Even if you never played a strategy game before, this shit is completely unnecessary and boring. "Now click on this soldier to select him!" Why do you need to tell me that? Why do you need to make this a fucking mission objective?? That should be fucking intuitive. Strategy games aren't an ultra-casual genre, and even ultra-casuals have probably played Civilization before. I doubt there's anyone out there who buys a strategy game and wouldn't be able to intuitively guess that clicking on a unit selects it.
Here's the thing: There is no perfect tutorial.
And that is down to one simple fact: The perfect tutorial explains everything that you didn't already know but need to, while not bothering you with all the rest.
That amount of information is different for each player.
You might not believe it, but there are people who have never played a Civ before. There are people who get curious about a more in-depth gameplay experience than Fortnite after growing their first pubic hair.
The last thing you want to do is turn away a potential future connoisseur by not explaining things to them that nobody else would need to know, down to how to select a unit.
You might have gotten away with that 20 years ago, but now? Nah. Now you should be happy that anyone under the age of 40 is even interested in depth anymore. Easing people in is a requirement (for those that need it).
The only solution to a good tutorial is to have multiple different tutorials (or different variants of the same tutorial) with different amounts of information.
I have seen that in a few games, but it is a hard thing to do for developers - rather development intensive.
A well-explained selection of different tutorial modes for different target audiences (all skippable, naturally). And a good in-game manual, of course - or out of game, if it absolutely has to be.