>>12123There are coding games, that require that you make, lets call it, deployable patterns. In a manner of speaking you would play the micromanagement once, record it and then it gets abstracted away from the game-play.
For coding games this is easy because it's like declaring a function. For a UI driven game where players are not expected to enter code, designing player input would be a challenge. I would try to record player actions, analogous to old-school desktop automation software. But you have to somehow shoe-horn that into a set of instructions that can be run in a loop. And you probably want more than one loop, so that the abstracted micromanagement patterns can be switched based on event triggers. Which means now we're making the player record different micromanagement instruction loops. Abstraction does have overhead.
Another option would be to design for constant gameplay complexity. That means you just stop simulating the low level gameplay elements once enough high-level gameplay interaction happens. After-all games don't have to be realistic.