The range of possible economic micromanagement techniques is much wider than for combat, because strategy games' economies work in so many different ways.
In Sid Meier's Civilization series, it may be important for either economic or military reasons to build railroads as fast as possible, and doing this efficiently requires considerable micromanagement of Settler/Engineer units.
For example, a micromanagement technique known as kiting requires continuous input from the player in order to keep their character at an optimum distance from a target.
[citation needed] Another example of twitch micromanagement can be found in racing games whereby a player is required to keep making split second adjustments to the position of their vehicle.
In contrast to twitch micromanagement, some game elements need only occasional input from the player in order to exploit tricks in their behavior.
Some games are designed in such a way that players must constantly set or check strategic parameters to ensure that operations are proceeding smoothly and efficiently.
[12][13] Other games aim for differing levels of micromanagement of different types: for instance, the Relic Entertainment title Dawn of War 2 minimises economic micromanagement as much as possible, such that there is no base construction, all units are produced from a single source, and resources are accumulated automatically over time by controlling strategic battlefield locations, while on the other hand the game emphasises tactical micromanagement as its primary skill, with combat taking place principally between relatively small squads of highly effective and highly vulnerable units, with victory a function of the rapid deployment of special weapons and tactics in order to counter enemy manoeuvres and inflict maximum damage quickly while avoiding sustaining damage.