Rise of Nati ons
When Civilization codesigner Bruce Shelley embarked on Age of Empires, it was going to be a cross between Civ and RTS games like Warcraft and Command & Conquer. Those lofty ambitions were never quite matched by Age of Empires, but Rise of Nations got a lot closer. Also designed by a Civ alumnus, this time Brian Reynolds, it made all of human history an RTS playground. Reynolds threw lots of concepts more common in turn-based games into the mix, including territory, attrition, and overseeing multiple settlements, but it was all manageable, even with the real-time pace. It looked poised to usher in an exciting new era of RTS games, but despite being brilliant, it never did.