>>106375378
I'm just saying, unity / unreal / godot and whatever have already figured out how to separate the engine away from the game in the most flexible way possible.
When you end up making a completely new game, you are probably gonna get rid of the game code (RTS games are not the same as FPS games, you won't share much code), but you won't get rid of the engine.
It's easy to write an engine and make it for one game, but it's hard to make another completely different game with that same engine, unless you just copied what all the other engines do, or you just write more code (your engine is not that flexible / you can't switch from a RTS to a FPS game without writing a shit ton of code, while unity / whatever, you can make a non-functional mock up in 3 days if you have placeholders/art/ideas + don't have brain damage).