The thing that kills games more than anything else is inactivity. TBH I don't think anything but simul turns would solve that, without an insanely quick turn timer (6 hours max...)
Good discussion going on here - I just wanted to weigh in and say that I think one lesson we should be learning from this disastrous end is that simultaneous turns pitboss would be a nightmare.
I think we've clearly shown, unfortunately, that in an online environment people will instantly jump to the worst possible conclusions about their competitors when anything goes "wrong." Simultaneous turns offers WAY more opportunity for things like this to happen, and is nearly impossible to reload to a previous save with any kind of consistency, because playing order is so random.
I disagree wholeheartedly here. The problem that happened was two fold: a basic ruleset was accepted without anyone considering the details, and when those rules turned out to not work well enough arguments erupted because of the effect altering them would have on the game.
There is 1 simple way to solve this: have a game admin that wants to do the job, that is willing to lurk in every teams forums at least once every 2 days, and give them the license to rule on any game issue, making their rule law. If you can stop any issues that might get out of hand in a private fora, the game moves along alot smoother. I managed to do this over on Poly with a diverse bunch of people from different forums that didn't know each other, and while there was flaming before I became game admin, there wasn't afterwards.
As part of that I had to organise how the turns got split during wars, and the important thing to note is that even at the worst par of the day, when each team had only 18 hours to make the military moves, all of the teams managed to make their moves and have whole team discussions...basically the whole forum hates the game admin instead of hte other teams, but that keeps the game moving, so...
P.S. as a veteran of 11 DG
now, I have to add that length of the game isn't the issue, it's the willingness of each player on every team to wait out the boring bits where they have nothing interesting to watch or do. Some people would probably find an always peace game boring, just as many people wouldn't find the always war game interesting. Find out what a community wants to play, get someone to make it balanced, and then play it at a pace the majority find easy going. Don't get 12 people together to decide the settings and then look for people to fill the teams in a game you want to play.