You know I have always been a fan of 1UpT. Partially because I like progress, and partially because I utterly HATE stacks of doom. HAAAATTEEE!
Anyway, that being said, I feel that there is good, well reasoned(sometimes), opposition to 1UpT's effect on Civ.
I don't entirely agree that much of this issue can't be resolved with some solid balancing, but there is no getting around the fact that given a huge production base, the AI WILL fill up every last hex they own, be it on the land, or the sea. Once war begins, those units simply die. People have stated the 10:0 and 30+:0 kill ratios, and I see these regularly. In fact, I have had enough fights where 15+ units can't capture my undefended city, that I am pretty much convinced that the devs Epic Failed on the AI.
Now, I have actually managed to get some challenging fights from the AI, but this is basically due to the fact that in my mod they can bring overwhelming numbers to bear on huge war fronts that dwarf what your average game might experience. Those AI units still die in vast numbers, eventually, and the AI ends up being defenseless when you move to counterattack.
In fact, I hardly ever offer more than token counterattacks due to the simple fact that the AI defense is so completely pathetic.
I suppose the question becomes, if 1UpT is simply incompatible with Civilization, mostly due to limited map sizes and tactical representations, is there a better system to replace it? Stacks of doom again, for CIV6? Is the old crappy standard the best we can do?
How about a more regimented Battalion/Division style where you have a tile cap, but the ability to mix and match weapon types in a fashion similar to hearts of iron(attach artillery battalions to your infantry division), and perhaps up the cap to something more akin to Call to Power(9 units).
One of the drawbacks of a 1UpT system when vastly limited space to play out the tactical warfare, is that 10 units doesn't sound anything like what an empire should be using to fight a war, in any era beyond ancient.
But what if instead of limiting it to 1 unit per tile, or allowing infinite units on each tile, you had a grouping of say 9 units, that represents more of an organized army, allowing multiple cities across the Empire to contribute the stack, while keeping it rational and allowing for some tactical maneuvering. Your 10 unit army because a 90 unit army, spread on 10 tiles.
In Call to Power, when it was time for war, you had this vast, intricate supply train of troops moving to the front line. As your units left the cities, they began to clump into bigger and bigger super units until they reached the cap of 9. Once in the stack of 9, they fought in a somewhat organized manner, with archers in the back row, and spears in the front. If your stack of 9 caught a smaller stack, you just scored a decent military victory. If several of your stacks get to bombard the enemy stacks before they bombard you, you scored even more victories.
A stack limited system similar to Call to Power's 9(or a number above 2 and less than dozens) unit stack limit offers some of the better advantages of both worlds I believe:
1.
Advantage SoD: It really feels like your entire empire is contributing vast resources to fight vast wars. In 1UpT, it can feel a little like 1 city's unit vs another city's unit. When many cities contribute to the same stacked armies, it feels more like an empire banding together for a common purpose.
2.
Advantage 1UpT: With stacks of 9, you have limitations. This is an important part of 1UpT, but perhaps the effect is too strongly felt given the terrain dimensions of Civilization. With a higher limit, you get some of the same tactical choices where you are forced to consider battlefield congestion and how you approach enemy strongholds and unit positions. You have to deal with the fact that your artillery both needs to be protected by your main stacks, and it also needs access to the front in order to provide effective support to the vanguard. Cavalry stacks must also be moved in ways that allows them access to lightning attacks and cutoff maneuvers.
3.
Advantage SoD: Committing even 1 or 2 stacks to the wrong front, or inopportune conflict can have profound impacts to your civilization's defense. Likewise in Civ4, if your SoD was on the other side of your civilization, or off in foreign lands when an enemy SoD came knocking, you were in trouble.
4.
Advantage 1UpT: Having unlimited units on a tile where tactical positions can not be represented is generally absurd, even for Civilization's scale. A stack limited system where you must clearly position your ranged, frontline, and flanking units for exploitation by either party, is the best way to handle the fact that you even have a multitude of different and special unit types(such as infantry, artillery, tanks, etc).
5.
Advantage 9UpT: Given the fact that a vast army of 200 units can be represented on roughly ~22 tiles, the grand aspect of civilizational warfare is kept alive while greatly enhancing tactical gameplay, reducing unit clog, increasing production across the board, and thematically representing superior combat to either 1UpT or the SoD systems.
In closing, Call to Power 3, please and thank you.