Yep, just as detailed by Sulla in his critique. Even Jon Shafer, the designer whose idea it was to implement 1UPT in an attempt to emulate the tactical combat model of Panzer General, admits it was a bad decision. He details this and concedes other errors, both resulting from trying to balance 1UPT and just bad decision making, all on the Kickstarter he's running for a new 4X game... his new game that supports unlimited stacking and doesn't have archers who can shoot over impassable mountain ranges.
But I guess it doesn't matter, because people seem to like 1UPT, and the games sell well. I think the problem is that most people don't like strategy games, but a lot of them have found via Civ V that they like turn-based tactical games, even if they're presented on a grossly out of scale strategic map. I think a big part of that is that tactical games are simply more accessible and have less of a learning curve. I guess that's fine. Firaxis is doubtless looking for ways to broaden their customer base, and simplifying their games seems to be their main approach. Sid Meier's Starships is emblematic of this. A five year old could master the game. The vast majority of people don't have the time to devote to working out the subtle interactions of a complex strategy game, and it's really hard to make people feel rewarded for playing if your game takes 100 hours of dedicated playing to get to the point where you might not lose. That was the appeal of Civ V. At easier levels, you invest in a little light decision making, click NEXT TURN a lot, and eventually win the game. It's a valid thing to like, and it's a valid thing to sell.... it's just not a strategy game like Civ IV was. I wish there was some way to bridge the gap, to present a game that is simple and rewarding on easier difficulty, and which scales up in complexity the higher level you play at. We're just not the market anymore. We Civ IV nuts are few, and the big market that likes the easier game is huge.