Once you knew what a good composition was, you just replicated that game after game after game ... etc. Get x swordsman and y spearman and z axeman together, suicide some catapults and the city is yours. If a CPU foolishly left its city to counter attack your stack, you didn't even have to bother because you had the right counter units in case he attacked you. In other words, you could totally ignore the military presence outside the city, because it posed zero threat to you if your SOD was properly composed. I fail to see how that is more 'real' or 'tactical' or 'strategic' in any possible way.
Wrong example.
First, if it would have been that easy, why was the AI never told about it?
Second, I have fought most of my defensive battles outside of cities. Why? Because this disallows the opponent to make use of all the modifiers for Trebuchets, Swordsmen and so on. Furthermore, that way the city's fat cross was protected.
In turn, I tried always to get my opponents while they were sitting in the cities, because that way I could make best use of the city attack modifiers by myself.
The fact that AI's counterattacks typically fail utterly is not because of stacks, it is because Civ4's AI was literally unable to fight.
Please explain yourself. Civilization has *always* gone for abstraction whenever it would help gameplay, and this allows archer's to function properly in warfare (otherwise they'd be useless under the current system). It just sounds like you're being contrary for the sake of it.
There would be other options to make Bowmen helpful, like delivering support to adjacent units.
And yes, one the "abstractions" of Civ4 has lead to "suicide siege weapons"

rolleyes

, but that is bad design and not a consequence of stacks.
@Commander Bello: My point is that one unit in 1upt is different from one unit in limited stacking.
Exactly.
Obviously we will have fewer (if not much fewer) units in the 1upt system.
Agreed.
The point is that fewer units may very well mean that the loss of one of those fewer units may make a very big difference, both in terms of frontline composition and replacement.
Capable of moving multiple units together doesn't mean that movement is just easier in limited stacking system.
Of course it does.
First, it is less manual work to move a "stack" of n (with n being a number somewhere <= 10) units and second, whoever once tried to move his army through mountainous regions in games like Panzer General knows, how much time this costs - not moving every single unit by itself, but to find the right sequence.
And the last point is, where I expect the AI to fail.
And losing one unit in 1upt is definitely not the same as it is in limited stacking. Because in limited stacking, you lose one unit whenever you lose a fight, while this is not true with 1upt in CiV.
Wrong again.
The fact that in Civ4 losing a fight means losing a unit is not due to stacks, it is due to design. The same design could be used for 1upt, too and vice versa.
Why can't you get the idea that one unit in 1upt is just (more or less) one stack in limited stacking but much easier to manage and more fun because there's no more best-defender-automatically-chosen problem. Users like aziantuntija has talked about this a lot. Have you ever read their posts?
Once again, the problem of picking the defending units is not a problem of stacks per se, but of the design and logic which has been made use of.
I completely agree that Civ4's combat design was heavily flawed and I would be the last one to defend it for it's "perfectness", but this was not because of stacks, it was because of poor design.
We may face similar poor design in Civ5, too (I hope not, but there is not guarantee for it).
And if poor design comes into play, then your frontline will easily crush under the attack of a skilled opponent - just because there is no "backup".
And typically, it will be the human who is regarded as being the "skilled opponent". Actually, I expect that after a month, after people have explored strenghts and weaknesses of the combat system, the AI will suffer and lose. Or - like in Civ4 - it will need modifiers to make up for it's weaknesses.