No they are made different by tech trees and bonuses, you can’t make a civ different just by giving them a different unique unit every time. And where did I EVER say ANYTHING about unique units? Why the heck do you keep bringing them up?
Also, I checked the “concepts” for Indian civ mod and it was extremely confusing to read. But there were a bunch of copy past bonuses (i.g Rajput team bonus “stables work 20% faster” IS THE HUN TEAM BONUS) That’s what I mean you can’t copy peoples bonus, take them and twist them a bit, yeah, go ahead. Also, another one, lumberjacks work 15% faster? Celt bonus Rajput walls UT? Renamed Chinese UT
Telugu(This one looks ok to me, I can’t remember every single bonus and I don’t wanna go through all the 37 civs to see if it is copying something
Gujarati(one bonus is Galleys +50% los, except that is Japanese team bonus Warships cost -15% Feudal Age, -15% Castle Age, -20% Imperial Age=Viking bonus
Punjabi(Cavalry +20% hit points starting in Feudal Age=Frank bonus)
Nepali(Infantry line +1 armor per Age ?=Malian bonus unless you change it to melee armor)
Assamisi(No buildings required to advance to the next age or to unlock other buildings=Khmer bonus)
Hindustani (capital of hindustan, hub of trade) - All gold income 10% faster=Indians UT renamed)
Gold miners work 20% faster=Turk bonus Team bonus: monastery works 20% faster=Lithuanian team bonus
Balooch(Camel units regenerate=Indian bonus Villagers gather Sheep +25% faster=Briton bonus starts with 1 more vilalger ( 4 total)=Mayan bonus Also, I like the UT camels 30% cheaper and +30 HP? Boy, that’s one spammable beefy camel, lol
Oriya (Start with +3 villagers, -50 wood, -200 food=Chinese bonus Team Bonus: Town Centers support 5 population and +5 LOS=this looks familiar to me, but I may be wrong
Bengali( Fishing Ships 2x hit points; +2P armor; work rate +5% Dark, +10% Feudal, +15% Castle, +20% Imperial Age=Japanese bonus - Trade units cost 50% less gold=Italians UT changed to bonus and renamed
Malayalam Mill, Lumber/Mining Camps cost -50%=Japanese bonus
Deccani Advancing to the next age costs -15%=Italian bonus Villagers move 15% faster=Berber bonus
Sinhaleese Docks fire arrows (like Harbors )=Malay UT turned into a bonus, it is iffy but could be possible if it wasn’t as strong as harbors since its free and starts from the dark age
Philippines he has karambit as the UU we already have Malay Fish Traps provide unlimited food=Malay bonus Advancing to the next age 66% faster=Malay bonus
Mughals guns Gunpowder units cost -20%=Turk bonus mounted units 10% faster moving starting in Feudal Age=Cuman bonus
Siam archery range units +20% HP=Vietnamese bonus Team bonus: Foot archers +1 attack vs. buildings=Mayan bonus
Bihari Villagers cost -10% Dark, -15% Feudal, -20% Castle, -25% Imperial Age=Indian bonus Villagers gather Wood +10% faster=He has this same bonus for another civ previous to this one
Maldives UT1=name ? - villagers are stronger - spanish Supremacy ut=stealing Spanish UT UT2= name? - militia cost no gold=stealing Malay UT villagers build 30% faster=Spanish bonus Fishermen work 20% faster=looks familiar I may be wrong
Gond Lumber Camp upgrades free=Burmese bonus monastery techs cost -50%=Burmese bonus Team bonus: Line of sight is shared with the team starting in the Dark Age=Portuguese Team bonus
Kashmiri Forging, Iron Casting, Blast Furnace free=Magyar bonus Team bonus: scout-line +1 los=just a weaker Mongol team bonus+if they are put on the same team they will have +3 los, which is pretty broken imho Villagers gather Wood +10% faster=third civ he has collecting wood 10% faster
Naga TeamBonus: Scorpions +1 range=Khmer team bonus+ if they did just copy paste civs like this, then you would have scorpions with +2 range if these two civs teamed with eachother
Meanwhile you have the Realms mod which I wish would have more civs but they actually have unique bonuses
5/60 wood, 4/50 food, 0/15 stone generate per minute in Dark/Imperial Age
Monks 20% cheaper in Imperial Age
Azatavrear (Knights and Castle units +1/1 armor);
Nizak (Cavalry +1 damage)
Buildings +2 LOS
Knights cost -10% Castle, -15% Imperial Age
Voivods (Light Cavalry move 5% faster, +0/2 armor)
Hillforts (Towers, Outposts cheaper);
Team Bonus: Knights +2 attack vs gunpowder units
+10 food when completing farms
Monasteries 25% cheaper
Foot Archers have 10/15/20% more health Feudal/Castle/Imperial Age
Archery range techs cost -30%
Mangonels/Onagers +60/90 attack vs buildings
Stockade (Palisades stronger, 3X cost);
Team Bonus: Scorpions +15 attack vs buildings
Archery Ranges -20% cost
+5 Villager hit points for each Age and Town Center technology
Archers, hand cannoneers +1/2 pierce armor Castle/Imperial Age
Spanilé Jízdy (Villagers, Taborites +5 bonus vs. buildings);
Houfnice (Bombard Towers do +10 damage vs rams)
Team Bonus: Barracks -10% cost
Can create cows from town center
Spearmen, skirmishers, and light cavalry are created 25% faster
Knights attack 15/20% faster in Castle/Imperial Age
Cavalry Archers +3 attack vs. spearmen
Pirgos (Castles +3/5/10 armor);
Auxiliaries (Light cavalry gain bonus vs. archers, villagers)
Team Bonus: Skirmishers +1 attack vs. cavalry archers
Dropsites work 2X faster
Blacksmith Techs cost 50% less food
Conscription free
Town Centers +2 attack
Can access up to 3 other unique units(this could either be stupidly broken or super interesting and unique)
Standing Army (Swordsmen, knights, cranequiniers +1/0 armor);
Ordonnance Companies (Other unique units upgrade to elite)
Team Bonus: Unique units cheaper
Infantry (except Eagle Warriors) +1/0 armor Feudal, +1/1 Castle, +2/1 Imperial Age
Repairers work 2X faster
Huacas (Increase building garrison room);
Tlacochtli (Skirmishers move 25% faster, +10 HP)
This guy had the repeat siege move 15% faster on two civs btw
Town Centers spawn 1 villager in Feudal/Castle Age; Town Centers built in Castle/Imperial Age spawn 2 villagers
Archer line benefits double from Bodkin Arrow, Bracer, Chemistry
Archer line -8 train time in Castle Age
Careening Free
Thirisadai (Warships +10% hp);
Wootz Steel (Infantry and cavalry +2 attack)
Team Bonus: Fishing traps hold +200 food
Castles +2000 hp
Farms smaller, -10 cost, -45 food capacity
Cannon Galleons have no minimum range(same thing he has this for 2 civs)
Militia line costs -10 gold, +10 food
Goedendag (Militia line gains +5 anti-cavalry bonus);
Merchants (Trade units +30 hitpoints, markets work faster)
Team Bonus: Dropsites and Markets provide +5 population room
Houses 40% cheaper
Spearman line +1 range
Skirmishers +1/2 attack Castle/Imperial Age
Close Order Drill (Spearmen, Pike Squares +1/1 armor);
Confederacy (Units +5 hp)
Team Bonus: Castles work 15% faster(combined with Berber UT I can see this being stupidly OP)
I only got a little over halfway through the civs in the Realms mod and compare how many unique bonuses and UTs there are compared to the Indian civs mod you shared