Firstly I don't know why there are so few people who report industrial music being played during ancient age. Is it a local problem with my, and few others, civ installs, or just the majority isn't paying attention? I have to turn the music (which also automatically mutes the diplo music) or listen to this "alien" sounds (looking from my nomadic people perspective). To me both options kill the game atmosphere.
Only one thing, I need my extended version. Will there be one?
I've modded the mod to better fit my preferences. I too like to play a slow-paced game. I rarely advance past rennasainse because of the stuff I did to the mod, but I will eventually... I promise
So what I did was altering tech research. The thing I don't like about the original civ is fast tech'ing. And this problem got increased in the mod. That's objective, because of so many techs. Though I like to actually feel the value of every single advance. None of them are just prerequisites for a "major" one for me.
Secondly I enjoy HUGE world because it can be complicated and I like exploring. I mean you can conquer 3 of your neigbours (chances are that'd be it in a 12 civ game), but there are still 27 left! So it feels more like a real world. You are never sure when you fall behind for some reason. World has so much more depth in it. You have to carefully choose your strategic moves. An advanced but militarily week neigbour might look like a good target, but be aware - it can ally with 10 nations over the globe; your trade routes which you though was safe might be pirated, thus you run out of luxuries/resources, which on it's own will damage your reputation as a trading partner.
Because of these (and other) reasons I only play 254x254 random map with 31 civ, distance between civs 38, optimal cities 50.
Research speed 800, all techs base cost doubled. With such settings you are researching advance/50turn in the opening stages. I think it makes sense. You peoples primary concern is to expand to fertile lands. Only when there is no more such god-sent places, they start thinking about the ways to improve what they already have access to. 40 turns research before dynastisism is good. You get the idea.
And finally I created my own extended version. What you do is this: open .biq file, go scenerio options, change time limit to 1000 turns, change starting year to 5000 BC, and turns to "months". Now adjust the table in the lower right to this:
120 300
100 240
110 120
100 60
250 12
150 6
200 6
Ok now I remember two more things. I hate all kind of spies. This is not a james bond game. So I deleted every such unit from the game. emisaries, secret service, etc. etc.
I think the agricultural trait is still too good so I increased their settlers costs shield-wise. Their cultivator to 40 shields, and hardy cultivator to 100 shields.
Finally (hopefully

) I multiplied all worker jobs (excluding 1-turn ones; watch tower, airfield) by 4. In the ancient age a mountain or even forest road should take enormous time and a lot of man-power to build. It's probably easier to achieve by militaristic (by playing style, not trait) civilizations, which enslave people and can afford to send 10 slaves to build a road.