A big thing in hardcore RTS playing is measuring the APM (Actions Per Minute) that are required to be a "good" player. Starcraft players can average some 200 APM, meaning they click on units, hit hotkeys, or give orders 200 times per minute--which is a lot. Personally, I find such gameplay exhausting. Others, though, love the degree of control it gives.
With Sins being such a game on such a gigantic scale, I imagine there's a lot for the player to do. Does this mean it's going to be a speed click-fest? When I play 4X games like Civ I like taking my time and really analyzing my decisions. Consequently, I don't enjoy typical RTS games where it feels like there's this constant pressure to be "doing something." Be it micromanaging your troops, clicking on your factories and setting up build queues, etc. Having a build queue memorized and clicking it out as fast as possible just isn't fun

What is Sins doing to keep the real-time aspect of the game from turning into an overwhelming race to perform actions? What is being done to cater to the 4X fans who want to occasionally sit back and just observe what's going on without having to worry about missing out on time that could have been spent performing critical action?
Maybe this isn't even a problem for this game because the pace is slow enough, but who knows. Can the devs shed any light on this subject? Is this an RTS game in the vein of Starcraft, C&C, Supreme Commander, etc? Or is this "real-time" like Europa Universalis is "real-time?"