As you probably know, CiV will be implementing a "one unit per tile" rule. This obviously destroys the Almighty Stack of Doom, just as CIV's combat system destroyed the Almighty Tank-Destroying Spearman. However, after some thought, I determined that the one-unit-per-tile rule will destroy two concepts: escorting and transporting units. Anybody who ever built a navy in any of the Civ games would know what I mean by transporting: you build a naval unit such as the Galley or the Transport. You put some units onto the city to transport to another continent across the ocean. The 1-unit-per-tile rule finds multiple destructions of vital points in the concept of transports: A. Building units for setting sail would mean the defending unit would have to be moved out of the way for another unit to be put in. If this is a particularly weak unit (like an explorer or settler), the city could easily be moved into and captured. B. Then there is the more obvious problem of actually loading a unit onto the transport. At any one moment, there would need to be at least two units on the space of the coastal city at the time: the naval transport unit and the land unit to be loaded onto the transport. Even if the transport were just outside the city, in the ocean, the unit would have to move onto the transport in order for it to be loaded on, which would be impossible with a one-unit-per-tile rule. Then is the problem of escorting defenseless units, such as settlers or transports, to their destinations. We will use a very basic example of a settler and a chariot. In Civ4: There is a barbarian camp between City A and a good spot to build a new city. City A first builds Chariot B before Settler C. Chariot B and Settler C have the same movement abilities. The two move together, occupying the same hex. Along the way, Barbarian D attacks the space Chariot B and Settler C are in. Chariot B successfully defends Settler C against Barbarian D. Chariot B and Settler C continue along their way to the city site, where Settler C builds City E and Chariot B defends it. Possibly in Civ5: There is a barbarian camp between City A and a good spot to build a new city. City A first builds Chariot B before moving it out of the way and then building Settler C. The two both have the same movement abilities. Due to the 1-unit-per-tile rule, the two must accompany each other in adjacent hexes. Along the way, Barbarian D attacks Settler C and destroys it, negating the purpose of Chariot B or Settler C's production. Chariot B can attack Barbarian D, but the main point of going off was in vain. Right now, I know of no way this situation can be worked around while still respecting the one-unit-a-tile rule. Make any suggestions here!