Starting to work on a rts state machine

Over the last few months I’ve had many different ideas of what I really want to make with Unity. Fps, Simple android games and several RTS’s. I keep coming to the conclusion that first of all I need to commit to just one thing and get it all written down.
Secondly I need to break these projects down into their basic parts. Come up with a list of re-useable code, and make it available to others to maybe help fund all of my asset store purchases.
Making games is definitely a hobby, but my wife doesn’t appreciate how much I spend here.
So, I have to make something that others need that I need also.

Part One
I’ve done quite a bit of research into state machines, and have confidence that I can create one. I already have a very basic one running that will switch between different scenes based on circumstance without losing any info between scenes. I have a quick splash screen leading to a set of menus. (choices for settings , game style and such…could use a few suggestions here). a basic game state. a blank state to help with multi-player loading…(however i don’t know much about unity and networking).Planning on adding states for endgame scenarios and more.
I believe I want to create another state machine inside the first to handle player choices, and embed another to cover the npc side of things.

what I want to know …Has anyone else tried multiple state machines running at different layers inside other states?
if so what are the drawbacks…benefits
anything to watch out for?

Yes… I’ve made multi-layered state machines. They are not very hard to make or to maintain, when done properly.

You could post your state machine template and we could tell you what’s wrong or good with it.

If you want to see what’s already out there, PlayMaker is $65 in the Asset Store right now. This is the most widely used FSM addon for Unity. It also supports sub-FSMs (states with nestled FSMs in them).

Not affiliated with Hutong Games, but I use their addon for work.