I don't think having turn times longer than player turns in many cases is manageable
. Unless one's really micromanaging the end game the only serious barrier to sub-90 second turn times is that the game itself hampers you from physically giving orders by refusing to let you select and move the next unit as quickly as you'd like.
My specs are pretty far above "recommended" at this point, though I'm on AMD. I don't think my late-game turns are quite that long, but haven't done them in a while admittedly.
Lol I was just envisioning something ridiculous on seeing the "better designed", like all wonders cost 1 hammer. I don't think this would noticeably affect performance at all, and it's doubtful it would hold up as "better", but it's still a good illustration of design change that wouldn't do crap for performance.
I do wonder what the heck the AI is doing with its algorithms though. Generally speaking, I can't issue inputs or make calculations as fast as a machine can do those things, so it's vexing that in some cases I'm markedly faster than the average AI turn on recommended specs late game, if we're both at peace.
What IS causing most of the slowdown? Is it the AI's pathing against other units/ZoC? Are algorithms slowing the game down drastically while getting (extremely) marginal tactical utility out of the AI? Why is it a game like EU or Sc2 can handle more units on the board moving simultaneously in real time faster than AIs can take their turns in Civ V?
What's *really* happening that the CPU is taking longer to move its units than I would, absent input lag? Why do I have input lag on my own turns on that note? Is unit cycling really so hard that issuing a move command then clicking on the next unit is something where I should be having to wait in a game made in the last 15 years? What's being computed that takes so long?