Just to show simple details that are lost at Civ Scale...here is the Killer Hornet Default made larger.
Note that This Preview has the Dark Wing Textures loaded rather than the Shadow Shaded Wing Textures I used for all animations other than when the Killer Hornet is Not Flying or Buzzing his Wings. This is Four Sets of Wings. I did not use Motion Blur or Light Textures for the Wings in this Preview just to show what was done.
I had to change Textures when Rendering the Frames where the Unit was Flying and when Not Flying or Buzzing the Wings. Also had to Render all animations with and Without shadows then combine them with Post Render Work. Same For Motion Blur. The Motion Blur Wings were added to the Default and Run animations after Rendering everything.
The Main Camera had to be animated in order to show the Unit at about the same size in all directions because I used a 45mm Camera. This Showed the Unit Too small and Too Large in various directions. The closer the unit was to the Camera, the larger it became and the farthur away from the Camera, the smaller it became. It is Best to use a 100mm Camera for focal distances that are not as extreme for units.
The General Unit Animations were Rendered using the Alpha.pal Background Color 192, 192, 192 and the Shadow Renders were Rendered with the Magenta Background 255, 0, 255. The Palette was made from the Alpha.pal Colored Storyboards then that palette was changed to the Normal .pal Palette simply by adding the Correct Smoke and Shadow Shades. This is Reversed from the "Normal" way of making Palettes and it allowed for better Unit Color and Wing Transparency that I wanted for this Unit.
I am sure this is All More than most people care to read or know but thought I would post it for anyone interested

... in any case, you can see that the Killer Hornet is Moving his Mandibles and slight leg movements but at Civ Scale, this is not evident.
Many things to take into consideration and find the way to accomplish when trying to make a unit for the Civ Game...especially Units that are "different" and that we want to show an effect that is not normally used in the Game.