I'm going to repeat what a few other people already wrote here, but I feel that this must be insisted upon :
- A lot of people seem to hate MUPT because how (supposedly) it made Civ4 (and Civ3?) just a game of "who has the biggest stack", with no real tactical considerations.
- Whereas, when you listen to experienced Civ4 players that have played multiplayer extensively, it appears that using a single stack is an easy way to get your ass kicked by a player that knows how to use collateral damage units.
- So one issue is that the Civ4 AI doesn't seem to be able to use the same tactics well enough - therefore "a single stack of death" is a viable strategy against it.
- But the Civ4 way is far from being the only way to do MUPT! People seem to forget/ignore that Alpha Centauri doesn't really have this "stack of doom issue"!
- One reason is because of the automatic collateral damage to all the stack when one of the units in the stack dies (if not in a base or bunker). This combined with ranged artillery units (and all sea combat units being also artillery) means that even the AI (which is, as usual in 4X games, generally incompetent) can severely punish you if you stack too many units in the same spot in the open.
- And if you add terrain that matters (weapon values being stronger than armor values, positioning your defenders well is crucial), complex Zone of Control features, special abilities, unit workshop, psi combat, etc... I'd say that "tactical" combat in Alpha Centauri is heads and bounds better and deeper than in any other Civilization game!
(It's a shame that 'Copters are so overpowered, so you only really get to play with the last half of the game features if you restrain yourself from winning with them - the SManiaC mod did IMHO a good job by nerfing them :
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=144
- Meanwhile, 1UPT suffers from the AI being even more incompetent at it, tactics being limited due to small "battlefields", and whole game pacing being affected to reduce the "carpet of doom" issue.
- This might seem somewhat arrogant, but I get the impression that we get this whole discussion because the tactics are much more apparent in Civ5/BE than in Civ4/SMAC, so the "casuals" get to feel like real armchair generals without having to learn a lot of combat mechanics - while with only a superficial glance they fail to see the tactical possibilities of SMAC (and Civ4?). (And people that don't like warfare can almost ignore it and focus their efforts on empire building.)
- The general "dumbing down" was a big factor in attracting so many people to Civ5... while the (pre-Civ5) Civfanatics (sadly, for us) are just not Firaxis target group anymore (weirdly, BE's tech web is probably one with the most strategic possibilities / the hardest to get into among 4X games)
- It may still be possible to make a deep 1UPT 4X game, but that would be probably a 4X/Wargame hybrid (including features like bigger maps, logistics, morale...)