Whats the difference between continuous turn based and RTS? Becaouse it does sound very RTS for me and I really hate RTS games.
It depends heavily how they implement continuous turn based in the game, since they are different ways to do it (and interprete it).
If it is simillar to how the Baldurs Gate series did it, it will work that way:
Each action needs a certain amount of time, similar how everything needs time in real life. The difference is this, in continous turn based system the smallest time unit is not the planck time (or the clock speed of your cpu) but a discrete unit of time, like for example a round.
Small example:
RTS
Seconds / Actions
0.0s Battle start
0.1s Archer sees Mage
0.7s Mage sees Archer
1.2s Archer prepares his shot
2.2s Mage starts to cast a spell
2.4s Archer shoots at Mage, misses
4.5s Mages finishes casting
etc. etc.
Continuous turn battle
Turns / seconds / Actions
1 / 0s / Battle starts, Archer sees Mage, Mage sees Archer
2 / 6s / Archer prepares his shot, Mage begins to cast spell
3 / 12s / Archer shoots
4 / 18s / Archer prepares his shot, Mage finishes casting
5 / 24s / Archer shoots, Mage begins to cast a spell
etc. etc.
As you can see, in continuous turn battles you still have turns. The difference to a normal turn based game is though, that each turn goes on for a certain amount of time, for example 6 seconds per turn (that would be very slow of course). This gives you time to think and react, but also has the same benefits and oddities of a normal simultanious turn based system.
Well, this is one example, there are lots of different ways how to implement such a system and I've no clue how Stardock will do it. (Not sure if Stardock knows it either.
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