If a patch comes out soon here are some things that would make the game better.
Add vassals and/or colonies. Add a dreadnought and a biplane, with techs etc. Expand the tech tree a bit, to fill a few historical tech holes here and there. Make 18th century navies be able to build frigates and ships of the line. Give the Brits Manowar(their improved SOTL) and redcoats.
Allow two unit stacking for one turn. I grew up playing Avalon Hill games, mostly about battles during the Napoleonic Wars. Say you have a rifleman, you should be able to stack a cannon with it, which supports the rifles, giving the unit better defense. In the same case you can have the rifle and cannon stack for offensive purposes, giving the rifle some close artillery fire support. In game this should be simply some extra combat strength for the attacking or defending rifle unit. Of course this is only one case where this rule could be applicable. In another example you have an injured rifle unit, which needs support before it is destroyed, so you send a healthy rifle from the rear to stack with it, to protect your line from breaking (or a cavalry, artillery could be used for the same purpose). If cavalry is offensive support, they would have a charge value as well as added combat strength applied to the main unit in the hex, be it infantry or another calvary. In this case the healthy unit takes over as the main unit in the hex, while the injured unit is relegated to a emergency support role adding a slight combat strength advantage to the healthy reserve unit just sent in to the hex. So these stacked units are just there for support purposes, a unit used in a support role does not get its own attack, it is there simply to fortify on defense and add some advantage on offense to the main unit in the hex. These rules would add some depth to strategy within the game. They could be used in earlier eras as well. A hurt spearman could be supported by another spear, horse, or archer etc.
These rules would help unit congestion with 1UPT (you would be able to move an army with less hexes used, because any two units can be stacked together for only one turn unless... The units remained in the same hex, which means in this case, the units would have to switch roles. Say you had a main unit, which was a phalanx with 2 hp left, and a half strength companion cavalry in support. On the second turn if these units remained in the same hex their roles within the hex would be reversed. The companion cavalry would be the main unit, and the injured phalanx the support. If you do not want stacked units to switch roles, then they must be moved. This is just one idea to break the congestion of hexes in CiV. The question is could the AI be programmed to understand this better than it does with 1UPT? It seemed to understand stacking quite well, even though this is two units for one turn, I believe it is a step in the right direction. The rule could be simplified to two units per hex as well. I believe two unit stacking would help the game become better and more interesting militarily.
Add vassals and/or colonies. Add a dreadnought and a biplane, with techs etc. Expand the tech tree a bit, to fill a few historical tech holes here and there. Make 18th century navies be able to build frigates and ships of the line. Give the Brits Manowar(their improved SOTL) and redcoats.
Allow two unit stacking for one turn. I grew up playing Avalon Hill games, mostly about battles during the Napoleonic Wars. Say you have a rifleman, you should be able to stack a cannon with it, which supports the rifles, giving the unit better defense. In the same case you can have the rifle and cannon stack for offensive purposes, giving the rifle some close artillery fire support. In game this should be simply some extra combat strength for the attacking or defending rifle unit. Of course this is only one case where this rule could be applicable. In another example you have an injured rifle unit, which needs support before it is destroyed, so you send a healthy rifle from the rear to stack with it, to protect your line from breaking (or a cavalry, artillery could be used for the same purpose). If cavalry is offensive support, they would have a charge value as well as added combat strength applied to the main unit in the hex, be it infantry or another calvary. In this case the healthy unit takes over as the main unit in the hex, while the injured unit is relegated to a emergency support role adding a slight combat strength advantage to the healthy reserve unit just sent in to the hex. So these stacked units are just there for support purposes, a unit used in a support role does not get its own attack, it is there simply to fortify on defense and add some advantage on offense to the main unit in the hex. These rules would add some depth to strategy within the game. They could be used in earlier eras as well. A hurt spearman could be supported by another spear, horse, or archer etc.
These rules would help unit congestion with 1UPT (you would be able to move an army with less hexes used, because any two units can be stacked together for only one turn unless... The units remained in the same hex, which means in this case, the units would have to switch roles. Say you had a main unit, which was a phalanx with 2 hp left, and a half strength companion cavalry in support. On the second turn if these units remained in the same hex their roles within the hex would be reversed. The companion cavalry would be the main unit, and the injured phalanx the support. If you do not want stacked units to switch roles, then they must be moved. This is just one idea to break the congestion of hexes in CiV. The question is could the AI be programmed to understand this better than it does with 1UPT? It seemed to understand stacking quite well, even though this is two units for one turn, I believe it is a step in the right direction. The rule could be simplified to two units per hex as well. I believe two unit stacking would help the game become better and more interesting militarily.