Well, that's certainly not encouraging. I think the most disappointing thing I took away from the pre-release interviews was when EB stated that he thought the combat (from civ5) was "fine" and left it at that.
Not suggesting that they never reuse code or basic models, only that they lose an opportunity for iterative refinement wherever there's a radical change. For example, if you guys decided to introduce limited unit stacking in VP, you'd no doubt undo a lot of work spent on tuning the AI to value certain tile positions. What I was suggesting is that we'd (in theory) have a better product if they went with more frequent releases and made gradual changes. If what you say is true though, they've missed the boat on something that's remained fairly static. Superficially, the biggest changes to combat in civ6 look to be the movement rules and how to handle city attack/defense. Corps and armies seem to just create a "super unit".
Haven't really gotten into too much player vs AI combat yet to compare or judge quality.
At least for me, the shine and novelty of Civ 6 are wearing off a bit, and the really big underlying issues (idiotic diplomacy, horrible tactical AI, unoptimized district use) are starting to show through to the point that my interesting is waning. I don't want to be a doomsayer, but this is starting to feel like Beyond Earth all over again.
G