Time to think and consider my options.
What kind of features would exist in your ideal RTS game?
Units that I care about instead of units that are just cannon fodder.
Very much enjoyed the indirect control aspect. Recently bought and played the Warlock: Master of the Arcane game, and really missed that control system (and the sense of humor). Almost like they took everything that was good in Majesty, and then created Warlock with the leftovers.
How do you feel about simulation elements ala Majesty: The Fantasy Kingdom Sim
I think the indirect control mechanic is perfect for this genre, as it allows for the gamer to be placed in a godlike position, while not being all powerful. The indirect control mechanic itself can become a strategic element. Intellect and willingness to follow orders might actually become important in units. Do you whip your minions, and make them sacrifice their pitiful lives out of fear, or do you treat your servants well and make them risk their lives out of love?
The RTS game in my dreams is one with a strong Shogun: Total War flavor for battle (including scouting, and actual reasons to attack or defend locations), using semi-direct control (you relay commands to your generals, who may or may not relay those commands to their troops, who may or may not follow those commands) with a mobile base (which grows over time, but can be attacked and destroyed) in a persistent world (women and children would be part of the clan, and generations could come and go as you trek across the land).