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"Real-Time Tactics", as a genre, is focused on operational realism or believable tactics where there is no in-battle production but terrain, hard and soft cover, actual line-of-sight, morale and soldier psychology, etc etc is important. "Real-time Strategy" is a distinct video game genre, not a category, and its very core mechanics is characterised by economy and production (units, buildings, technology, resource extraction) over conflict. Sim City and Railroad Tycoon aren't real-time strategy games though they have been called so in the press because of the suggestive nature of the "RTS" denomination, and just as clearly the mechanics of RTT and RTS games are fundamentally different with the only real similarity that they both feature military units and aggression. The big problem lies with the genre denomination "Real-Time Strategy", which leads people to believe that all strategic games that are in real-time are "real-time strategy" games. In fact, RTT games came before RTS games, though the genre denomination only goes back to about 2000: the first game that caused the distinction was Warrior Kings by Cactus Studios, though of course we have hundreds of RTT titles before that game. No, RTT isn't a subset of RTS, RTT and RTS games are sibling genres. I'd say ots real time, if it 'can' be real time. I'd say RTS and TBS are the two major sets. I think they're just labels, but we should be carefull what they mean. But in an 'RTT' I couldn't possibly build buildings, econ or whatever else RTT apparantly lacks.
![armies of exigo stop attacking unit armies of exigo stop attacking unit](https://i.ytimg.com/vi/G6tEihY-sOk/maxresdefault.jpg)
for example in an 'RTS' I could build units then go to the feild as though it where RTT. RTT has been a somewhat overlooked genre, often mistaken for RTS. RTT has been a somewhat overlooked genre, often mistaken for RTS, but that is ironic since it is actually both older than RTS games and where RTS:s have fallen out of fashion and is basically a dead genre today (except for SC2) RTT survives and keep chugging along. Every little thing about this overlooked game is perfectly tailored for tactical command, it truly feels as you are an admiral conducting believable space battle operations. In Nexus: The Jupiter Incident (2004) you command fleets or massive spaceships.There is a mission where you are trapped inside a base and have to fight off wave after wave on Bugs, and because you only have what you have and terrain, positioning and protection are paramount it is truly frightening and exhilarating! You equip and command a platoon on missions against the Bugs. Starship Troopers: Terran Ascendancy from 2000.The 1998 game Warhammer: Dark Omen, which is a Warhammer-based fantasy game that is as close to the tabletop rules you can come but in real-time, a wonderful game where formations and positioning actually matters and good generalship can beat mad numeric superiority.That said, when having learned the game the experience of commanding a RTT game is unbeatable! I love realistic or believable RTT games! No in-battle base building or researching or such unrealistic distractions, only your limited resources (manpower, ammo, etc), the terrain and your brain to carry the day and win the field! Some favourite examples: In RTT and RTS games player's skill and practice with the game is often as or more important than a tactical disposition. BTS/TBT games are more cerebral in that they, like chess, evens the playing field at bit by allowing people the chance to think rather than react or frantically scramble about.