Cool. I'm impressed by your pathing on the bugs and the fact that stuff isn't locked into a grid of preset spots. Moreover, this just looks fun.
I've always had sort of a soft spot for the RTS genre and to a lesser extent its simplified offshoot the tower defense game. I recall playing the Age of Empires, and Starcraft games a lot growing up, and Rise of Nations too. Not sure what happened to the genre, exactly, but I think it suffers from many of the same structural issues that led to the decline of 'Ameritrash' board games like Risk and Monopoly, in favor of Eurogames, namely the presence of player elimination and runaway advantages for the player who is winning, plus the games just tend to drag on a bit too long and often lack a real spread of alternate strategies in favor of 'dominant' strategic paths that are always the same within each civ or faction. When a game cuts out the weakest players halfway through and has them just kind of sit there doing nothing except wait for the next game to start, and it is obvious who will win for the last 30-40 minutes of a game, that's a design problem. If somebody can find a way to solve these recurring design issues in the genre while retaining the essence of the genre's appeal, and take advantage of modern graphics, they might be able to revive the category and breathe new life into it [maybe].