Just put my first 20 hours into civ6. It's ok so far, but some disappointing things carried over from 5. Rather than simply revisiting the stacks vs. 1UPT debate, which has its own threads, I wanted to suggest a different, blended take on the matter. I love stacks. I've played cIV for the past decade and still play it. I'm not really a fan of 1UPT -- on the strategic level map -- but I logged over 1000 hours in ciV, though I don't play it anymore. I do see the virtues of having a tactical element of combat, but I think it is misplaced on the strategic (i.e., continent-level) map, and results in some bizarre behaviours like slow production, because the map would become full of troops early, or archers shooting over entire cities and being better than melee units for taking cities, stuff like that, which I really, really dislike about combat in V and VI. VI lifts a modified version of districts from Endless Legend, which is a great game in its own right. Why not lift another great feature from that game? There are stacks on the strategic level map (i.e., continent), but when a battle is initiated, a new map-within-the-map opens up and 'zooms in' on the battle, which unlocks 1UPT tactical combat. IMO this is the best of both worlds. While I personally had no problem with stack-based combat, I also really enjoy the combat in Endless Legend and think that, that could really be the best of both worlds in the civ series. I am quite disappointed that the combat is so similar to V. No evolution there at all, really, at least in the early game. Other games have a marriage between strategic and tactical level maps as well. I played a lot of Rome: Total War and Medieval II: Total War back in the day. Same kind of deal -- stacks on the strategic map and 1UPT (admittedly in a more intense way than is warranted in the civ series) on the tactical map. One of my fav games, Mount and Blade: Warband also takes this approach. I think where 1UPT goes wrong in V and VI is having it on the strategic level map. If 1UPT is desired by the fanbase (which clearly it now seems to be, since V), so be it, but introduce a tactical level map and leave "armies" or "stacks" on the strategic map. I'm not arguing for realism > gameplay, but I do find it a bit disheartening when some of my friends have said they get annoyed when a large stack snuck through their line of ships, which they had attempted to use to cover the ocean from the north to south pole essentially...I was like why not just have a few scouts out to spot the stack and then counterattack with your own prepared stack? But, yeah, don't get me wrong, I really love the tactical aspects of Endless Legend, the Total War series, Mount and Blade: Warband, and other games. I hate it in V and VI. Why? It's misplaced on the strategic level map and gives rise to bizarre effects, both in terms of gameplay and realism. I think a similar concept could also be introduced for city building. Why does a wonder have to take up the size of a province or small country of the continent? Would love to see a 'tactical' map for cities where you build up your cities, but they only take up one tile on the strategic map. Leave the surrounding area for resources, farmland, etc. I really miss cottages from IV and wish something similar was brought back. They were a really great mechanism. By end game, having a bunch of towns around a great city made sense. I think IV is a better overall game than V and VI, but I don't think that IV was perfect, and I think there was still room for improvement. Indeed, I think some aspects of V and VI are superior to IV. Specifically, I think religion is done better in V and VI. I am also open to social policies and civics being better in V and VI, though I don't mind the civics in IV. Not a big fan of vassals and espionage in IV. Corporations not that great either. Not a fan of some of the traits, like protective, imperialistic. I think Harbors in VI are a great idea for being able to settle "1 tile away from the coast", which was always annoying in IV. Always going up the liberalism path to rifle spamming gets kind of old after a while in IV. Or spamming cuirrs. However, IV shines in terms of using maintenance to offset growth, and needing to develop a robust science infrastructure in order to progress through the tech tree. I was looking for what I needed to do to develop my science infrastructure in VI and just shook my head...the inspiration system is garbage imo. Anyway, not to get off track, I just wanted to say that I think that VI has some interesting innovations, but I think that it really would've benefited from having 1UPT moved to a tactical level map, and that, that same notion, combined with districts and such, could've been capitalized on for city-building as well, potentially. Kind of a shame that 1UPT was just kind of ported over from V with very little change, at least in the early game. I mean, didn't they remember at all how broken horseman rush was on release of V? I just shake my head to see it back again now upon release of VI. Build horsemen, conquer everything. Don't even have to worry really about happiness restrictions. Just go to town. Sigh. If you haven't tried Endless Legend to see what I mean about the tactical level map, I suggest checking it out. It works pretty well imo.