My bad, then. In any case, 1v1 is what killed it, not the turn-based aspect in itself (which would have led to a 1v1 only system - which it is, so it's all moot).
AI in RTS is very important. AI should be what's doing the micromanagement. The player should be doing the strategizing. Otherwise, I'm better off playing an action game.
The design philosophy behind future are what's promising. Supreme Commander's "Tanks are very very slow" and "Maps are very very large" by design makes it so that fast-clicking won't really save the day, but long-term planning and bigger strategies will.
Same with Sins of a Solar Empire. The fact that it takes a capital ship around 70 secs to get from a planetary near-surface to far-orbit given the sheer size of space (thus, you need this long to go to "hyperspace", or retreat) means that planning ahead is much more important than fast-clicking.
Let's look at some of that game's facts:
"Star - 50,000m
Planet - 15,000m
Capital ship - 500m
Fighter - 20m
The distance from the atmosphere to the far orbit is on the order of 40,000m.
A single solar system is on the order of 8,000,000 m from end to end.
The distance between the 2 closest solar systems is around 250,000,000 m."