Psyringe
Scout
Good analysis in the OP imho. Two questions though:
I'm rather skeptical if the AI can be taught to use such a mechanic effectively. However, under the assumption of a hypothetical perfect AI (as used by your argument), I wouldn't be so sure about the inherent brokenness of the system either.
There may also be other alternatives for game mechanics that allow a second defense (giving a defender free "partisan" units after he lost a city comes to mind). I'm not saying that that would be a great idea, just pointing out that even if a system is broken right now, there may be possibilities of fixing it that we don't see right now. (The fact that the current system is so broken that we have to hope for fixes we can't even fully envision yet is rather sad though.)
Otherwise, as I said, I mostly agree with your post.
Up to here, in my own analysis I came to the same conclusions as you did. I also tried to understand why Firaxis designed the game that way, and which decisions necessitated which others (you seem to have gone a similar route in your thinking, as you note that to make the 1upt design work, it's necessary to reduce the number of units). However, I then thought that the enhanced survivability of troops (i.e. units not always being destroyed in the first encounter) was meant to specifically counter the problem the problem you point out. I suspect that the game-design reason for the "unit may survive an attack" mechanic is to give opportunities to retreat and regroup, heal, and mount the second defense that, as you describe, is currently lacking. 1upt requires fewer units, this makes each single unit more valuable and harder to replace, hence a mechanic to allow units to retreat is introduced (so that there is no need to replace every unit that lost a battle).Whatever the sides are, and whoever is in charge, the fact is that one side will emerge victorious; in civ5 terms, this means something like "the last man standing". One army will be completely destroyed. Given the production costs and times, there is no way that any civ can recover after the first wave of battles. Movement of troops will always be much faster than the best production city. THAT is exactly what we are seeing now, when we defeat the horrible AI and walk from city to city aftwerwards.
I'm rather skeptical if the AI can be taught to use such a mechanic effectively. However, under the assumption of a hypothetical perfect AI (as used by your argument), I wouldn't be so sure about the inherent brokenness of the system either.
There may also be other alternatives for game mechanics that allow a second defense (giving a defender free "partisan" units after he lost a city comes to mind). I'm not saying that that would be a great idea, just pointing out that even if a system is broken right now, there may be possibilities of fixing it that we don't see right now. (The fact that the current system is so broken that we have to hope for fixes we can't even fully envision yet is rather sad though.)
I'm not seeing why you're throwing hexes in here. Your argument so far doesn't distinguish between squares and hexes in any way, so it looks as if you dismiss 1upt as a wargame mechanic not viable for Civ (with a well-thought line of argument), and then just lump hexes together with it because they are another popular wargame mechanic. I don't see a good foundation for doing this.The truth is, hexes and 1UPT work only for wargames.
Otherwise, as I said, I mostly agree with your post.