And as someone else mentioned, in the options menu you can choose to not have a wait at the end of the turn.
I see an option that sounds like it does that - but I must have some other option or .ini file setting conflicting because it always stops at the end of a turn for me, regardless. If it worked like I thought it would work - that is exactly what I was proposing.
I would like rts games if you started from scratch and built up, is there anything like that out there?
I don't have any 'tower defense' style games. Some may provide that type of game play (I don't know), though it appears to remove at least some aspects of what I like about base building.
The trend in the last couple of years*** has been to reduce "base building" in RTS. The last RTS I played where you build up from cave man to space man was Empire Earth. And it's sequels removed a lot of what I liked about that game, so I never got Empire Earth III after playing the demo. I'm told EE II was closer to the original, but I still have the original and play it periodically - especially after it (and EE II) was re-released with its expansion on gog.com. But they are both long-in-the-tooth graphics-wise.
*** Examples:
Warhammer 40k-Dawn of War had base structures and a need to build some kind of infrastructure. The sequel, Warhammer: Dawn of War II, focuses even more on map control and removes most structures entirely. The sister series from the same developer, Company of Heroes, has some structure building requirements, akin to the first Dawn of War. It has a more polished user-interface and better game-play - but the setting for both games doesn't cover a span of time - these are tactical games, not strategic-level games.
* Command & Conquer series had a base building requirement. C&C 4 removes most structures and focuses on map control. Tactical game.
* Supreme Commander and Forged Alliance have a base building requirement. The sequel, Supreme Commander 2 retains this to some extent - but the Commander Unit has been strengthened, relative to the 'normal' units, making a solo commander unit rush strategy viable. It's more tactical than the original SC, though probably more strategic level thinking required than the above examples.
While not the same type of situation, Civ V designers speak about 1UPT as being a way to move the fight out of the cities and out on to the map. A similar goal of the changes in the above examples, though perhaps the implementation is different.