![]() In some turn-based games one tells colonies what percentages of their efforts to put into various activities such as industrial growth, research, and building defenses or combat units as colonies grow or the strategic situation changes, one has to check and adjust these ratios. If the game uses "worker" units to gather resources and / or build things (a common technique in real-time strategy games), one must make sure none are idle and that they are doing the right things, and must avoid letting enemy raiders destroy them. The range of possible economic micromanagement techniques is much wider than for combat, because strategy games' economies work in so many different ways. This is different from micro, which is generally controlling small numbers of units and giving them very specific orders. For example, building units from various structures throughout the game while also building more structures, scouting, creating new bases, etc. Macro generally refers to managing large quantities of tasks at the same time. There is sometimes confusion regarding the difference between micromanagement and macromanagement, normally abbreviated as 'micro' and 'macro' respectively. ![]() "Micromanagement" in this sense is often abbreviated to "micro", which can be used as a noun or a verb. Micromanagement is even more necessary for units with special abilities, that can only be used infrequently. For standard combat units the most common techniques are: grouping units into formations, for example to keep lightly armored shooters behind and protected by more heavily armored melee units concentrating the fire of all ranged units on one target and then a second, etc., to destroy threats as fast as possible withdrawing seriously damaged units from combat, if repairing / healing them is cheaper than replacing them "dancing" units that have taken some damage out of enemy weapons range and then back into combat once the enemy have locked on to another target using military tactics such as flanking and counterattacks exploiting nontransitive ("circle of death" or " rock-paper-scissors") power relationships between units using cheap units to draw the enemy's fire away from more expensive units, gameplay especially typical of games of the real-time tactics type. Combat ĭetailed management of units in combat aims to maximize damage given to enemy units and minimize damage to the player's units. Some developers attempt to minimize micromanagement in a game's interface for this reason. Micromanagement has been perceived in different ways by game designers and players for many years: some perceive it as a useful addition to games that adds options and technique to the gameplay, something that is necessary if the game is to support top-level competitions some enjoy opportunities to use tactical skill in strategic games others regard it as an unwelcome distraction from higher levels of strategic thinking and dislike having to do a lot of detailed work. It appears in a wide range of games and genres, including strategy video games, construction and management simulations, and pet-raising simulations. ![]() Micromanagement in gaming is the handling of detailed gameplay elements by the player.
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