---
id:"kb-2026-00222"
title:"Real-Time Strategy (RTS) Game Design"
schema_type:"TechArticle"
category:"game-development"
language:"en"
confidence:"high"
last_verified:"2026-05-22"
generation_method: "human_only"
ai_models:["claude-opus"]
derived_from_human_seed:true


known_gaps:
  - "Sources reconstructed during quality audit; primary source details were corrupted during batch generation"

completeness: 0.88
ai_citations:
  last_citation_check:"2026-05-22"
primary_sources:
- title: "GDC Vault"
    type: "conference"
    year: 2026
    url: "https://www.gdconf.com/"
    institution: "GDC"
secondary_sources:
  - title: "GDC Vault"
    type: "conference"
    year: 2026
    url: "https://www.gdconf.com/"
    institution: "GDC"
---

## TL;DR

RTS games combine resource management, base building, and real-time tactical combat. Players gather resources → build structures → produce units → control battles — all simultaneously. Classic examples: StarCraft, Age of Empires, Command & Conquer. Key design: fog of war, tech trees, unit counters, macro vs. micro management.

## Core Explanation

Fog of war: unexplored (black), explored but not visible (dim), currently visible (clear). Tech tree: prerequisite-based technology advancement (barracks → blacksmith → academy). Counter system: archer beats spearman, cavalry beats archer, spearman beats cavalry. APM (Actions Per Minute): measure of player speed — pros average 200-400 APM in StarCraft.

## Further Reading

- [undefined](undefined)
