The finite resources and push to be aggressive is largely because Act of Aggression favors sheer numbers of units produced quickly by whomever has the most resources to throw at the problem and a high click - per - minute ratio
over clever tactics and carefully planned strategies, dropping it more into the Starcraft II territory than something like Company of Heroes or even the Supreme Commander series.
We asked thousands of RTS fans what they actually want from a modern RTS and came up with a game that favors
clever tactics over action, player freedom
over scripted set - piece moments and strong singleplayer campaigns
over long - term monetization opportunities.