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Comment So how's the micromanagement? (Score 3, Interesting) 470

The problem I had with Civ2, SMAC, and the other Civ-like games was that the scope of the management decisions you had to make didn't scale with the game size. Towards the end of the game, in order to stay competitive, you had to have zillions of cities, "engineer" units (settlers, terraformers, etc.), and possibly military units (if you wanted to wage war). You had to manage all this stuff yourself, and implementing high-level strategic decisions (i.e. the interesting ones) involved more and more tedious mouse clicks as the game went on. The AI-automated build queues in SMAC helped some, but it made a lot of bad decisions (such as building infrastructure whose maintenance you couldn't pay for, or tons of military units you didn't need), and there was no help at all for performing routine military operations like transporting a bunch of units across an ocean. Can anyone comment on whether Civ3 has made any progress in fixing this problem?

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