>>2137684
You know which civ-like has solved the micromanagement in late game issue?
Old World, with its orders system.
In it, you can only do a limited amount of actions each turn, so the rough amount of actions you do and time it takes to do a turn stays roughly the same throughout the ENTIRE game.
It basically works like this: Each turn you have a limited amount of order points available. The amount can only slightly be modified, like by getting a good king. Any action you take spends those points. Some actions like moving a unit are repeatable while others like attacking, starting a trade caravan or constructing a tile improvement end a turn, so a unit can move vast distances (unless blocked/attacked) if you are willing to spend points on it but it can't attack 20 times in a row on the same turn.
The effect is that in the early game, you can't do as much but you can do those things more intensely (spending more points on them) while in the late game you can do a lot but have to choose carefully about where to spend your comparatively very limited order points.
In the mid game a lot of focus is on balancing growth or military and which enemy to prioritize where. There's often an uneasy truce if you aren't literally at truce or allied, because your enemy may suddenly decide to spend his points on only you and you may get severely hurt if you are out of position from delaying them.
I think it's pretty genius and wish it was used in more games.