Arent there enough flat and simplistic games around?
Yes, there certainly are enough of those. But we are definitely not making a standard 'RTS' game. As mentioned earlier in this thread, many of the key elements in playing single-player will be the ability to stop time to give orders & examine things, and the ability to change the pace of time passage. Even a Multiplayer game will allow these elements if the Host sets the options on.
A lot of it goes back to our original decision to use simultaneous turn resolution - originally we had: 1) Order Phase, 2) Resolution Phase, Repeat...
Even though this method is the most realistic, one problem with this type of turn based game is the lack of immediate 'gratification'; you can tell a unit to attack, but you won't see the results until the turn resolution phase (after you press 'end turn'). Many TBS games, ie Panzer General, Civ, Alpha Centauri, use a 'you move, I move, you move, etc' system - less realistic, but easier to understand.
The natural extension of our 'simultaneous resolution' system was to simply remove the end-turn button - time keeps going until you press 'pause'.
We can actual simulate turn based by doing a 'pause/go a day/pause/go a day...' system, but why bother with the artificial pauses - instead, any time you want to pause, just press the button.
So, I think we've kept 95%+ of the turnbased strategy elements, and kept our desire for simultaneous resolution of orders.
<Lead Programmer, BattleGoat Studios>