Okay, thanks for the additional information. I did extensively research various RTS games and the closest to mine in terms of strange mechanics would be maybe Achron or Nebulous Fleet Command. Again, I realize that building a game from an existing back-end engine is the ideal goal. But my project requires a special form of game state mechanics that requires storing space-time state vectors for every single vertex in the game! All the common RTS back-ends are fundamentally incompatible because of how the game state is represented.
I'll make a separate post soon to discuss the concept and where I am so far, but I was the one that came up with the concept and implementation strategy, not the AI. The AI is handling the boiler-plate coding and will help with the Godot integration. The art assets are minimal for now (no generative AI art/sound/music to be used) - just basic shapes and colors.