the way MOO3 did it was simulaneous fire, with reload/recharge time, damage, and maximum range that depended not only on weapon type but also on the size of the weapon mount.
so when installing lasers, should they be light or maybe point defense mount, which take up less space, do less damage, have less range, but a faster recharge rate?
or should a heavy or maybe spinal mount be used? slower recharge, much larger so fewer go on the ship, but able to hit from great range and deliver higher damage per shot?
further, there was no concept of "rounds"... everything was real time, and not only did distance limit accuracy, but also visibility (once the .exe patched), especially with cloaking.
the controls for actually controlling combat weren't great, but in "watch" mode it was something like the full battles in GC2... except that the ships didn't just wander around... they actually advanced towards each other (if they were direct fire ships) or kept their distance (missile and carrier ships), and even used map features like planets and moons to attempt to hide or to escape from fire.
of course, in MOO3, the visual designs of ships were static and (unpatched) the ships were effectively little featureless blobs on black velvet during combat.
but anyway, the key to making the whole initiative-less thing work was the concept of positions on the battle map, or at least
range, which as far as i can tell, GC2 doesn't have.
perhaps, some day, GC3 will be able to meld the ship design choices (e.g. weapon mounts and enhancements like armor-piercing etc) from MOO3 with the superb visual editor of GC2, and the beautiful combat rendering of GC2 with MOO3's map-based tactical combat?
i don't think civilization could handle the waves of pleasure that would result.