Actually, you had a lot of power. You did not have to let the colonial governors do the job for you, you could go in and micro everything if you wanted to do that. You had complete power over the dominant economic activity for each individual region on each planet, and the computer would not override these orders. You could also step in and undo whatever "harm" the AI governors had done to your planets if you wanted to (because the AI could do some utterly moronic things from time to time, like creating a recreation planet, where every region was built for recreation...). You could also set individual tax rates and resource alocatement on each individual planet. MOO3 was one of the potentially most micromanagement intense games that I have ever played, even beating such micromanagement "legends" such as Victoria: an empire under the sun.
Of course, microing everything got tedious, but you could give strong guidelines to the AI by "programming" it (there was a system in place for that). You wanted to micro important planets, and let the AI handle the unimportant ones.



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Wyrmwood
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