My view is that these deep gameplay mechanics aren't favored by the younger generation. I once recommended StarCraft II to my friends as a starting point, but they all complained about the steep learning curve and the overwhelming sense of defeat in 1v1 matches. For investors, RTS games are also too difficult to monetize, making it hard to secure sufficient funding. Consequently, no game company is willing to take the risk of developing such titles. Globally, RTS game development has been in near-stagnation since StarCraft II. Age of Empires IV is hardly a resounding success, and Stormgate, in my view, is a poor title. Chinese companies have recently experimented with simplified RTS mobile games—essentially cartoonifying resource gathering, production, and combat—but I haven't seen any successful examples yet.