
sorry for the huge post!
Spring looks to have many of my needs covered. I┬┤v no programming skills, so looking for a game engine base for prototyping game ideas (RTS) that is non-programmer friendly, or at least allowing for a progressive learning curve.
At present i'm focused on getting it down as straightforward and simple as possible. (For example between unit parts and terrain types, my present design only needs 7 if you count the bullet)
But, before I dig in deeper would like to know if there is any technical limitations of the engine that would make me discard Spring.
a)

ex. you have 3 sets of 3engines, 3hulls, 3turrets, and you can combine any of the parts to produce one single unit (armor, gun, velocity rotation speed etc.. all would be derived from your design automatically in to a persistent game unit.
b)

like one strategical overview map where grand scale movement would be performed and a 2┬║ one where tactical play would be resolved.
Another option having one only map but with different "sets" of gameplay, ex. One 8196"px map in zoomed out view; camera is fixed to top-down, time is 10 times faster, and units are combined in groups (army's) orders can only be assign to groups, if to opposing groups meet camera zooms in to 1024"px area and tactical play would be resolved - while in the background the other groups would still be moving (according the the orders given) so that reinforces might arrive to the same tactical battle thats going on.
c) Is "Turn-Base Simultaneous" play possible? this one is not so important but still would like to know.
so is SPRING for me?
PS: Alternatives would be Unity3D witch would require a much deeper learning curve (browser play would be nice do ) an Construct (scirra) a 2d open source project like this one (hurray!!) still in beta and python friendly. witch appear┬┤s to me being the best chance at learning a programming language if ever..