They were changes for debug sake.
Flanking was overly bugged and needed to be rewritten anyway. And someone said something like "By the way, flanking is the only bonus that isn't additive, but multiplicative, is there any reason to keep this distinction? No?" and someone else in the thread "I'm changing that. Done!"
Aight, well even so, changes to combat require a re-assessment of the relative power of these mechanics in comparison to the old system.
Flanking is stronger now, as G put it, but the reality is that flanking is entirely different, and stronger/weaker remains to be seen. This new system deducts bonuses for “counter-flanking”, which, to me, sounds like heavier emphasis is being put on raw numbers of units. You need warm bodies occupying tiles for both offence and Defense. I’m sure humans will do just fine with this, but it’s also very likely that the civ most geared towards “death-carpets”, Zulu, who already gets a lot of extra bonus from flanks, could have been buffed even more than we thought.
Even after we get the needed fix for siege weapons, how does this change to ignoring defenses stack with city assault promotion? Volley? Bombers? Does the CS/RCS of siege weapons need to be re-evaluated since all their numbers were calibrated based on a separate combat mechanic?
I honestly can’t even make heads or tails of the fort/citadel change. The bonuses being granted to horses isn’t a big deal to me, except it crowds in on melee unit’s niche pretty badly. The fact that siege units ignore forts sounds pretty dumb, especially considering the fact that the citadel tile is literally a star fort - a fort design specifically invented to minimize the effectiveness of artillery.
Even if the changes are good, it’s still pulling the temple down on our heads. It’s a crapload if work to reassess combat, and it’s going to take a ton of testing to confirm this hasn’t made a chain of trickle-down balance tweaks to a large swathe of combat mechanics