The term RTS stands for Real-time strategy which was coined by Brett Sperry in the year 1991 for the purpose of marketing a game of that time known as Dune II.
A real-time strategy (RTS) is a term used for strategy-oriented PC and online video games which do not consist of a simultaneous turn system, rather these types of games permit the players to involve and put their part in the game in a planned format or strategy simultaneously.
In comparison to the other gaming systems like the TBS, which stands for turn-based strategy in which the players get a chance to play the game chance by chance or one by one and put their part into it.
In any video game of real-time strategy, players place networks and tricks or strategies on several squads that are underneath their direct command in order to protect certain areas of the map or take down their adversary’s support.
In a normal RTS game, it’s quite generous to get constructed new systems and units that are usually limited by a necessity to use up the resources they have accumulated. These resources are gained by controlling certain areas on the map or having specific types of structures and units dedicated to this goal.
In particular, the typical game of the RTS genre includes the ability to gather resource bases, base-building, game-play technological advancement, and avoiding the management of squads.
The different missions players have to complete to succeed in winning the RTS game can be highly demanding and arduous. This is why complex User Interfaces are being developed to meet these demands. Certain traits have been taken from desktop applications such as the process of pressing and pulling to creating a “box” that determines the entire units in a particular space.
Although the genres of most video games have gameplay and abstract resemblances to the RTS gaming format, these genres aren’t necessarily taken under the RTS games category.
You can understand this with an example of games with building-oriented tasks or making something and other simulator games. The games that employ real-time strategies are typically not considered to be real-time strategies per second. This only applies to any game considered to be a god-like game that requires the player to assume the role of a master creator.