See my other comment - lots of real military command training involves the trainees issuing orders to subordinates (role players) who interact with the simulation.
> It would probably be socially difficult to find enough players.
Military training finds them by using real soldiers as role-players (understanding how to handle an order is a useful secondary training effect) and there are also loads of ex-soldiers who will happily (for a small consultancy fee) support an exercise for a few days.
A commander who can place buildings or resources, and ping locations, and has a birds eye view, and then grunts on the ground trying to do what's actually needed.
It's one reason why I stopped playing, it's the kind of metagame I can't get into without dedicating tons of time and communicating with others. I just want to fly ship and go brrt without fearing other players or having to cooperate with them.
Ender is able to see the full battlefield (modulo fog of war) because of ubiquitous faster-than-light sensor technology. But he doesn't control any ships directly. Instead, he issues orders to his subordinates who "directly" control squads of ships.
I've always wondered if anyone's ever made something like this. A co-op war simulation game with instant visibility but divided, frictioned actions. Nothing about it would be technically difficult. It would probably be socially difficult to find enough players.