mediocrepoet
Philosoraptor in Residence
Battle Realms was fun because it had great 3D graphics for the time, and also it had some of that complexity I was talking about earlier: you didn't just produce elite units, you had to combine simpler units into them, for example, 4 soldiers would be converted into a samurai, or 4 ronin would be converted into a necromancer. There were a lot of unique heroes too.
And in a game like Stronghold, you didn't just plop down a building, a wall would change based on what was next to it, and had to be connected to other wall segments or gates, building would look different next to a wall than out in space, other buildings had an effect on the area around.
Dwarf Fortress was so much fun because at one point you had to connect an actual water source to your farms to water them, or to build a well, you had to build an actual water reservoir (for bonus points, connect it to rain pools on the surface with a system of tunnels and gates to refill with rainwater periodically), and then you built a well structure above that, so it wasnt just some simple fixed building, it was deep and dynamic shit.
This is the kind of stuff RTS games need to fulfill their true potential. Not the silly APM shit that's putting me to sleep just reading it, or some story based campaign.
This is all interesting, but it really does just sound like you're in the wrong genre and should check out some of the developments going on in the city builders like mentioned earlier, or in some of those survival crafting games. They tend to move in these types of directions to one degree or another and you're more likely to actually find or be able to inspire something closer to your dream game than in any RTS I've ever seen.