To some extent, it is intentional. Once you zoom in down to one month per turn around the year 2000, its going to be a heck of a lot of turns to take us to 3000.
That said, I don't think I made it so that any intervals of time had more months than its predecessor... I wonder if it would work if we did actually. And it would make sense in some respects. - really, I don't see why it'd create a problem. I'll have to test around with that but then I haven't played the lategame eras yet so I have no idea how long they would take to research those techs, etc...
Makes you think of our actual world doesn't it? Where WILL we be in the year 3k at this rate of progress (assuming it somehow continues)? Sheesh!
So, yeah, this file doesn't work too well for those who like timed games.
I plan to do some more 'tinkering' at some point... this was an initial 'fix' for problems we were having and I tried to get it to somewhat accurately reflect man's progress. That said, I need some help from the team and our playtesters:
Is there any way we can get some definition to the tech progress of an 'average' civ with our tech tree? If this could be in some way defined it would make the design of our time map a bit more accurate. Even just defining how many turns it takes for an average civ to reach key defining era changing techs would be a huge benefit. And it would need to be charted out for each gamespeed as well, because just working with straight fractions tends to NOT work too well.
Then we could look at some of the historical timeline graphs of human progression and attempt to blend the information a bit.
The quick and simple way to narrow in on some accuracy with the timeline is to take pretty much any given game and take a look at what year Theology is founded by the first civ to reach it. It should be near or at 0BC.
This effort also asks us to look at how 'expensive' techs throughout given eras are. For the sake of gameplay itself, I think v9 was given fairly decent research expenses, except that from my experiences with all the many buildings that give extra research, the middle ages seems to really race through. SO FAR, my impression is that we may need to increase the research costs by a cumulative 5% increase starting in the Ancient era (prehistoric moves just right). So then, the Classical era would be 10% more expensive for each tech and the Dark Age era would be 15% more expensive and so on etc... (I think I've named them in order but could be wrong.)
I remember playing AND at one point (an earlier version) and found that the late game went waaaaay too fast (we were researching over 1 tech per round - not a great way to really get the flavor of each era - at maximum possible research, even 5 rounds to a given tech is fairly quick.)
Anyhow... that's my 2
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