Or perhaps, more to the point, something less tedious. Micromanagement is an important component of strategy games - when it advances your gameplay. City-scale micromanagement that involves doing the same thing over and over in an increasing number of cities was, indeed, tedious, and only seemed more complex to people who equate 'micromanagement', per se, with depth. Nor did it have any pay-off in terms of advancing game position - if you build a hospital or kill off a few slaves to manage health in your third city, then congratulations you've temporarily overcome an arbitrary penalty the game imposes on you. But you haven't done anything to get closer to winning the game by doing so, and you haven't engaged in any meaningful trade-offs beyond trading one way of managing that arbitrary penalty against another way of managing that arbitrary penalty.
It's easily shown to be a false equivalence - things like the Total War series have as much more more province management as Civ, but are very railroaded and simple on the strategy lair in terms of what you can meaningfully do other than tread water.
I didn't get on especially with either Civ III or Civ IV for this reason - in admittedly rose-tinted recollection, Civs I and II (which had far fewer features, and consequently less micromanagement of this sort), were far superior at making your management decisions relevant to gameplay. While I think that - even in its final form - Civ V went too far in reducing the importance of single-city management, it's always felt closer to me to the original Civ ideal of a game where your decision-making matters and micromanagement isn't overdone purely for the sake of giving the player tasks to keep them occupied between turns.
Designers need to ask themselves when creating these sorts of games "Does forcing the player to build health buildings in each city at population point X advance the game state meaningfully?" All too often, the answer is "no".