There is difference between different game experience and features. Adding features is not the only way to change game experience. In Civ5 1UPT the game experience changed (in a negative direction - but thats just an oppinion) by removing a feature. This is a very cheap and unfair way to create a new game. And saying stuff like, 1UPT is the best feature simply encourages companies to create cheap games and hiding the fact of emptyness behing pseudo features that are no more than a very simple and small change (from a mechanical point of view, not from the point of view of gameplay experience).
Stacked units was a feature. 1UPT is a feature. So they removed one feature and replaced it with another. As has already been said, due to the nature of units and the existence of SOD in previous Civs, 1UPT was not an option. Now I'm sure it could have been modded in but guess what, SOD can and has been modded in to Civ 5.
1UPT was not a simple and small change in any way, shape or form. Yeah to force 1UPT it may have only required adding in a few lines to restrict the number of units to 1 per tile but to get the AI to understand how it works, that is a massive undertaking that is still going on. If people were being honest with themselves, we would all admit that due to the AI's issues with 1UPT along with its problems with embarkation and trans-ocean invasions, we are basically playing Civ 6 Beta and we are paying to do it.
Now I'm sure that a number of Civ 5 haters will jump on this and say. "That's my point!" But lets consider Civ 1-4. Civ 1 was a good game, but lacking in a number of things. It was simple. Simple mechanics, simple graphics, etc. As each version came out, things improved and got better until we reached Civ 4, the ultimate, polished, almost perfect version of the Civ franchise (after Warlords and BTS).
What could they do next? How can you improve on perfection? The only way is to go back and start over. So many features were removed and while they did add something to the game, their loss is not a major blow to the game. Yeah it would be nice to have some of them in, but they are polish. That polish will return, but it will take time while the bugs of the new combat system are worked out.
That IS a part of the game. The responsibility stays the same, the game mechanics stays the same. This is only about user interface!
Current interface:
- Select unit 1. Order it to move from A1 to B1
- Select unit 2. Order it to move from A2 to B2
Better inferface:
- Select unit1+unit2. Order them to move from A1 and A2 to B1 and B2.
Less clicks, exactly the same outcome in terms of formation, vulnerability, choke point and so on. Scale this to 30-40 units and you'll save a bunch of clicks.
And how would you implement this? Select both units together and then click on the two squares to move them to? How is that different from what you do now?
Maybe select both units and then press an arrow key and move them in the same direction? That might work but why program something that is only going to save a few seconds of time? And like a front in real life, fronts in Civ 5 aren't static, they are fluid. Due to the placement of cities and different terrain, you don't want or can't have the front move the same every turn.
I agree that the pathfinding needs work so units aren't leaving roads when the tile it wants to finish on that turn isn't available. Just one more thing they need to work on.
No, I have stressed this several times, that 1UPT (the word or the notion 1UPT) is just what it is, and it does not imply anything which it influences or for which it could be a cause for including that something else. For example, ranged attack would work with SOD as well - so it is not tied to the notion of 1UPT in any way.
They did this in Civ 3. It didn't work well because of the nature of SOD combat and how many units you could have in the game. You just built an army of seige units with an army of melee or mounted units to protect it. Bombard all of the defending units out of existence and walk in untouched with a single unit. It made Civ 3 pretty boring IMO.
Now you can still bombard units out of existence with Seige units in Civ 5 but without the ability to stack or to build unlimited units, you can't wipe out an enemy with seige units alone and it actually takes more than one turn to take a city.
Finally, anyone complaining about having to micromanage all of the units with 1UPT, there was a lot more of that in Civ 4. Build dozens of units, move them to where you want them, decide on and implement the composition of your stack or stacks. Smash your stack into the enemy stack. Build new units to replace the ones you lost. Smash into more stacks, take cities, repeat, repeat, repeat.
Lets not forget workers. You had twice as many workers in Civ 4 and were building a lot more. You also has more cities that you had to manage which meant even more time. Games in Civ 5 go much faster.
In all my time playing Civ 4, I didn't actually finish more than a few games. This is because of the tediousness of the endgame in Civ 4. All of the units that had to be moved, all of the cities that had to be managed. By the time the modern age came around, I already knew I was going to win and the tediousness of managing all of the mess that was my empire was just too much.
I only played a couple of games of Civ 5 in the first month it came out and didn't finish either of them due to the issues Civ 5 launched with. I didn't touch the game from early November unit late March. Since March, I have actually finished about a dozen games. So in five months, I have finished more games of Civ 5 than I did in four (?) years of playing Civ 4.
Overall, Civ 5 is an improvement and as more patches, DLCs and maybe expansions come out, it will continue to improve. And in a few years when Civ 6 comes out, it will be even better because of what the Devs learned with Civ 5.