I have been playing GalCiv games since last centaury, and played thousands of hours over the years. I have over 300 hours logged at epic for this game over the last few months alone (summer break).
I keep hoping for a turn based combat option similar to Masters of Orion 2 (MOO2), where you can fight the ships you build and modify tactics as needed for special use builds, etc.
I found a review on Steam that asked about turn based player controlled combat and below is the response (2nd paragraph):
Frogboy [developer] Posted: Aug 1 @ 12:05pm
HI there. I wanted to wait until we had an update that addressed some of the things yuo reported. We updated to 1.66 today and a lot of what you mentioned are now addressed.
Now, with regards to the turn-based battles, so with that, I actually wrote the AI for the Fallen Enchantress and Sorcerer King tactical battles and the thing is, players always end up feeling like they have to play out each battle to optimize the outcomes which makes it very difficult to enjoy when you're talking hundreds of fleets. That's why we don't have them.
Now, that said, I was thinking that what we should add in the future is a sort of Doctrine system (like a war doctrine) that players could do at a more global way.
Anyway, please check out 1.66. I think you'll find a lot of progress already. There's still more to do but it's a lot more stable and looks a lot better and the AI is (if I may so so) quite a bit better too.
If you make player controlled combat optional and have an auto-resolve function that you can turn on and off before/during battle, like MOO2 (which I still play 30 years later), you get around needing to fight every battle and can focus on fighting the battles you want and auto-resolving the rest.
@Frogboy If the goal is to make the game appealing to a bigger audience, why not include player controlled turn based combat options? Or is the the Aug 1 response above the final word, and Gal Civ will NEVER have it?