Not that I miss stacks of doom, was just wondering what is so wonderful about the new system because it seems to be the feature people are most excited about.
(i)1upt makes it easier to beat any nonhuman opponent in tactics, and for multiplayer might be whatever some player and his friends prefer.
(ii)The combat system also generally encourages more time and gameplay focus spent on combat in the game as opposed to other management of a civilization.
(iii)while NOT specific to a 1upt system, the combat system as a whole aimed to decrease the number of units involved in fights, so people who had performance issues with their machines and so on might be able to run things better now on smaller games.
(iv)Many players like winning all the time and seeing direct, "easy" things that verify they are winning, like slaughtering AI units
So that's why the combat system is liked. There are also BAD reasons people say they like the combat system for but which aren't actually true:
(a) it leads to more competitive single player gameplay
(b) it leads to more challenge/harder to play against the AI
(c) it leads to quicker combat and less time being spent on battles
(It should be easy to also note that some of a-c contradict i-iv and vice versa, but obviously lots of people aren't consistent in their understanding of the game or in just having emotional opinions)
Collectively these things on player's opinions have been true for months before release, that's the end of the story. Now the list of why people might dislike the system is different though but don't think that needs to be fully gone into
In practice, the AI is lacking, IMO. Gonna play more before writing a mother of a post describing failings of the tactical AI. First impression (after conquest and lots of war victory) is that the AI programmer should've read the "intro to hex-based combat" "basic strategy and tactics" articles at the Wesnoth site.
Wesnoth developers have done great after a lot of time but I will give them this - the civ system in its intent is probably much harder for them to code an AI for. Wesnoth was at least much stricter and bound by many commonalities not so much seen in civ.
Now, anyone on the dev team who actually thought it would be easy for them to code their AI for civ5 is a total failure, they should have recognized that, sure. But the massive variety of units and changing unit composition over time, combined with real strategic concerns to worry about (Wesnoth has a very minimal concern over anything except your armies, AIs must understand how to defend and fight on a macroscopic level), and the inclusion of elements like RANGED combat (which Wesnoth was really smart not to delve far into and absolutely destroys AI in pretty much any tactical game ever...) are all pieces of the puzzle.