Earlier quoted context omitted.
But that might shift in the future, we might be looking at a time when the only version you need to make is the web version, even for non-casual games. Unless your game requires or will requires heavy duty CPU and lot of RAM. In which case, you would need to wait several generation before a phone can run your game. Think of FPS shooters of today, except the resource spending is inverted from the art department to the…
Phones need serious improvement to run these kinds of games anyway, we're probably looking at at least half the time it's going to take for these games to run with the web technology stack on the mobile to get it running even natively on the mobile. So for mobile, the wait is on, no matter what. It's going to take a while, but our toolkits need sharpening as well, so I'm not expecting a non-trivial web game to emerge…
You could say it's a "dwarffortress" except the details are totally different. For example, chopping down trees will not kill dwarves, but it does in my game. Production and logistics in my game is a lot smarter to prevent players from worrying about managing food production so that they can worry about more interesting things.
It's a very ambitious project for sure, and I am not expecting to complete the game until many decade latter. I am in this project at about 4 Kloc of code, yet a completed RTS game is about 40 Kloc. Mine will be bigger than this.
The main challenge in doing this project is whether or not I have the ability to slog it out for several decades and the ability to resist temptation to rewrite the whole codebase at once.