Overview
Build, expand, conquer. Base building transforms RTS from pure tactics into strategic planning. Players construct production facilities, research structures, and defences while managing expansion. Placement matters—choke points for defence, proximity for efficiency, concealment for survival. The tension between investing in economy versus military production creates meaningful choices throughout each match.
Fast facts
- Origins: Dune II (1992).
- Core loop: Gather, build, produce, fight.
- Key decision: Economy vs military timing.
- Evolution: From rigid to flexible placement.
Construction methods
| Method | Example |
|---|
| Construction yard | Command & Conquer |
| Worker-built | Warcraft, StarCraft |
| Pre-placed slots | Some tower defence |
| Anywhere placement | Supreme Commander |
Building categories
| Type | Function |
|---|
| Production | Unit creation |
| Economy | Resource processing |
| Research | Technology unlocks |
| Defence | Base protection |
| Support | Utility structures |
Tech trees
| Structure | Unlock |
|---|
| Basic buildings | Tier 1 units |
| Advanced facilities | Tier 2 units |
| Tech centres | Ultimate units |
| Prerequisites | Branching choices |
Placement strategy
| Consideration | Impact |
|---|
| Choke points | Defensive advantage |
| Resource proximity | Economic efficiency |
| Expansion timing | Map control |
| Concealment | Surprise factor |
Genre variations
| Game type | Approach |
|---|
| Traditional RTS | Full base construction |
| MOBA | Lane structures |
| Tower defence | Defensive focus |
| 4X strategy | City development |
See also