For UUs and UBs I rarely do. It is more likely to be the case if the civilization has a short game and its UHV is more puzzle like because that usually allows introducing another interesting tool when otherwise the decisions would be too limited or obvious.
There seems to be an assumption that I create UHV goals first and then come up with a UP that makes them possible, but that is almost never the case. I think it is more common that I think of the UP before even settling on the final set of UHV goals. I'd rather have a UP that feels interesting and unique to play with (not that I manage to do so with every civ). Many UHV goals are not based on objective history and can be scaled to provide the right amount of challenge for the capabilities of their civ. For example if I decide that a civilization's history warrants a culture goal there is no inherently correct amount of culture points that you can derive from history, I just pick what creates an engaging game. Having a UP that "buffs" that aspect of a civ is almost irrelevant in that case - the goal is like that with the UP in mind, if it wasn't there the requirements would be lower instead.
Paradoxically there is almost no difference between an idea for a power or a goal. Both are representations of what a historical culture ended up being good at. It's an arbitrary choice to turn it into a benefit to grant to the player or a challenge to require of the player. So usually the ideas for both come up as part of the same process and then I just arrange things so that you end up with an ability that feels engaging and impactful and a set of goal that feels varied and challenging.
Sometimes I see ideas for UPs that are meant to compensate for downsides of a civ's unique situation and I do not agree with that approach. Ideally a civ's playing experience should accentuate its unique situation rather than flattening it into an expected experience. I like UPs that create a likewise unique experience the most.
Without going through every civ to check I can only think of a few examples of UPs that are tailored deliberately to make a UHV possible, like the Mayan and Japanese powers. Even just remembering them reminds me that I like UPs like that the least because they feel like crutches or bandaids. I still think they are good because they enable UHVs that I overall like but it's not what makes me feel good in terms of design.
Correct me if I am wrong but as far as I can tell none of the new civs from 1.18 lean on their UP to complete their UHV.
There seems to be an assumption that I create UHV goals first and then come up with a UP that makes them possible, but that is almost never the case. I think it is more common that I think of the UP before even settling on the final set of UHV goals. I'd rather have a UP that feels interesting and unique to play with (not that I manage to do so with every civ). Many UHV goals are not based on objective history and can be scaled to provide the right amount of challenge for the capabilities of their civ. For example if I decide that a civilization's history warrants a culture goal there is no inherently correct amount of culture points that you can derive from history, I just pick what creates an engaging game. Having a UP that "buffs" that aspect of a civ is almost irrelevant in that case - the goal is like that with the UP in mind, if it wasn't there the requirements would be lower instead.
Paradoxically there is almost no difference between an idea for a power or a goal. Both are representations of what a historical culture ended up being good at. It's an arbitrary choice to turn it into a benefit to grant to the player or a challenge to require of the player. So usually the ideas for both come up as part of the same process and then I just arrange things so that you end up with an ability that feels engaging and impactful and a set of goal that feels varied and challenging.
Sometimes I see ideas for UPs that are meant to compensate for downsides of a civ's unique situation and I do not agree with that approach. Ideally a civ's playing experience should accentuate its unique situation rather than flattening it into an expected experience. I like UPs that create a likewise unique experience the most.
Without going through every civ to check I can only think of a few examples of UPs that are tailored deliberately to make a UHV possible, like the Mayan and Japanese powers. Even just remembering them reminds me that I like UPs like that the least because they feel like crutches or bandaids. I still think they are good because they enable UHVs that I overall like but it's not what makes me feel good in terms of design.
Correct me if I am wrong but as far as I can tell none of the new civs from 1.18 lean on their UP to complete their UHV.