@Thunderbrd
Yeah I don't know if its even possible to remove it unless you use "force override". You would have to have I think 3 things set up.
1. A new game setting that can turn the mod on and off.
2. A mod that gives the wonder for free to that civ. I am guessing as its 2nd UB.
3. An override mod that overrides only the culture wonders that are playable and removes their requirements.
However for number 3 I have no idea how to make it so it can be on when they are in action and off when they are not. What you might want to do is separate them into Major and Minor cultures.
Major Culture = Can only be played by your civ and us automatically given. If a civ is not generated on your world then you cannot get that culture. (Ex. China, Rome, Zulu, Aztec, etc).
Minor Civ = These work like we have now. (ex. Welsh, Basque, Chumash, Quechua, Zapotec, etc)
Note you could still get the UB of other civs through assimilation and capturing the city with that culture wonder.
If you want to attempt this be my guest. I have enough on my plate.
Yeah, I know. I would like to help here to smooth this issue out since its just created so much controversy and this would be a rather easy way to resolve it. I only have one thing I'd request of you (if its even necessary) and I'll mention that below.
To respond to your comments:
1) Setting up the game option itself is so easy its silly.
2) As I said, just a tag to define the Culture wonder building that gets delivered for free to the capital of a given civilization in the civilization infos would be sufficient there - might take a little time to go through all the civilizations and set them up that way but not difficult by any means. However, we do have to make sure we have a defined culture for every current civilization in the game. Pirates? THAT would need to be done to make sure one civilization doesn't get the shaft under this option. I know we have all the necessities to flesh it out (UUs basically).
3) I don't find there's any reason to disconnect the ability to earn more cultures or to earn cultures other civs COULD have but with the option programming, I could restructure the WW prereq of only 1 to find this
free assignment to be an exception to the rule that limits the WWs to only one. I'd also want to make sure these auto-assigned wonders don't count against the wonder limit if they do now.
So it does appear I'll have to make it possible for those buildings to either be duplicated thanks to being handed for free despite being WWs (not problematic when assigning as I can route the assignment to ignore all building prereqs, more problematic when it comes to the bug messages that will tend to throw around when running the debug dll saying that a wonder has somehow ended up in the game twice!- will need to isolate these as a unique case as a result)
OR I could just allow civilizations to go without when their civilization has already been included in the game somehow. This inability to have your own culture would never happen to a human player except in a few very rare possible circumstances so it should be an acceptable degree of 'flaw' for an option that represents little more than a patch for those that really don't like our design in the first place. I think, though, that I'm leaning more towards the above paragraph's method instead.
Honestly, all in all, this project sounds like less than a full weekend's worth of work. I might be able to get it done over the Christmas break along with some other projects. And I think its been needed long enough here that it could be worked on while the concept is fresh. Shouldn't take any work from you UNLESS there's a culture that needs to be rush included like the aforementioned Pirates. You know all the ins and outs of setting up a culture so I'd ask if you'd meet me that far. But we already have UUs for those (more than necessary actually) somewhere so that shouldn't be a big task should it?