I've no small amount of trepidation, but for a while I've had my vision of a space-based 4X game. So this is probably just idle fancy, but I'm wondering how hard it would be to learn how to program a game where the end-product would look like something akin to Battle of Wesnoth. I know that a lot goes into making any game, but I wouldn't even know where to start (which is probably a telling sign in and of itself).
So I was hoping to kind of call on the combined knowledge of E to sort of tell me how monumentally stupid this idea is for one person to undertake. (Read: Where would I even start?).
As you have already guessed here, a tremendous amount of work goes into making a game; any game really (at least anything beyond a simple Flash platformer or something along those lines). Especially if you have no experience coding, scripting, designing and more. However, it is anything but impossible. Even before my bachelor in video game programming I started fiddling with it using applications like RPGMaker. Given that the genre of game you are aiming for was once a fairly common one, I wouldn't be surprised if similar applications exist. These have an expansive user interface that takes away a lot of the nitty gritty of coding. Any customization work would then have to be done using scripting of some sort, if the tool allows for it.
I saw someone suggest Unity, which is always a good choice since C# is a fairly user-friendly language to code in. I would steer clear from C++ unless you are first going to spend a few years mastering the language. I would also steer clear from doing anything that has you directly communicating with DirectX or OpenGL (rendering software) as that is quite complex as well. I think it all boils down to how much time you are willing to invest.
I suggest starting simple. Learn Flash or Java/C#. From there, try to find a tool that does a lot of the rendering theory for you, since those are courses in and of themselves. Once you have that, start implementing your design.
To pen down the nitty gritty of your game, both setting and mechanics-wise, there are a wealth of Game Design Documents you can find online. Any will do to organize your thoughts and write down requirements, but there are templates intended for specific genres. So, if you can find one for your genre, prefer that one over others.
There is a lot more that I can give in terms of hints, but really, if you want to get into video game development, start very, very simple. Make games like pinball, pong, pacman and the like to learn the basics of elements such as a render loop, CPU time and physics (yes, even in a strategy game like yours you might need some collision checking). Once you get the hang of those, you'll be able to start more ambitious things. But starting out with a full-fledged game like this will quickly leave you overwhelmed.Addendum
: As lady Oniya pointed out, if you do not mind handing the reigns over to someone who can already code, places like NewGrounds are good for pitching ideas to programmers and scripters. It may take some time to find someone whose curiosity is piqued by your idea, but not impossible. Just make sure that, whoever you find, is clearly passionate about it. If they aren't, try to make them passionate. Otherwise, odds are they will drop out and the next coder you find either has to start over from scratch, or make sense of what the other has already done (not always easy if the former programmer hated commenting code...).
I think this has also come up, but be aware that the biggest challenge with a strategy game that is not purely two player, is the opponent AI. You will want to not make them predictable, which means not only make decision trees (there are plenty of articles and books on these kinds of algorithms to find) but also adding some kind of randomization element in the mix. This is no small undertaking and will require a really good programmer to get done properly.