The big problem with "real time" in games is that it isnt realistic.
So you are the Emporer...in real time you give countless minions orders that they all go off and do at the same time, them giving orders to others. So your orders take minutes to deliver, and the guts of it is done by others.
But in games, particularly those that demand micromanaging, you have to do ALL the work yourself. So what should take a few minutes to initiate, can take you hours. And in those hours of game play, the entire situation can change before you have even finished giving orders for the previous situation.
Thats where the Pause button comes in useful. Pause real time while you long windedly give instructions that as Emporer, would have only taken minutes to give. Then unpause and let the orders be acted apon.
Real time that has no ability to compress complex operations, isnt real time imo.
Sins eg. Order : "I want the new trade port built over every planet as soon as possible." Reality : it can take you hours in mid game to initiate all the building. In that time, you take your eye off the ball as your concentrated on a single large task.
I wouldnt mind real time in games if the developers actually gave you real time tools. But they never do. You have to select each planet one by one, and give the same series of keystrokes over and over again, and it all takes TIME.
One of my biggest issues with MOO3 was that you could not set up a default build que for a new planet. I always wanted the same things built in the same order, and so I always had to do it manually. However, because it was turn based, it didnt matter how long it took me to do this. But in real time games, this time taken giving micromanagement orders is critical to the game, and doing the micromanagement can mean you lose perspective on whats happening long enough to miss something important that leads to getting your ar*e kicked.
If games are truely to be real time, then they must also have the automation in place so you dont waste time on micromanaging. But that makes the game much more difficult to program and a lot less fun for those who enjoy the micromanaging.
Take X3 as an example of too much real time micromanaging. To build a complex of stations, you need to drop each station in a place you specify using a tool thats not very good anyway. Then you drop a joining kit and specify what you want joined to what (station to complex usually). It then runs piping between the 2, that then becomes a hazard to shipping.Its just too damned fiddly, way to hard to get stations to line up neatly, and in the time it takes, you could have had all sorts of things going on elsewhere that really needed your attention, and even presence. So in the time it took to add a station, you could have lost a ship somewhere else because you couldnt jump to save it.
Now what we really wanted was to drop the station to be added, and simply say, add it to this complex, and let the AI determine where the station was positioned, and allowed joining together of stations without all the tubing that made a complex look like spagetti and meatballs. But the way each station was defined in the game meant that this was impossible, as the shields then conflicted and blew up the whole thing eventually. But its a good example of where micromanagement was a major pain in the preverbial. Eventually they released a patch with a major HQ structure and someone did a script set that meant you could load the station inside the HQ and forget all the complex building completely. At last some sanity, but it required a patch, a mod of the HQ (to add more storage space) and new scripts to achieve it, several years after all the complaints first started appearing about complex building.
Real time is nice, but I keep going back to turn based because the strategy games I like require far too much to be done at once, and this isnt real time capable.