EQS itself is generally pretty performant because it does its thing over multiple frames (basically it does an asynchronous evaluation over time), so its really doing things the way you would need anyway. You’d want a hierarchy of control actually. Each RTS unit would have an AIController which would run a simple BT (or other system, fsm for example). Each AI Controller would have a command list that it took commands from and executed them. There are a bunch of ways of architecting the hierarchy, but for the most part it involves command queues (either filling them, or executing them). You’d want another overall AI that did things like terrain analysis and strategy for instance. So from a player perspective, their input is essentially being turned (by the player controller) into commands to go into a queue. Either commands for the unit(s) under direct control, or commands that queue build orders or the like. The AI would also use the same command queueing to perform the same things. So if you built a unit that could execute commands from a queue using its own AIController, you’d be on your way.