I agree that turns already on maps the size like Karan tend to drown in micromanaging, but I also realize that it is my own fault to satisfy the urge for minmaxing every tiny bit, although it kills the fun...
However, automized preaching is there in the form of temples, and the priests are necessary to allow directed domininon pushing - which is one of the game's essentials.
Nevertheless, there is some room of improvement to reduce micromanaging, in addition to the good points that have been said here so far, I think that these would be useful:
- cumulative scouting: A scout's report should take into account the previous turn, so improve. It is just plain stupid to write these things down by pen and paper!
- fog of war is fine, but the game should still recall the last scoutings for me, marked as outdated.
- sticky notes/color codes for commanders
- common tactical setup for armies starting from different provinces and hiding of colocated troops which I do not want to participate.
- Something that prevents the "search the hammer/pathbooster game" with respect to forging
I think the second and third item, as well as far reaching move-to's could be nicely handled by structuring commanders and their troops into groups of commanders, regardless of their position on the map (i.e. a group of commanders might be located in several provinces)