From a development point of view, real time isn’t really a great deal harder than turn based, if at all, in calculation terms it all works the same way, except those turns happen to be constantly ticking by, and only <1 sec long for example.
In our personal experience, some of the most enjoyable “Tycoon Games” have been real time, for example Transport Tycoon, Roller Coaster Tycoon, Railroad Tycoon etc. And on the whole, they deal with it well, and in fact would not be very easy to make enjoyable in a turn based fashion.
Regarding the fact that there will almost always be something to be done/tweaked, consider that if you’re running a vast multinational you’ll be running multiple factories building many different cars for many different markets, so I’d imagine most of the time you’ll be working on something, either building factories and working out plans to move into new markets, designing new cars, keeping an eye on sales and making tweaks to your business strategy accordingly, choosing research paths, working out how to optimize production (which factory to make which cars for example), upgrading facilities etc.
You won’t always have to be doing something, but that kind of constant scheming and expansion will serve you well in building a successful company.
Transport Tycoon/OpenTTD is in fact is a good model for that kind of gameplay, whenever you have the money to do so you’re either expanding your network or improving the efficiency of your existing network, the only times you aren’t doing anything is when you’re waiting for money to come in, or if you’re just sitting back to relax a bit.
In terms of the game stopping for key events, that is something we might consider as an optional mechanic, but I’d say by default it’d just notify you of the event and it’d be up to you to pause the game if you wanted to. (As Killrob outlined, our current idea is that in single player you’d be able to pause/speed up time as you wished, ala Sim City, The Sims or Cities in Motion). Note that we WOULD have it auto pause when designing cars etc, as that could take anything from a few mins to a few hours depending on how much tweaking you wanted to do etc. (Hell, I know of players who’ve spent 30min+ building one engine to get it exactly how they want it)
Also I agree heartly with all the points Der Bayer makes, all of those are strong reasons that we’ve had in mind ourselves, particularly the Multiplayer aspect, as turn based Multiplayer can be quite frustrating at times, mostly when 7 of you have nothing to do in a turn but that one last guy wants to spend 15mins designing a car, and infact shuffling the design aspects into a turn structure without annoying players would be hard.
Lastly, the other reason is that its the style of game we enjoy and wish to create, whilst I love games like Civilization etc. I’ve been particularly inspired by the fun me and Zeussy have had playing OpenTTD over the years, and want to somewhat recreate that feel for the Car Industry with Automation.