They tamed the ICS monster and now they seem to be doing the same with unit spam. Bravo Firaxis.
Really? ICS is well and alive in Civ IV ( i could point you to a number of sucessful SGs using it up to immortal and no one ever tried using espionage or major corporation spam in them AFAIK, that would be interesting as well ... now that I mention it, it could be a good idea for a variant

) ... it is simply not clearly the best option as it was in Civ III in most cases.
And 1 unit per tile does not reduce
per se the number of units, at best it puts a cap to the global ammount of units per map ( and you would still have to count with atleast naval transports ... ). The number of units can only be tamed by other aproach, that is making them expensive and/or hard to get comapred with the empire resources and there is no sign of that so far in Civ V ( except capping unit per resource talk, that also has it's own issues, that I'll skip here for brevity and because i adressed them already in other thread )
@ cephalo
I guess I should had developed the point more clearly, in spite of neither me or you being wrong. 1 unit per tile leads inevitably to lines/fronts ( that is the confessed intent of the putting this rule in game, from what was said so far ) to try to avoid local outnumbering of isolated units. That fact makes that flanks are the weak spot of any line, a thing that forces the placement of your best units there . That alone makes that a line strength depend of the spatial arragement of the units ( adding ranged units that are poor in direct combat will only make things more pronounced, as well as keeping a reserve/2nd line ), a phenomenon that is strange to stack ( stack != SoD ) aproaches.
The issue is that, as Civ games space was never isotropical in terms of unit movement ( even because we have sea tiles and normally units aren't anfibian by nature ), the spatial arragement that is best for the line might be not possible to maintain or be subpar in the next movement of the line, thus making a automated line movement faulty at best or atleast as trustable as the automated workers in Civ III or IV . This will mean that you will need to manouver all of your units one by one to achieve a minimun of tactical coherence ( even games with a lot more tactical manouver backround have issues with keeping a good line minimally ordered in non isotropical terrain, like the TW ones ... the last instalement has even the irritating tendency of thinking sometimes that is a good idea to switch a unit from left flank to right one just because ...). Sure, the proposed system
might cut some of the final attack drag down of Civ IV ( that , to be honest is a little bit more complex than simply throw siege and mop up later aproach that most people use ), but it will surely bring a lot more to the march order. And you are assuming that the unit count will be surely brought down ( a crucial step to assume that the logistical management of the army making will go down ), a thing that is not necessarily true, and that is completely unrelated to the 1 unit per tile rule, especailly if the map is big enough .
On your point about Civ IV: I tend to agree with you, but the one unit per tile rule doesn't have much to do with it. I still have to make a count but i doubt that I've seen much of games in Civ Iv that had more units in field by all the civs than tiles in the map ( feel free to prove me wrong... I'm not very sure of this point myself ), so making one unit per tile might not bring much or nothing to make the games less unit intensive than the ones in Civ IV ( ok, the direct effectiveness of having more units might go to the drain , but that is a completely unrelated point )
@Alpstranger
Surely, a gulf of fresh air is always revigorating. But that does not make the old system better, equivalent in merit or worse than the new one. The SoD issue could have been tacked by other aproaches besides forbiding the stacks of units and it is not liquid to me that some of the aproaches that had been made in the last years to reform the stacking to cut the SoD down ( remember, the SoD was the issue , not the stacking in itself ) would not work much better in this game than most of the possibilities that the 1 unit per tile rule allows ... and as all things in this world, capping units in this way brings it's own sets of issues.