Very funny, you just said: It is a strategy game because it is a strategy game. Great proof. :b:
It does not require much, if any, strategic thinking, but a lot of tactical thinking AND good reflexes.
Because it has the best balance. If you don't understand why balance is important for strategy games then sucks to be you.
Go is turn-based, isn't it? Where is micromanagement there? Micromanagement in Wesnoth? I suppose there's no micromanagement involved in getting the right number of peons out at the right time?
I think we talked about 4X strategy games like Civ 4, MoM etc. Go is a tabletop game, Wesnoth is a wargame.
Peons. Well, you see, Starcraft or Warcraft III MP match lasts 16-25 minutes most of the time. Average Civ 4 MP match on ladder settings (with city elimination on quick, not a generic Civ 4 game) lasts 2-3 hours. From my experience, you're making about the same number or more game-changing decisions in one Starcraft MP game compared to a Civ 4 MP game. Sure, you do more actions per minute in Starcraft, but you also do more strategic decisions per minute.
Also, Civ 4 has a streamlined gameplay. Game designers tried to eliminate a lot of micro by removing rounding, carry-overs, relatively good-quality AI automation etc. Most other 4X TBS games have significantly more micro than Civ4.
P.S. Go has no micro. One meaningful decision (where to place a marble) equals one action (place a marble). Unfortunately, in most TBS games one meaningful decision doesn't translate to just one action (thanks to micromanagement issues), and some reqired actions don't require any meaningful decisons at all (like, hire peons or follow the best predefined tech path or make a predefined buildings in a city etc.)
You only need to babysit everything if you don't know what you're doing in Col2. Seriously, the game is such that if you know what's going on and use some thought you do not need to babysit stuff. Once a lumberjack is chopping wood, why bother checking it every turn? And once your trade links are connected, there's no point checking it every turn. In fact, MM is greatly reduced in Col2 once your colonies are setup and trade links working since you're only checking 1 colony per turn (where all the processing is happening). Your MM moves concepts throughout the game. But a game like Civ the MM does not move and is always on the same things the whole way through.
I won my first and only Col2 game on a maximum difficulty so i guess i knew what i was doing. Say, automated wagons are destroying your goods and on auto they're far less efficient than with a manual control. If you want specialized cities (say, if you want to use terrain features), you need to haul all these goods manually.
Let's see, Lumberjack. Say, i decide that it will be nice to have an extra Lumberjack in one of my cities.
So, i should:
1) Wait when one of my ships will come to a port and sell some goods for money
2) Train a lumberjack if i have enough money
3) Double-check that this ship is sailing to the place where i do need that Lumberjack and not the other part of the map
4) Make sure that a jumberjack will board that ship - there may be other cargo too so Lumberjack will not load without any warnings if i overload a ship with it. Also, it may not be the first in line and other specialist may board the ship instead of Lumberjack etc.
4) Sail a ship to some port
5) Give an order to a Lumberjack to a city where you wanted to employ it (it was, say, 10 turns / 20-30 minutes ago - try to remember it!)
6) Order a Lumberjack to work when it reaches the destination
I say it's A HELL OF A LOT OF MICRO for one decision to get an extra Lumberjack! In Civ 4, it will be enough to click one button / make one building and click a button.