If ranged units in 1upt are OP, then they should be even more OP in 3upt since you can have 3 ranged units (artillery) per tile ...
Yes, I think that's why they introduced the Corps of 3 basic units.
In general I think that the devs should experiment with a division/corps/army model similar to HOI series where the player commands units which consist of dozens of smaller battalions or batteries adding specific combat values and boni, allowing the player to build different kind of formations to solve specific problems on the battlefield, eg engineers to cross rivers, massive artillery to break through, mechanized units to have higher movement rate, etc.
Let me throw out a couple of suggestions for discussion here.
First, I would really like to see 'combat' occur within the confines of a single tile, thus avoiding the grotesque out of scale unit attributes and battles we have in Civ VI (archers shooting across a major city, a single unit of a single weapon-type taking up 100s of square kilometers, etc).
So, in order to make that work without the entire combat system devolving into some form of SoD, we need to emphasize In The Combat System all the potential variations, not just in the weapons types, but also in the relationship between the weapons-types.
Examples:
Spartan Hoplites were virtually unbeatable on an open plain, the typical Greek battlefield. But in one famous incident, they were caught in rough, uneven country by a force of lighter, javelin and sling-armed troops and cut to pieces - they couldn't catch their lighter enemy, and had no distance weapons to oppose the enemy fire.
Alexander the Great's army had heavy infantry armed with pikes (the
Pezhetairoi), faster infatry with spears and swords to provide a link between the heavy infantry the the cavalry (
Hypaspists) and heavy shock cavalry that charged with a heav lance (
Hetairoi - the 'Companion Cavalry'). While individually the troops were good, collectively they were simply unbeatable in every major battle against everyone: Greek hoplites, Persian cavalry, Scythian horse-archers, Indian elephants and archers.
Tanks are notoriously useless by themselves. The whole point of the Panzer Division of WWII was that it combined tanks with mobile infantry, combat engineers, antitank, antiaircraft, and artillery all able to keep up with the tanks. The combination was many times more effective than any single type of weapon or unit that comprised it.
Now, let's take a look at
Humankind: every single type of Unit in that game has a separate specialized attribute - something it does a little better or worse or different from all the other Units. This can tie in with multiple units per tile: the interaction of the historical units and armies can be automatically calculated by the computer so that your 'stacks' are never Uniform piles of combat factors: 4 units of Hoplites might be invincible on a flat plain, but they are much less effective on hills, forests, or almost any other kind of terrain, and get shot to pieces by Horse Archers that they cannot catch or shoot back at
Interactions like this among the Unit types will keep the game's combat system interesting, even if all the combat takes place semi-invisibly on a single tile: it's your job as Great Ydvig of the Slobbovians to produce an army of units that can successfully apply their interactive bonuses against the enemy, not to individually order each unit into battle.
Now as to Corps, Armies and such. This, to me the military historian, reflects increasing the Span of Control of the digital General. Even an Alexander could not give orders to 12,000 individuals. He could, however, give orders to the commanders of 6
Taxeis of Pezhetairoi and have all 12,000 pikemen in those units do pretty nearly what he wanted (never entirely: "War is the province of uncertainty" and Clauswitz's "Friction" in combat always have their say in matters).
But it means that, for instance, if the right criteria are met, you could combine separate units of Tanks, Motorized Infantry, Artillery, and Combat Engineers into a single unit - let's call it a
Division Cuirassier, or Armored Division, or Panzer Division - and that would now be a single Unit for stacking and combat, with a whole new set of bonuses and attributes compared to the individual units that made it up. You might be allowed, by the Modern Era, to stack, say, 6 - 8 'Units' in a tile, but with better Span of Control and Brigade, Division, Corps units you might actually be stacking up to 40 individual 'Units' in pre-built configurations.
Now, of course this also requires rethinking the requirements to build units, because potentially 'armies' are going to consist of many, many more units than now. Greater concentration of 'units' into single tiles also changes the relationship between Units and the maps - for the better, because genuine maneuver is now possible since in most cases you cannot Blanket the Border with 1UPT on every tile and hold for turn after 1 - 10 year turns: 1 Unit on a tile will get wiped out by a genuine concentrated Army in a fraction of a turn, and that army will keep moving until it meets a 'real' obstacle.