I think some confusion has crept in here...
I'm talking specifically about the combat module of the game, not the actual empire building component.
Star Legacy itself is intended to be a simultaneous turn-based game.  That is, each player takes their turn giving orders to their various objects.  Once finished, all player turns are processed together and movement/orders executed at the same time.  This is the same format as simultaneous mode in SE4 or SE5, as well as other turn-based games.  Except in Star Legacy, combat at this point would not be restricted to strategic resolution only, but you'd have the option of playing combats you're involved in.
I don't think it's really all that great for epic scale empire building games to be real-time.  It becomes very difficult to manage in a time sensitive environment and adding co-managing systems doesn't really work out all that well because many players don't like to lose that control.
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					Originally Posted by KlausD
					
				 Possibly thats the reason of your wrong perception of the socalled "unfairness" of turnbased games? | 
	
 Again I never declared turn-based resolution as unfair, so I'm not sure why you've added the quotes there.  I simply said it was less fair than simultaneous/real-time resolution.
Why do you think turn-based methods have evolved such complex mechanics?  To closely approximate a truly continuous system right?  For early turn-based games or their board game predecessors, it was difficult (or impossible) to do this, but nowadays it isn't.