I found this comment curious:
"To me, removing this element of tactics depletes the game somewhat, even if the overall goal was to focus on a grand strategic approach. Personally, there are plenty of times in games like Rome: Total War when I would just let the computer decide the outcome based on stats, but it'd be nice to be able to feel like my keen tactical expertise could help my civ pull victory from the jaws of defeat in certain cases. Maybe, in the future, that kind of thing just doesn't happen any more. Sigh"
The total war games are great to be sure, but other then that they have little in common with galciv2. RTW IS a tactical combat game with some stratigic elements and skipping the tactical element will make you lose more units so you almost have to play the tactical part everytime there is a serious battle. If tactical combat were implemented as a feature in galciv2 I can't see it as being anymore then the cheesefest that was tactical combat in MOO3. Basically I'm saying that for tactical combat to be done right it has to be a primary focus from day one and it leads to a different style of game.