Hey guys,
I always thought this game will be turn-based, as it is (in my head) a lot easier to make. But reading that Automation might be realtime makes me even more excited! Though I cannot imagine how every detail will work, I think this is a more modern gameplay. And I suppose the devs have spent more time thinking about the mechanics than me, so I fully trust in them.

I definitely see the advantages of realtime gameplay as there are some things I don't like about turn-based games. These arguments sure are a bit one-sided, though I would not have a problem with Automation being turn-based:
You always have to do all the "work" at one point, so 10 problems occur at the same time. It is much better when they occur one after another. Ok, you have unlimited time, but you can have that by pausing a realtime game as well.
If you sorted out your problems and just want to let one year pass, you always have to click a dozen (or more) times. In realtime you can just lean back and watch.
If you want to see the effects of some changes you made, you always have to wait a fixed amount of time. In realtime, you can tweak and optimize much faster.
Turn-based is a problem for multiplayer games, as you always have to wait until the other players are ready. Realtime with fixed speed or "democratic speed setting" is much more dynamic and, I guess, fun to play. The speed setting allows for highly diverse multiplayer experiences. Especially if you want one match not to be longer than 3-4 hours, this is a must. Turn-based games, if they are quite complex as Automation hopefully will be, will take really long to be completed. I don't see any other working approach for a multiplayer mode that does not demand 10 hours or more.
If you take games like Detroit, they needed to be turnbased, because the feedback you need is hidden in the depths of the game and it just took it's time to find and analyse it. If the feedback is given in a better way, you can save a lot of time and thus make realtime possible.
Greets
Martin