My mind is already drifting as to try and imagine a setting for such an awesome RTS.
...Perhaps something with Aliens? Then your genetic algorithms will litterally be genetic.
I'm not using the "genetic" stuff right now. The one version that seemed to work so well has turned out to be some kind of weird fluke. On the genetics side, the swap and mutate wasn't actually causing a significant enough change in the resulting unit, so after a certain number of generations, all 12 units tended towards the same mediocre result, rather than getting stronger.
So I think, if I revisit that, that I'm going to use some pseudo-genetics, and pit things against each other in groups, rather than individually, as well as keeping the original unit (in the event that it is a stronger candidate than the mutated offspring).
So it'd work like this:
Four groups of 4 units per side. "Left" side contains all identical units, "Right" side contains four test cases.
Of the best case in the match-up, its component RNGs are altered slightly to make three new test cases (the original unit comprising the fourth).
1) All RNGs moved away from the RNG average by 10%
2) All RNGs moved towards the RNG average by 10%
3) Highest two and lowest two RNGs swapped (so 12345 becomes 21354)
This should result in three units, based on the original:
1) Specializing towards high stats
2) Generalizing towards the middle
3) Primary factors swapped*
In any case, both the aliens and the robots ideas are plausible. But I'm not going to impose a theme until I have mechanics.
Don't want any pre-conceived notions driving the development of the underlying mechanical system.
In any case, the Player UI for creating new units will likely have a slider bar system. E.g. something like:
Armor <----|--------> Speed
Damage <----------|--> Rate of fire
*This is to check to see if a high "A" plus a less-high "B" stats perform better when exchanged; eg. Less-high "A" and higher "B". Likewise with the low stats.
Note: RNGs don't necessarily correspond 1:1 with a stat, which is why the low ends need to be swapped in addition to the high ends. A low armor score influences a high speed score, for instance, so in order to fiddle with the high speed, the low armor stat needs to be altered (and hitpoints effect speed, as does a damage, etc. etc.)