Only if you count the places upon the AI list order, but there's nothing to designate "turns" in actual gameplay, which wouldn't really exist at say... 0.0000000001th of a second.
The presentation is what matters, not some semantics about how the engine cycles through the AI routines.
In addition, RT has a COMPLETELY different method of programming AI than TB. TB can allocate a good number of resources to one particular calculation, whether it be the enemy's move or attack routines, they can be calculated in different phases of the enemy's move, and there might be a slight stutter but the calculations can be performed in sequence without anything else really affecting it. Calculating shots with a very in-depth TB system would be much easier because it doesn't have to face the synch issues of a RT system either, and the calculation process isn't hampered by the other routines at the same time.
RT has to run a lot of these AI routines, for many different actors, AT THE SAME TIME.
The presentation is what matters, not some semantics about how the engine cycles through the AI routines.
In addition, RT has a COMPLETELY different method of programming AI than TB. TB can allocate a good number of resources to one particular calculation, whether it be the enemy's move or attack routines, they can be calculated in different phases of the enemy's move, and there might be a slight stutter but the calculations can be performed in sequence without anything else really affecting it. Calculating shots with a very in-depth TB system would be much easier because it doesn't have to face the synch issues of a RT system either, and the calculation process isn't hampered by the other routines at the same time.
RT has to run a lot of these AI routines, for many different actors, AT THE SAME TIME.