What if an RTS Race Had to Deal with Bureaucracy?

I used to be really into watching Starcraft and Starcraft II, before falling off around ten years ago. However, over the past year or so, I’ve become aware of the many attempts to breathe new life into the real-time strategy genre through a variety of new games: Battle Aces, Stormgate, and so on. I’m uncertain as to whether we’ll end up seeing another renaissance, but it has me recalling the age-old question concerning RTS: How important should execution be?

I think the obvious answer everyone can agree on is that it should at least matter a little. That’s what makes it a real-time strategy game, and the degree of importance is where people will debate endlessly. But I wonder whether you can design a race within a game to be less execution-intensive without making them either too balanced or unfair. Essentially, what if this “low input” race tested different skills that were neither better nor worse than the others, but also had an inherent flaw in that it couldn’t rely on execution as much as others could?

I started to imagine a race that would basically be an empire with a huge and powerful army that is encumbered by its sheer size and maybe a bit of bureaucracy. What if there was a race whose units could be amassed more easily while also being stronger individually, but there was some drawback that kept the player from being able to control them more precisely? 

For example, maybe there is a cap on how many actions could be executed in a given period. This could resemble playing a commander who can only oversee the broader strokes of their forces, and has to leave the details to subordinates.

Perhaps the cap could be over a longer chunk of time (like 700 actions every five minutes?), so there can be moments where you can control your forces more directly, but you end up sacrificing the ability to respond more quickly a minute or two down the line. You’d have to choose when you can execute effectively, knowing that you’ll be more vulnerable at other times, or you could choose to play at a steady pace.

Another possible way to mimic a slow and convoluted chain of command would be to actually introduce a purposeful input delay. This could simulate you giving orders from on high that take time to get through to the lowest levels of the army. Maybe it has to do with controlling your forces, or it could be that upgrades or switching unit compositions take a longer while to happen.

In all these cases, the idea would be that this race can be effective and can be difficult to play in its own right, but it doesn’t hinge on physical execution as much. At the same time, it would allow other players and races who do want to use their honed macro and micro skills to defeat this race if they manage to hit hard at vulnerable moments. I have no idea whether something like this could ever work out, but I think there’s a way to have a reasonable and enjoyable compromise between those who want the high APM and real-time tactics and those who want to be methodical strategists.