Well, Once I finish my WC3 mod, Alien vs Predator: Warcraft, I've got a RTS game in the works that I'd like to get produced.
Right now, the working title is still simply
Fourteen Sages, and it has an extensive backstory, taking place 9000 years after forces in Hell invade Earth during the uprising of sentient machines against humanity. The remenants demonic forces struggle to regain control over a shattered Earth, against the reconstructing human civilizations and the machine race. I've got a lot of details sorted out, and the mythology behind it bears little resemblance to biblical mythology (though it's heavilly based on it. In this story, Angels are deists, Bezelbub, Baal, and Leviathan are high demons who who originally martians that lead a war against heaven, and robots follow a 25th century form of Jewish mysticism. Yeah, it all works out in the end.

).
Anywho, the gameplay has a lot of variety, where your armies/forces occupy and control towns, which automatically build new buildings and give resoruces. Many units are built custom; their armor, weapons, skills, names, and training level is set through in-game menus or done beforehand to provide players with a totally customized roster. Machines have more emphasis on higher-tech stuff, though they scrounge for equipment and are often run more like a supply-starved militia (somewhat like Soldiers of Anarchy). The Hellspawn, depending on which arch-demon you're gaining favor from, get a hirearchy of units stemming from specific types of creatures, beings, and spellcasters, serving under a handful of actual demons, who are extremely powerful.
There would be 3 single-player campaigns for the game, each playing out more like a large-scale turn-based war strategy. You play on a map untill you meet a certain goal or time limit, then you go to the world map, and chose to either stay on the current location and continue to hold that ground/expand on your currnet missions, or move to new maps with new objectives, easilly letting your army or force span the known world. It still has a lot of timed sequences of events, but it's overall a very non-linear design.
This is all a really brief summary of what I have on the game, but it gives at least an idea of the game.