in Civ5, civs had 2 unique components (unique unit, unique building, or unique improvement), of which at least one, by convention was a unique unit.

I always found that it was hard to come up with UUs for ancient civilizations whose military composition was poorly attested, if attested at all (e.g. I had a Dilmun civilization in the works), or for civilizations that had an iconic style of fighting but not a specific name for warriors that fought in that style (e.g. I made a Hungarian horse-archer civ, but there doesn't seem to have been something more specific to call them than just "horse archers"). But, no matter, you only need to come up with 2 UCs - if there are no suitable UUs, you could swap them out for UBs or UIs instead.

Likewise with UBs - some civs, especially historically nomadic civilizations that didn't leave a permanent presence, are hard to come up UBs for (and especially wonders). But, no matter, you can just double down on UUs instead.

My initial thoughts looking what we know of the civs' unique components so far is that it's just... a lot. Every civ has multiple UUs and multiple UBs/districts and an associated wonder and what are effectively multiple UAs, although split up among multiple "traditions". It seems to me like many of the more obscure civilizations from world history, which would otherwise be interesting to see represented, simply don't have enough historical material for modders to work with to satisfy all of these requirements - thereby limiting what we can create. I actually think the lower bar of 2 UCs from Civ5 made many more interesting civilizations possible.

Unless, of course, the plan is to just not fill all the UC slots in modded civs. But I don't know how much I like the idea of putting that much work into a civ just to make it strictly worse than vanilla civs.

I am wondering how other modders are planning to deal with this.
 
I specialized in short-lived states, rebellions, and other obscure civs for my civ 5 mods. While it can be tricky to fill out uniques for civs that largely exist in footnotes, there's usually something you can use as long as there's a book or piece of research on the subject. If there isn't, there's always the old trick of falling back on a regular building like fort or bank in the civ's native language.

Associated Wonders are going to be the trickiest for most modders, I think, given that not all cultures built things like that and the requirement for 3D modeling. I think a lot of modders will assign multiple civs to the same wonder or skip the requirement entirely.
 
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