>>719225224 (OP)
the issue with RTS is that it's nearly impossible to balance for:
Casual players (AKA the vast majority of RTS players for the last 15) years) don't want to be some starcraft e-sport kid doing 10,000 kpm macro, they just want to control a lot of units from a top-down perspective and build a base, they just want the game to be fun more than anything
competitive players WILL DEMAND that the game cater to them and have infinite complexity, a million hotkeys for every single feature, and will call the game trash if it doesn't cater to them. They want the game to be challenging and deep more than anything.
These 2 views DO NOT MESH, you can't have a simple RTS for casuals that also has infinite depth for the pro's, it just doesn't work, so what ends up happening is every new RTS sells pitiful numbers because only one half (at best) of the already small RTS market is buying it, which means companies know that by making a new RTS game in 2025 they are setting themselves up for failure, so why even make an RTS unless it's a passion project that you know you will lose money on? That is why RTS is dying, because no publisher wants to shoot themselves in the foot like this trying to make one that will likely never turn a profit or at least break even.