the notion of using time directly in gamedev has always confused me; it feels like the correct answer should be to simply have a notion of turns, and a real-time game simply iterates over turns automatically. And then so many turns are executed per second
It's a simulation; why should clock time be involved to begin with? The only things that should care about clock time are those that exist outside the sim, e.g audio
Simulation can proceed in logical time but animation is necessarily tied to wall clock time in order to be perceived as smooth and consistent by a human viewer.