for combat, because strategy games' economies work in so many different ways. If the game uses "worker" units to gather resources and / or build things (a common technique in real-time strategy games), one must make sure none are idle and that they are doing the right things, and must avoid letting enemy raiders destroy them. In some turn-based games one tells colonies what percentages of their efforts to put into various activities such as industrial growth, research, and building defenses or combat units; as colonies grow or the strategic situation changes, one has to check and adjust these ratios. In Sid Meier's Civilization series, it may be important for either economic or military reasons to build railroads as fast as possible, and doing this efficiently requires considerable micromanagement of Settler / Engineer units. Twitch vs trick Some forms of micromanagement involve continuous input of a large number of commands over a short period of time. This is known as twitch micromanagement. For example, a micromanagement technique known as kiting requires continuous input from the player in order to keep their character at an optimum distance from a target. Another example of twitch micromanagement can be found in racing games whereby a player is required to keep making split second adjustments to the position of their vehicle. In contrast to twitch micromanagement, some game elements need only occasional input from the player in order to exploit tricks in their behavior. In these situations, quick thinking is rewarded over continuous, quick reaction. This is known as trick micromanagement. Other types of games are based entirely on micromanagement, such as pet-raising simulations and games like Cake Mania, where the player's ability to micromanage is often the only skill being tested by the game. Policy-based Some games are designed in such a way that players must constantly set or check strategic parameters to ensure that operations are proceeding smoothly and efficiently. A typical city-building game or 4X game, for example, requires the player to regulate taxation and production levels in order to keep their industries and commerce flowing. The amount of detail that goes into a simulation like this may necessitate spending a disproportionate amount of time in adjusting relatively minor parameters in order to achieve maximum efficiency. Controversy Micromanagement can divert the player's attention from grand strategy by overloading the player with repetitive and mechanical work. Some commentators think that "Strategy is