Ahriman
Tyrant
It does seem that you have an overriding aversion to having to make city by city decisions such as "does City X get the Silk resource or not". Is that micro-management?
Yes, absolutely.
If you don't mind this level of micromanagement, that's fine as a preference. But I personally disagree, and think in general the game should be designed to minimize MM whenever possible.
If I hook up a resource, it should start giving me benefits; I shouldn't have to separately go into a new screen and start selecting check-boxes.
Suppose you have 10 cities and 8 different resources - the number of boxes you have to check or uncheck gets out of control pretty quickly.
Consider what happens if I have 10 cities, and 5 copies of a silk resource, currently allocated to cities 1-5.
a) Suppose that I decide I want to give city 7 the silk. I have to manually go and uncheck one of cities 1-5, and then check city 7.
b) Suppose someone blockades one of my trade routes, and I lose 2 silk. How does the game decide which cities lose it? Do I have to manually go through all the cities to check which ones still have silk or not? Does the game "uncheck" my boxes?
Choosing which unit or buildnig to construct is a lot of micromanagement, though its mitigated by abilities to queue. But its high-importantce, very strategic micromanagement, and it takes up a very large proportion of the player's playtime.
Moving units, and setting construction queues are what take up most of the player's time.
Adding another MM requirement which takes up a similar amount of time, but to a relatively low importance mechanic without really having any interesting strategic impacts, is not worth the player input time. Its unnecessary MM, whereas unit/building construction choices are necessary MM.
Choosing which units and structures to build is an interesting that is fun to make; choosing how to allocate my luxury resources throughout my empire is not.