>>15545049
RTS are not about controlling "a portion of an empire's army", many don't even have an estabilished setting and have you controlling abstract concepts.
If anything, I'd say gsg/4xes and shit are limited because of their overly wide scope that necessitates you to have the same specific elements that real-life nation-building features.
What do stellaris, civilization, endless legend, endless space, crusader kings, europa universalis and victoria have in common?
For one, all of them require you to study science or be left behind.
This isn't a thing in RTS, in many teching up is an afterthought, and some don't even have that option.
It's a wide genre, with lots of applicability, the only reason it's stagnating right now is because of reddit-tier retards like you who think that RTS = aoe, cnc and supcom and if you want to "hit it off" you need to clone one of the three 1:1 and the fans will eat it up (for some reason this isn't cod and they don't).
Case in point:
>>What could you honestly add to increase the complexity and improve the simulation whilst retaining the core of the genre?
You act like the genre can only advance by "increasing complexity" on (already plenty complex and self-sufficient) works like aoe2 by adding a hero mechanic, superpowers, infinite resources or something else like how you can "improve" on the fps genre by making battle royales but minecraft or tf2 but one hit kills.
The reality is that the RTS genre is self-sufficient in its complexity, and you can't cash in on that with DLCs, subscription fees, or some story about how the commander is actually a nigger tranny.
It's not the genre's fault that the industry is in a shitty state, if you look at the early 2k, where sale of boxed games by actual aficionados was stilll a thing (crazy right?), the genre was flourishing.
>>15545027
You're already controlling individual units to a detail that lacks in many FPS, it's called "micro".