So, a design discussion topic: I went back to doing a bit of RTS gaming once or twice in recent years. It's the genre some of my first computer games in - my four-CD set of Age of Empires 1 & 2 was one of my earlier proper PC games (Civilisation II being the first game I really owned). I've even worked on RTS games, when I was making the 0AD AIs a while back, and I've got a forthcoming academic paper about one.
That said, I'm not sure I've ever enjoyed a lot of the core gameplay of most RTSes, and my last two attempts (playing Impossible Creatures last year, and most recently playing Age of Mythology EE to play through the Chinese myth campaign) have felt a bit meh.
I think there's a number of reasons for that, but a lot of them boil down to effectiveness in the core gameplay loop being mostly focused on efficient gameplay over and above strategic thinking. I'm at least reasonable at macro-level strategy, and working out interesting ways to develop and use the landscape and react to opponents' choice of units, buuuut I'm very bad at extreme-efficiency micromanagement of an RTS economy and battles, which is often really the fundamental required skill. Most of these games essentially boil down to "know the meta, execute it efficiently and at speed" which isn't really the skill-set I want to test when I'm playing a strategy game.
So I was wondering if one could make something that was fundamentally still an RTS but focused on things a bit differently, and indeed if anyone has made RTSes in a different way. I think the essential problem is that the way I'd like to play - which would sort of be more of a "turtle" strategy as default either ends up prioritising rapid expansion anyway (because whoever turtles more of the map's key resources wins) or ends up being an eternal war of miserable attrition. I wonder if adding more strategic and map elements could help counteract this, though: I don't think I've ever seen an RTS where the focus was more on capturing rather than razing enemy settlements for example, and besides the very minimal mechanics for it in AoEII (with inter-player/AI alliance) and AoEIII (with trading post competition) there's rarely much of a diplomatic game to complicate the expand/exterminate loop.
Maybe it's just not my genre of game really, but I've always aesthetically really loved RTSes and it would be cool to find or see people building games in the genre that I got on with better. Would be interested in people's thoughts!