This has become some thread!
I too voted no (at least I think I have, this site has been so slow for me latelly that most of the times I'm not sure if my posts were sent or not). Btw, didn't know who derekroth was, no offence derek

, until now, and I only know him to the extent I saw his nickname in this thread.
This was an interesting discussion a few pages back (

) but unfortunatelly has gone a bit downhill.
My 2 cents:
I do like tactical. My favorite games so far are the totalwar series (specially shogun, it was quite a surprise and an innovation, at least for me) and galciv. I have a few flight/space simulators as well which I like too.
One remark on the ship design thing: personnaly I didn't care for it but now that I have it, I think it is fun and adds depth to the game.
On the tactical question
I was used to galciv (and others 4x before) so was not shocked to see there was no tactical (strictu sensu).
But I do think that the discussion points here have been far too rigid. What I mean is what people think is tactical combat?
I the totalwar series it is controling each unit (with 100people in it) individually in the battle field. That battlefield is +/- how much an unit can walk in the tactical map after its moves in the strategical are done. But in the tactical map you don’t control every man of the unit individually.
And I must agree, the AI (though capable of beating me) is not up to the task.
Now, in galciv2.
I tend to see the strategical map as a mix of strategical and tactical. If the game was only strategical, the emperor/president/hedonist governor would only tell the military: “this are the resources I give you, I want that sector/planet under our control. Go build whatever you want with the help of our military industrial complex, and just give me the results and no military talk about procedures”, after all the president in not necessarily a brilliant military mind in the matter of “how to”.
But as a matter of fact, in galciv2 I have a lot more control than that.
Lets consider the circle made by the moves available to my ship. I tend to think of it as the engagement square in rome totalwar. I can order ships to attack an enemy, which ship to attack which enemy, which ship should go back because of inappropriate defenses, etc. T
hat’s exactly what I do in the rome tactical map. And once I say “hey you attack this one” (I don’t really say that…) it goes and attacks, but like in rome I’m not telling every man in the melee which enemy soldier (not unit) to attack (at that point it is more like “cada um por si e deus por todos”, which translates more or less to: “everyone for himself and God for all”). So once I send an attack order in galciv 2, the ship will attack, and if it manoeuvres badly (low defense rolls) then it is destroyed. I can tell some unit to disengage in rome, but some cavalry will go after it and kill them. So the ship is damaged and the enemy finishes it.
Then you still have the choice to try and take your remaining ships back (the ones not send in the first wave) and put them outside of the enemy ship range (beyond his moves) which to me translates as a retreat since for that turn that ship cannot be attacked again.
You also have to choose carefully, depending on defense and attack equipment installed in your ships which enemy ship to attack, which can be viewed as a tactical decision.
So I tend to think the devs made the choice to not have to make another environment for battles, but if we are wiling to broaden a little our definition of tactical, then the games is an acceptable compromise.
Those who want tactical battles should also consider that having to fight 20-30 battles, even worse small ones, would be very boring. The important thing is too manage your production/research and the placement of your fleets & starbases (strategy), then make the good choices in which ship should attack which enemy (tactical) or retreat out of range of engagement of the enemy ship until reinforcements can meet with it (tactical too +/-).
And then , when the battle is engaged, the supreme general and president can only cross their fingers and hope for the best , and that their pilots in the ships are actually worth something (which is translated in the game by the fact that defense value rolls from minimum to maximum , at least that’s how I see it).
So, even if it is not perfect, I think it is a good compromise.
I hope this doesn’t cause things to go downhill again