You're describing genres. RTS and TBS aren't genres and they never should be, and even categories of genres is a stretch. Why would you say "this is the defining difference between these two genres" and then for games that break that mold, just disregard it because it's not that essential? Clearly, there are other things that seperate base builders from 4x games from GSGs. Why not focus on those, instead of a genre?
And there are things that can happen within a day (movement, fleet combat) so a day is not a turn.
That's ridiculously arbitrary. The bounds of a genre are defined by how much a person can do? More people could do more things in a day than others, so for one person a game is a completely different genre than another.
I'm saying if you wish to categorise Strategy games into two broad categories (RTS and TBS) and then you take a grand strategy game and say "which should I put it into" then I can fully see the rationale of putting it into TBS, there really isn't much difference between the genres whereas with regards to a RTS game it bears very little in common. Ultimately you can categorise games based on whatever you wish, we can still argue about consistency within those preferred categorisations.
What are the difference between a day is a turn and 1/100 second is a turn... If you speed up the game then days will fly by several in a second will it become a RTS for you then?
Do you base on the fact you may pause the game?
By that definition Homeworld is not an RTS either because you can pause and give order and resources are gathered in a set amount of time, weapons fire in a set amount of time etc..
Why is it so hard to not see how the flow of time and the interaction with a game is what makes it into a real-time game, the fact that it is slow and you may pause to reflect make no real difference. It is certainly not a game like Star-Craft it is a differen kind of strategy game that incorporate element from both classic RTS and classic TBS. I would say it is neither in that case.
The more correct term would then be... RTGS... Real-Time-Grand-Strategy. The game have very little connection with classics such as Civilization that work on completely different principles when it comes to game mechanics and interaction between players and AI.
Did you actually read my post? I already anticipated and addressed your points.
I did not say that the fact that you can pause the game makes it a TSG, if you implement a pause system into Starcraft where you can queue up moves while the game is paused then that doesn't make it a turn based strategy game, I didn't even imply it and I don't know where you got that from; BUT what it would likely do is make the game more accessible and popular with people who play turn based games. What I actually said was, the fact there is no end turn button doesn't change the fact that each day is a turn.
Everyone can see and conceptualise the difference in terms of days in Europa or Stellaris and seconds in Starcraft, I don't need to address that.
I already said you can pump the speed up to the max and then some of those skills that RTS games test would enter into it. That isn't part of the games design philosophy however, it's just something you could do if you want.
Stellaris does have turns for combat, it just uses animations to make the game appear smoother.
Again I will state that whether or not a game has an end turn button isn't what's important. Again I will state that if you give someone who plays traditional end turn TBS games Stellaris but does not likely traditional RTS games they may very well play it, the same is simply not true in reverse.