Anthropoid
Grognard fantome
The Civilization franchise has always purposely avoided the approach of expanding battles into a tactical minigame. The objection is that doing this is too distracting from the main, strategic, game.
This has been a core design principle from the beginning and is not likely to be abandoned.
So they "integrate" tactical dynamics into a global-level strategic map . . . yeah, coherent.
FoF and COGEE have three options for the resolutions of battles: instant (to avoid the tedium problem noted); quick (in between); and tactical maps = randomly generated hex map. The AI does fine as long as the force levels are not asymmetrical.
If the themes of the defenders of Civ5 are true, and Civ developers insist on avoiding innovative design elements which make sense with their purported design goals (e.g., bringing a tactical feel to a strategic game), then the Civ series really is moribund.
My understanding is the development philosophy for each new incarnation: some totally new; some revised; some solid traditional, in about equal thirds.