# Real-Time Strategy (RTS) Game Design Confidence: high Last verified: 2026-05-22 Generation: human_only ## 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)