We got quite a lot of upvotes, it seems this whole "automatic battle" thing has something appealing in itself :)
But I'm a bit worried about player's decisions (lack of these). Maybe we could make it partial automatic (all the boring parts of shuffling infantry to the front line) and partial manual (all the cool, interesting, strategic choices)? Like, the infantry is automatic, but special units (zeppelins, ornithopters, heavy artillery, mechanical spiders) are directed by the player?
Subturns/battle turns
I got another idea, making "higher density" turns during battle. I mean, when a war erupts he turn system is becoming annoying (you move units then click end turn and have to deal with economy decision when you just want to finish the war!)
So, when a war starts, you get "battle phases" (another counter of 1/12 battle phases and another button "next phase", below end turn button). You play as usual, but the "End Turn" button is grayed out until you finish all battle phases. Then a next turn starts and if war was not concluded you get another 12 battle phases.
As an added extras, the battle phases don't need to be identical (the first phase allows only artillery actions, every 5 phases slow units can move and every 3 phases fast ones).
Invading a hex
Hmm, while the game uses provinces as the smallest building block, reuse existing hexes (which were made purely for aestetics) as a battle grid... Interesting.