This is exactly it. I really really have come to dislike 1UPT. It is the root of all evil with CivV. It has flattened the builder game to essential meaninglessness. It has made even more difficult the the already difficult dev task of programming an adequate military AI. And did I tell you that it gets tiresome shuffling a blob of these through the gauntlet of bottlenecks, CSes, etc., or wading a group across water?
While tactical warfare is certainly enjoyable, ask yourself these questions:
1) Was it really appropriate to implement tactical warfare on a strategic map? Why not a "zoom" tactical battle map? Civ already had a "tactical build map" in the city view, why would this be so difficult to implement? (CtP had a primitive type of this);
2) Is it really an all or nothing choice between 1UPT or infinite SODs? Why not reasonable stacking limits as have long existed in wargames since the beginning of time? How would that be difficult to implement?
3) Was it really a smart design decision to make what was already the most difficult programming task in a game - the military AI - even *more* difficult, sucking precious dev cycles away from other parts of the game, as can be seen in the original state of diplomacy, the endgame (still), and MP (still), while the military AI still came out as a fail on release?
Anyway, I'm on the PON learning curve these days (I get some reading done while turns processes, but the current patch has greatly speeds this up , and has eliminated all the ctds of the release version).
Now if we could only get a game that met halfway between the Paradox/AGEOD model and the old pre-CivV model, we'd be back in business!