1UPT is not inherently flawed. I can tell you one of mightiest TBS games of all times (and i mean _ALL_ times), which is
- highly praised for its replayability,
- complexity,
- general brilliance,
- and is - you got it - 1UPT.
You certainly know it:
Chess!
The real problem with Civ:BE (and Civ5 alike) is that units lack range. You see, in any 1UPT game, for military excercise to be really fun, interesting and rich, most units _must_ have either the ability to make ranged attack in their turn for many tiles, or move during their turn for many tiles, or both.
You see, in chess, only pawns are 1-tile-range "attack" and either 1 or 2 tiles range movement per turn. All other "military" units of chess (which is everything else except the king) - move and attack 3 (horseman) or up to 8 (other figures) tiles per turn. In Civ:BE terms, all chess "units" are melee units, of course. No true ranged ones (which attack from afar and stay afar).
It has quite very simple explanation, this "for 1 UPT, most units must be able to attack and/or move many tiles per turn". You see, the more range per turn your units have, the more _choice_ there is; game becomes more and more tactical. The higher range (in tiles) the bulk of players' forces are able to move/attack per turn, the more variation and complexity can be created in any given particular battle.
On the other hand, make the range for units too high, and things get _too_ complicated, inconvinient, awkward.
This same mechanic of 1UPT is also true for RTS, and you can see how it works in Starcraft, for example, based on ranged units' performance there. Only on ranged, because it's impossible to define how far movement per turn there is - since there are no turns. But ranged units still present "how far we can fire at any given _instant_" ability of theirs - and while there are no "tiles" there either, you can still count "space which is occupied by a single ranged unit" as being a "tile in terms of this kind of units".
For example, when you make, say, a dozen hydralisks in Starcraft 1, you can clearly see that their attack range is more than a dozen times larger than width of the space a single hydralisk occupies. For dragoons, the ratio is lower; for marines, is higher. But overall, lots and lots of RTS/TBS/tactical games you check - you'll see the same picture: often 1UPT in some or other form is used, and often most units move/shoot over a dozen tiles (or "tiles" virtually).
In Civ:BE, max ratio you get is 4:1 with SABRs for ranged units, and up to ~8 with naval units and tacjets. Too low. The only exception to this is fighting within completely magrail-covered area - there, the ratio for melee units increases to appropriate values. However, ranged units remain unable to fire that far (they can _move_ that far, but can't fire from that many tiles afar). And anyhows, who would build magrails over whole continents?
So you see, both Civ5 and Civ:BE has that flaw; i call that not "1 UPT problem" - i call that "too slow / too short range units" problem.
The solution? Rather simple in theory, but of course i doubt Firaxis would implement it... Still, here goes.
It would simply be enough to introduce "combat tiles" into the game, each "combat tile" being akin to a simple square on a chess board, but in Civ:BE that's of course hexagonal combat tiles; and the size (area) of each combat tile would be exactly 1/4 (25%) of the current in-game tile. Normal game tiles would remain for means of tile improvements, citizens working them, satellite coverage, etc. But for means of keeping 1UPT rule operational, those new 4 times smaller combat tiles would be used, and all units would need to be rendered, correspondedly, 2 times "shorter" and "thinner" (2x2=4) to fit those tiles perfectly. The latter part, i find rather desirable, personally: when i see a Xeno Titan which is larger (literally) than a settlement which he attacks, i start suspecting something's not quite right there... %)
This new sub-grid of combat tiles fits old "normal tile" grid perfectly: you make a hexagon "combat tile" which has all 6 of its sides being exactly 2 times shorter than sides of a normal tile, and then you put this smaller "combat tile" exactly into the center of every large tile. The remaining space - it's easy to see if you draw few "big tiles" and then "combat tiles" on a piece of paper, - will easily form additional "combat tiles" of the same "4 times less space = 2 times shorter side" size. Each normal tile will end up having one smaller combat tile right in the middle, and 6 more "halves" of combat tiles at each side.
Obviously, refinement of ranges for units would likely be needed, but roughly, their ranges would remain of the same scale, but now expressed in terms of combat tiles. So, gunners' range would still be 2 normal tiles, but now it'd be expressed as "range = 4" with combat tiles in mid; and their movement would also be 4 (or may be turned down to 3 huh?). City attack range =4 (perhaps bumped up to 5); upgraded SABR range would become 8, and its movement would be 2, etc.
And if you still don't get it and the question "what's the difference then?" lures in your mind now - then just imagine this: your SABRs will become able to in fact _move_ and then _fire_ in a single turn and without no road underneath; your Supremacy 2 attacks-per-turn gunners can now move a whole normal tile (two combat tiles) in addition to those attacks; you can put a line of a _dozen_ missile rovers all hitting a same target, if you'd want; and of course, your enemies can do all that - and more, - as well!
And as for terrain, it would still remain defined by large "civilian" tiles we have in the game right now, while those smaller "combat" tiles - would have movement defined by either the single "civilian" tile they are in the middle of, or by two "civilian" tiles they are between of; in the latter case, the harsher of two terrain kinds (if they differ) would be taken into account, so that if a unit moves through a combat tile which is half forest, and half tundra - 2x movement penalty would be applied. Coasts, obviously, would have combat tiles which are 1/2 land and 1/2 water - and those should be made passable by land units.
This solution i have in mind for a long time; it is simple, it removes most of "1 UPT" trouble, virtually allowing to _quadriple_ number of units every player can have within a single "normal" tile, gives more tactical flexibility and variability, allows for more complex tactical formations, and more.
But, again, i guess we won't see this ever implemented. Sadly...