Real-time strategy

Real-time strategy (RTS) is a subgenre of strategy video games where the game does not progress incrementally in turns.

The term "Real-time strategy" appeared in BYTE magazine in 1982, but usually Brett Sperry is credited with coining the term to market Dune II.

In an RTS, as in other wargames, the participants position and maneuver units and structures under their control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS, it is possible to create additional units and structures during the course of a game. This is generally limited by a requirement to expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game of the RTS genre features resource gathering, base building, in-game technological development and indirect control of units.

The tasks a player must perform to succeed at an RTS can be very demanding, and complex user interfaces have evolved to cope with the challenge. Some features have been borrowed from desktop environments; for example, the technique of "clicking and dragging" to select all units under a given area.

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Real Time

by: Deville

Lost in your eyes this betrayal it consumes me makes
Me blind to all the times i've been let down
Now with these thoughts i hide away in my world
From your apathy it's killing me, it's forever
Can't you see the walls are falling down on me
They're closing in can't breathe and life itself
Is killing me one more life, i'll waste it why can't
You help me through this please give me, one more
Chance and i'll get it right i sweat it
Thoughts of the past drown in my mind, real time
Seems so far how could i not see this through
So leave me behind for the times that i left you




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