>unit and building costs are 1:1:1 with metal, energy and build energy
>no need to constantly switch back and forth from base and army to keep up with economy
>instead, managing economy is a strategic decision and doesn't require micro in order to do it efficiently
>economy is quadratic rather than exponential, so existing units, buildings and problems stay relevant for much longer
>atomic unit designs make it easy to tell what the purpose of a unit is and how they will behave
Quite possibly the most approachable RTS ever. Straight to the stuff you would actually care about in an RTS, and no pointless noob bait.
>no need to constantly switch back and forth from base and army to keep up with economy
>instead, managing economy is a strategic decision and doesn't require micro in order to do it efficiently
>economy is quadratic rather than exponential, so existing units, buildings and problems stay relevant for much longer
>atomic unit designs make it easy to tell what the purpose of a unit is and how they will behave
Quite possibly the most approachable RTS ever. Straight to the stuff you would actually care about in an RTS, and no pointless noob bait.