Originally Posted by
Aethelric
Company of Heroes uses a territorially-based resource system. Its interesting, and allows for a lot more combat a lot sooner. As an RTS developer myself (mere historian, no technical skills), I've always found that sort of approach to be more "tactical" than strategic. Games are over relatively quickly, or focus primarily on command&control during long, static battles. "Traditional" RTS design allows for more calculating, slower-paced maneuvering, and typically requires a more "grand strategy." Like real war, this involves a lot more than just seizing territory and shooting people up -- but it takes away from the fun.
That said, resource-collecting RTSes can easily have well-balanced unit types, as opposed to having "uber" units that you create entire armies out of. Rise of Nations was relatively close (until the end game) to this, but the rapid progression of time would allow disparity between forces.
A good place to start, in my opinion, would be to describe how you want a typical game to go. Do you want "eras" as in most 'slower' RTSes? What will players start with? What diplomatic options are available? How about trade and how will the economy function as a whole? I don't know if I'm looking too far in, but these are just some thoughts I'm having.