Thanks for the linkage
I really hope it will be of some help to people, I really want to get it to run with playable crispness/laggyness and fps on dx11, because for whatever reason the turn-time being almost-halved remains true in dx11 for me.
I started a new game now, not specifically for testing but couldn't resist checking dx9 vs dx11 on it too, I'm still getting my turn times 40-50% faster in dx11, even when the game goes horribly sluggish as far as interface, graphics and feel go the turn times are 40-50% faster than dx9. I'm still betting on some cuda code being the reason for this, as it can't use cuda through dx9 directly but it has been a part of at least the nvidia driver set post-dx10/11 which can use gpgpu code directly this way afaik. (to be honest I really don't care, i'm getting half my turn times which is a godsend for someone playing marathon games on huge maps, my first game lasted almost 2000 turns until I blasted off into space and left the suckers behind

.)
There is still more going on though, I've been playing with other *.ini settings.
If I can pinpoint any concrete effects on how playable to game is using dx11 on older dx10 cards to get the shorter turn times I will post or if I find the reason for the slowdown.
What the setting did for me after longer play, getting on with my empires instead of testing, is make dx11 playable for a few hours most of the time instead of being ridiculously sluggish from the get go.
Now I can play for an hour up to a few hours and suddenly for some reason it goes from really crisp to sluggish like hell again, I just have to save, exit civ, restart civ and I can play crisp for another few hours again. (memory leak?)
Turn times do go up as the turns count up but that's to be expected, the turn times really seem to come from AI calculations, how much I see of the map does not seem to matter (Which is right if coded well, whether I see it or not the AI still has to decide on a move and make that move anyway.)
I'm still under a minute for a turn on dx11 being at turn 1100-ish now with 19 civs inc. mine on the huge stl earth mod/map. It's getting close to 2 minutes if I play the same save in dx9.
One thing I found weird comparing the dx9 and dx11 ini's is they seem to have doubled most "Terrain Page in Rate" values in dx11's ini, as if all dx11 cards are going to be more horsepower than a dx10 card by default. (which is far from true, dx11 is just the api the card can work with/up to, it says nothing about the HP on the card.) I have no idea what the devs were thinking, I put all those rate things back to the levels they have in the dx9 ini, unsure about the performance impact, still tweaking but doesn't seem to hurt visually or performance wise but I need to play with them more to figure out how it impacts the game exactly.
I also turned down "TerrainPageinSpeedStill" and "TerrainPageinSpeedMoving" to dx9 values, also still tinkering with that but it seems to help in keeping the game free from a sluggish interface/feel longer if you don't mind seeing some tile and texture loading after just loading a game or starting a new one. It only seems to be on the initial load.
Another setting worth trying and turn off, as it's name does not really truly describe what it does exactly but does include it in the potential suspects for sluggish performance on dx10 cards. Turning it off seems to have helped in postponing sluggishness in dx11 and I don't seem to see any visual difference, perhaps aa can't be turned on with it off.
"TerrainUseAdvancedGPU=1" to 0
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@mark
AA has been off in dx11 mode in all my tests because it would be an unfair comparison otherwise.
I'm looking into getting the dx11 api version to perform better on my dx10 card so I can benefit from the faster turn-times, not get more/better visual effects (unless I can get them in non-sluggish ways, dx11 reflections do not seem to have anything to do with the sluggishness in dx11 mode btw

)
They had no reason to disable AA in dx9 (and you can force it fine through control panel) anyway.
If I left AA on in dx11 in my comparisons, I wouldn't be comparing api performance but comparing performance with or without FSAA convoluted by different api's.
The setting has nothing to do with AA, Tess stands for tesselation, subdiv stands for subdivision both are terms of geometry in this context.
Doing this tweak gives me hours of crisp game time before the mystery slowdown happens instead of having the slowdown right after loading my saves.
About the save game, is your save game growing in size disproportionately to what you'd expect? There seems to be a save bug using quick saves and loads, dumping a whole lot of duplicate junk data in the save game.
I don't have any issues loading games takes a little but not too long in both dx9/11
saving takes mere seconds.
I have finished to 2000+ turn marathon games on huge maps now and have less ram to boot.
Is your OS 64 bit? else the game will effectively have just 3 to play with (still should be enough because it's enough on my system)
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I forgot to mention what settings I play at in my previous posts listing the hardware used:
1680x1050, everything maxed except AA which is off because of comparing dx9 to dx11 performance.
For now I'm mostly going with my measurements, nothing beats measuring/testing, ask any scientist

My theories on why turn-times are much faster in dx11 mode, and why dx11 on dx10 cards is unbearable might be completely wrong, but the numbers are what they are. I hope someone more technical might offer a better concise theory on why this happens.
I'm just going to enjoy the fact I can now play for hours in dx11 mode getting half the wait time between turns and only get a sluggishness-attack after a few hours (seems to come out of the blue.) which is fixed by just restarting ciV and the savegame, not even a reboot needed and hope this information might have the same results for some other people having the same unreasonable sluggish performance on their still decent dx10 cards like the gtx 260.
Something is wrong I think, the sluggishness in dx11 mode in ciV on dx10 cards is beyond proportiante to the horsepower o some of these "old" cards.
My oc'd gtx 260 slaps a low end budget 4xx card silly and then uses it a a lawn ornament on pure horsepower (fillrate etc.)
Combined with being able to delay the sluggishness for hours with my tweaks on my system makes me thin it's a bug e.g. a memory leak or something either in civ, how it deals with dx11 or dx11 itself.
Maybe compounded or even caused by not detecting if the hardware is dx10 or dx11 (dx11 is backwards compatible but you have to make sure it doesn't try to send dx11 instructions if on a dx10 card and/or doesn't give the dx10 gpu stuff to do it cant really do in hardware.
(kinda like "software-hardware t&l", anyone who's been around a bit longer knows what I'm talking about, the only thing the ability to run the instructions over cpu pre-hwt&l gpu's served was to demonstrate its too much for anything not having hardware made to do it.)
Personally I think I found the compounding factor, the "BicubicTerrainTessSubdiv" setting which made a big impact on my experience with the dx11 build.
I hope my long writings don't annoy anyone.
One last thing though, anyone who's going to edit his dx11 ini a good practice to do is copy the line you are going to edit and comment out one, change the other so you have the original value still in the file.
It should look like this in the file, for example:
; Terrain Page in Rate
;TerrainPageinSpeedStill = 4
TerrainPageinSpeedStill = 2
I really need to sit down a weekend and test each value/setting seperately, but it's running quite well with the tweaks now so I'm not to hot on toying around more.
Here's all the changes in my dx11 ini file and my specs once more
Code:
[..]
; Terrain Page in Rate
;TerrainPageinSpeedStill = 4
TerrainPageinSpeedStill = 2
; Terrain Page in Rate
;TerrainPageinSpeedMoving = 2
TerrainPageinSpeedMoving = 0
; Use more advanced GPU features which can cause some drivers to crash
;TerrainUseAdvancedGPU = 1
TerrainUseAdvancedGPU = 0
[..]
; Terrain Page in Rate
; Terrain64Chunks = 4096
Terrain64Chunks = 2048
; Terrain Page in Rate
; Terrain128Chunks = 512
Terrain128Chunks = 256
; Terrain Page in Rate
; Terrain256Chunks = 256
Terrain256Chunks = 128
; Terrain Page in Rate
; Terrain512Chunks = 64
Terrain512Chunks = 32
[..]
; Default level of patch subdivision
;BicubicTerrainTessSubdiv = 2
BicubicTerrainTessSubdiv = 0
It's become a bit many changes, my plan was to return everything to original values one by one and test between each, but that will take very long because at the moment the sluggishness attack is postponed usually for up to 4 hours before it suddenly hits. (it's also completely separate from the amount of activity or how revealed the map is, huge saves are crisp just as long as new games before it hits.)
How the ini file is made up makes me think the BicubicTerrainTessSubdiv setting should not have an impact at all because tesselation is turned off in the file by default, but it still has the big impact for me so what should be and what is once again don't quite match it appears.
Once again sorry for my extensive writing style.
Hope it helps!