Currently, it is possibly for a strong player to add a layer
of micromanagement to their efforts by taking great
pains to manage how they conduct attacks. By knowing
reacting units and how the reaction code works, it is
possible to exploit automatic defenses in highly
unrealistic ways.
By addressing this, we help to reduce
micromanagement and increase playability.
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It's not just combat. It also affects unit construction.
Players (have to) fool around with IDs to control which
units are completed.
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Well, the IDs can be abused in some way for planes and
ships(?)...
The unit construction issue has been addressed in commit eb1512d75f (v4.3.6): simply stop the units you don't want completed.