
Clever use of the bonuses will give you a huge advantage. With the limiting of stacks in the game, the use of terrain and other bonuses has become very important both in attack and defense.
Healing units (without a medic) are inactive-units heal quickest in cites and slowest in enemy territories. To win the Space Race you now have to build units and transport them to the launch site-this gives an additional element of strategy as you can plan to intercept enemy forces to capture them-or also have your own ship parts captured. This makes trade (especially with city-states) far more important, and access to resources becomes a strategic need.
Resources are far more limited, thus you will find that management of a large army is tougher, and you’ll use far more regular units than specialized units than before.
Siege units get 10% v cities, however, you must be set up in order to fire-thus it’s important to plan for this provision, and get your siege units in place as you cannot move and then fire. While not a huge problem, if you play a strategy where you have only a few cities, you will find that you will reach this cap and thus must be a lot more defensive that perhaps you normally would be. Number of units is limited to a calculation based on base supply + number of cities + number of citizens. This is definitely more realistic, and gives you the opportunity to move a unit away and heal. Combat doesn’t always end in the destruction of a unit. Ranged attacks are more powerful and can kill units. This is useful as you cannot stack units and allows you to get more units off/on the transport when disembarking and embarking. Lands units can embark on water (must have Optics to promote). Terrain such as mountains etc will reduce the visibility of units. Site range is generally 2 hexes or more (not taking into account terrain). Terrain has an effect on movement, with some terrain such as mountains impassible to most units. Most have movement of at least two hexes.