Resource gathering is commonly the main focus of the RTS games, but other titles of the genre place higher gameplay significance to how units are used in combat (Z: Steel Soldiers for example, awards credits for territory captured rather than gathered resources), the extreme example of which are games of the real-time tactical genre. Some titles impose a ceiling on the number simultaneous troops, which becomes a key gameplay consideration, a significant example being StarCraft, while other titles have no such unit cap.
Resource gathering is commonly the main focus of the RTS games but other titles of the genre place higher gameplay significance to how units are used in combat (Z Steel Soldiers for example awards credits for territory captured rather than gathered resources) the extreme example of which are games of the real-time tactical genre Some titles impose a ceiling on the number simultaneous troops which becomes a key gameplay consideration a significant example being StarCraft while other titles have no such unit cap