Enough of these memetic answers, here's a serious try.
Top line is your bases that can be built on fixed locations. You select them for a different menu not shown here to administrate them, you don't put buildings around willy nilly nor do you interface with your workers directly. Resources are per-base, not a global pile and caravans between them and between resource nodes must be established.
At the left are your commanders. Each one can take a large amount of units (100 to 500) with him and tries to use their abilities as best as he can. Different commanders can command different types and amounts of troops or give them benefits.
You select a commander to interface with the entire army he is commanding, you never select a single soldier.
To the right are your Specialists. These are units that perform specific roles in the world, like scouting areas, salvaging resources, setting up trade routes or establishing mining operations. They come with a squad of 5-15 units and are far more powerfull than the standard version you can put in your regular army.
Below is the information tab of a selected army. In the left corner is the formation screen where you can drag and drop the troops that constitute the army into specific positions to set the formation. There's preset buttons for standard formation types and even 2 custom formation buttons you can use too.
At it's right is the army information, with it's name, moral and whatever resources it uses, be it mana, electrical power, all non-tangencial things.
In the right corner there's 2 rows of buttons. The upper ones are for skills that this army has, based on what units it currently boasts. If there's a single tank in your army, a Hellbreath skill shows up here, allowing you to fire it while still keeping everyone else selected and so you don't have to juggle units around to properly use their abilities.
Beneath that is a row of buttons for inventory items. Units might contribute with some inventory space unto an army, with a single slot for most infantry but several for a truck, for instance. You outfit your army with items that it tries to collect until it meets the quota you set up, including ammo, food, medkits, batteries and any other form of tangencial supply.
They can also loot from around them if they have enough space.
Everytime you choose an ability or item and skip to targetting mode to actually use it, the closest unit to the target that also has the skill\item will go to it.
Of special note is the ability "Embark" for when you have transport vehicles. Pressing it makes everyone try to board a vehicle and if you have enough operational ones that everyone can embark, the speed of your army is now that of the vehicle, not a foot soldier.
Equipment that benefits being used from a specific unit (like medkits and medics) is preferenciably stored in medics first and everyone else second.
Equipment that doesn't need to be used is placed on trucks and other transports first.
You make an army by picking what units it should have, what weapons\armor they should use and what equipment they should carry. A commander staying near a base will automatically recruit units from the local pool of recruits to meet it's requirements, while the base itself will produce the weapons\armor\gear\vehicles required for that army and you can even program it to keep some in stock.
Everytime a general is defeated, his army loses all moral and tries to retreat unto the nearest base. The general might or might not survive, meaning you'll need a new one.
If this sounds like Kohan or Dominions to you, it's because it's taking concepts from those games, but Kohan is shit because your squads are pathetically small and the economy is a joke. Dominion's ain't real time, that's the only issue with it.