Also, I wish people would stop confusing "3D" with "free camera 3D" -- there's nothing inherently wrong with 3D, although I do agree that having a totally free camera (pannable, zoomable, etc.) can be a problem. My preference for a game like this, made with modern requirements and modern expectations, would be a 3D engine with a camera fixed to a "pseudo-isometric" viewpoint, with three set zoom levels (one close in for the "detail eyecandy wonders-ogling view", one at standard Civ2/Civ3 distance, and one farther out for a more strategic overview. Then the art and the interface could be optimized for usability at those viewpoints. (If you want eyecandy, then don't transition instantaneously between the zooms -- instead, have the camera rush in smoothly and then slow in a damped oscillation to the proper level, or do whatever the hell else you want. Obviously, have this as a disable-able option in the settings menu.)
Overly free cameras are a huge mistake. They're a big part of what makes Prelude to Darkness so awkward to play, and what made the pre-MOTB NWN2 engine so annoying (compared to, for example, The Witcher, which had a far more constrained camera).