@Andulias:
You write a post like that, in that infantile tone and which is ridiculous on many levels, and then talk about others "dishing out" things and how you can't take them seriously?
It may be a lost case then, but I'll answer your question anyway: In previous civ games, war was usually decided by which civ had the better economy, technology and better production, which are results of strategic empire management. By making civ 5 more tactical lessens the importance of the empire building aspect per se, as now, despite say poor empire management, you can still win battles using tactical means. To say it more placatively, the armies decide battles, not the empire behind it. Note that that in itself is neither good or bad, and you are free to like the fact that civ 5 emphasizes tactics at the cost of more meaningful strategy. However, it is one of the main reasons why so many people think that civ 5 has the wrong feeling to it, as they were used to the civilization series being about, well civilizations, as opposed to armies.
If it were true that the armies decided battles to the exclusion of concerns about the tech levels of the units involved, the economy required to manage large numbers of units, and other strategic considerations, this would hold true. That is not the case in Civ V. There are very definite limits to the advantages you gain from utilising good tactics in Civ V - tactics mostly act as a way of keeping your units alive long enough to obtain the better promotions, which enhances their ability in combat ... but only in combat.
If you manage an empire poorly, you can't support a large army since there are no shortcuts that allow you to circumvent maintenance costs for anything other than garrison units (as opposed to the Civ IV civic that read, effectively, "No unit maintenance costs until the Renaissance"). You won't have the gold to buy units or upgrade the ones you have to a competitive tech level. If you mismanage production, you don't have an army, full stop.
If you mismanage science, either in terms of not producing enough research or not researching the right techs, even a minor tech disparity will kill you - I just came out of a game where I had Swordsmen against Landsknechts - even without being outnumbered I was facing a losing battle (although I had higher tech, I had no higher tech along the Warrior path, and hadn't invested in spears).
If you mismanage happiness, you end up with reduced fighting potential in your troops. Likewise if you mismanage resource access, and then lose access to a strategic resource you need.
Did I play better than the AI in combat in the game I just came out of (I quit after meeting the Romans and finding that they had double the score of everyone on my continent, while I had little prospect myself of surviving the ongoing war with Germany)? I'd like to think so. So why did I lose? Mainly because, as Korea, I'd focused heavily on food-production cities to maximise my specialists, I'd neglected going for Metal Casting early enough to build workshops in time, and my only production city was Attila's Court - which was only just getting started as it was my newest acquisition, as well as not being ideally placed (which was of course out of my hands, and to a large extent the AI's since it was a former capital).
Result? I had few units, no way of quickly replacing losses, and lacked the income to both support an army and build a sufficient reserve to upgrade units (the Swordsman I lost was in line for promotion to a Longsword, but with my luxuries already sold off to my other contacts to fund my research agreements I had no way of raising the money to upgrade it before it died, and in any case it would have had to compete with upgrading my catapult to a Hwach'a). None the result of bad tactical play, all the result of bad empire management.
To me the direction of the Civ series with Civ V resembles nothing so much as incorporating elements from Total War - which, despite its name, is primarily a strategy game. Such things as founding/capturing a new city/province always resulting in a net increase in income, roads that serve to increase unit speed and trade but aren't required to link resources or for spamming across the landscape, an experience-based espionage system with limits on the number of agents you can hire at a given tech level, even such things as a policy allowing you free garrison units but maintenance on all other unit types - and, yes, a tactics-led combat system. And in Total War (or in the RTSes which someone earlier on the thread compared Civ), just as in Civ, management of your empire is critical to battlefield success - but tactics on the battlefield are critical to keeping your units alive and so limiting the number you have to replace or the experience you lose (since fewer promoted units will die).
In summary, tactics don't influence anything but the outcome of battles, exactly as should be the case. It's irrelevant to broader empire management (except in production lost if you have to replace units lost due to poor tactical play) whether battlefield play is tactical (based mainly on unit placement and coordination during battle) or strategic (based mainly on unit selection and placement prior to battle). They don't become more relevant to strategic play than they are in Total War merely because they take place on the same map.