genre

Use when

You want a game of commanding armies where economy, tech, faction identity, and positioning decide impressive battles.

Real-Time Strategy

What it is. You command an army — not a unit. You gather → build → tech → army → engage, all in real time, against an opponent doing the same. The game is macro (economy and tech decisions) layered over micro (positioning a fight), with faction identity coloring every layer.

Player fantasy / why it’s fun. “I out-thought them — my build read theirs, my army answered it, and the battle was glorious.” RTS is the fantasy of command: hundreds of units obey one intent, and a well-composed army crashing into a bad one is the payoff shot.

Pillars

  1. Mass under command. Hundreds of units path around walls and answer orders as one. Flow fields (one BFS per goal tile, cached outside state) give wall-aware mass pathing cheaply — pathing is the genre’s hardest tech and its most load-bearing.
  2. Asymmetry that balances. Factions are different, not reskinned — and still fair. Distinct rosters, one balance. This is the deep well; get it right and every matchup is a new game.
  3. The intended line beats attack-move. Strategy is the balance test. A thinking plan (turtle → tech → counterpush) must beat brute attack-move, or there is no strategy — just a bigger blob.

The loop stack

ScaleThe beat
MomentIssue an order — a group micro (focus fire, retreat, flank); units path and arrive.
EncounterAn engagement: your composition vs theirs, terrain and positioning decide it in seconds.
SessionA match: opening build → scout → adapt tech to the enemy → the decisive push.
MetaLearn each faction’s build orders, matchup counters, and timing windows.

Essential systems

SystemWhy it’s load-bearing
system-faction-asymmetryThe genre’s soul. Different-but-fair identities; the design of asymmetric balance.
system-unit-rostersA legible roster of roles and tiers per faction — the vocabulary of composition.
system-economyGather/faucet-sink macro; the eco-vs-army tension every decision trades against.
system-tech-treeThe ramp of options and power spikes; branch choices commit you to a plan.
system-enemy-aiThe AI opponent (and unit behaviour): readable, beatable, order-obeying minds.
system-counter-systemsThe NvN duel matrix that makes composition a real decision.

Strategic depth — where the game lives

Depth is the stack of layered decisions, each with tension:

Faction asymmetry — go deep here

The flagship difference. See system-faction-asymmetry for the full design; the genre-level rules:

Axis of differenceExample
Economy shapeOne faction gathers faster but caps lower; another snowballs late.
Roster identitySwarm-and-remax vs elite-and-expensive vs defensive-and-teched.
Tech philosophyWide/cheap upgrades vs deep/spiky ones.
Signature mechanicOne unique verb per faction (a build mechanic, a resource) that only they play.

Balance them not by making them equal but by making each strong at a different timing — asymmetry balances across the game clock, not within a single stat. Ground every faction’s fiction in world-faction-identity so the mechanics read as a culture, not a stat block.

Battle spectacle — the payoff shot

The reason to watch: two armies colliding must look impressive and stay readable.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Prove it in FUN.md §9 · RTS-lite: every counter edge wins its NvN duel, the commander/intended-line bot beats attack-move, a walled-off unit routes around, and ms/step holds at peak unit count.

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.