The Only way to work this to make certain things happen is to use a bigger map than huge.
Above 2000 turns I believe one would need to either make a bigger map still (impossible with most systems), OR... OR limit growth and movement in the early game!
However, I would (if at all feasible) prefer the former option in preference to the latter one. The latter option just seems so counter-intuitive and against the whole philosophy of this mod.
Maybe, however, it might be necessary to follow some sort of "Middle Path" with this mod.
Therefore, I genuinely think that it would be far better to try to plan for this eventuality rather than be too restricted by current norms.
Perhaps most people can initially play this mod on somewhat smaller than optimum maps .... with the subsequent ability to try LITTLE on bigger maps in order to feel its true epic nature.

This makes it so that with Fishing you ONLY get food from water squares (nothing before then). Boat Building lets you make work boats and drop nets, but they only move at 1 unit. Sailing allows those boats to move at 2 units instead of one and grants the second naval unit. The NExt thing up the chart is Navigation which allows Lighthouse and Sea Trade Routes.
Notice that there are no new units listed in this progression, just new techs! However these new techs also offer the opportunity to add new units and new buildings! Perhaps Boat Building allows you to make a "Boatwright" which is required to build "Boats". And perhaps sailing allows a "Shipyard" required to build anything larger than a workboat.
By breaking down the early techs and allowances further, you can SLOW the game down while still allowing constant evolution...
HOWEVER I feel that the previous stated goal of maintaining the original production speeds in a game as long as we are proposing is INSANE! Think about it...3080 turns (the stated original goal which is half of my stated goal of 6050) is 7 TIMES loner than a NORMAL game length...Do you really feel that 7 times the number of units is desireable? In a game where you are besieged by 20 arrchers(a large number) that would mean you;d instead be besieged by 140 Archers...MADNESS!
However, especially with a strongly augmented list of buildings and aesthetic structures (possibly also including a new range of terrain improvements), it would imho be desirable to maintain the default building rate. Otherwise, it might prove extremely tedious to have to wait 100+ turns for an Obelisk.
Now, I am not saying we need to make things cost 6 times as much (that would be boring and slow) but how about 3 times as much...that would mean MORE THAN DOUBLED production across the timeline...or 46 archers instead of 20 or 140...
.... but not technologies and buildings (refer above). 
What is this TAM you speak of?

24 new techs planned and counting...
Most of these just break things up, but several prmise new buildings and incremental changes to units/land usage/tile bonuses.
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This, if done correctly , could be the most accurate , fun , civilization mod available.
Yes, I sincerely hope that this mod will indeed prove to be most enjoyable (and challenging) to play.
This would be very useful for creating new civilization after certain periods of time as a means of creating historical accuracy.
I must admit that (personally speaking) I am not particularly in favour of heavily punitive random events (disasters) that will merely succeed in destroying a large portion of one's hard-won emerging Empire.
I think that this would be an extremely unfun feature
.... although there may well be others who might disagree with this particular viewpoint.Also , you shoud mod the tech speeds as well. By default , the game has the ancient era as the biggest multiplier of technology. I thought it should be reversed, since in those days technological advances came very slowly , and with time more and more technology came into effect. This will help span the massive time and turn amount you want in your mod, because the technology in the beginning will take much longer to research, as was the case realistically in human history.
) could well be the way to go. Perhaps the early stages of the game should concentrate more on building cultural (aesthetic) structures which will serve to slowly but surely "ratchet up" the cultural influence of the various existing cities.
eventually you *had* to go back and get what you skipped, else you couldn't move forward on the tech tree at all.
Perhaps one should need to acquire a "full house" of requisite techs in order to progress from one era to another .... as this would represent a major achievement in this ultra-epic mod (with the extremely long eras .... which I suppose could possibly be further sub-divided). meant that no civ could screw up the technological progression from era to era too much by just ignoring certain techs.
How nice to see other people enjoying the ancient times.
I've already modded a lot with regards to the timeline & other issues (have a zip file for that too but too large to upload here. So far a game with that mod lasts 1300 turns and I manage to get Monarchy around 2000BC so its fairly "historical".
), it would be great if everyone (or almost everyone) with an interest in playing such an ultra-epic mod could unite behind a single mod (maybe the LITTLE mod) so that a suitably qualified multi-disciplinary team could be established in order to adequately undertake such an ambitious mod.

I agree with you on having random events that could singlehandedly destroy all the hard work put into building your empire, but if you put none in then you compromise accuracy.
Maybe a suitable compromise would be something like a famine (or locust plague) which would slow down one's food production and (thereby) city growth. Something that does make a short-term difference to one's development without having unduly dire (and devastating) results.
My migrations idea would be something very interesting that has never (at least I dont think) been done before in a mod. It creates adventure and excitement: barbarians suddenly occupying your lands trying to establish a foothold in the region, and when they eventually do, they become a static civ that you can have relations with.
Come to think of it , if each static civilization had UUs for 3 of the 7 eras in the mod , it would add more of a purpose to choosing a specific civilization and keep gameplay much more fun.

Son of Moose said:...
This type of mod will MOST DEFINITELY require prolonged and sustained action from talented programmers (to implement the gameplay rule changes) and graphic artists (in order to design the new buildings and improvements that will adorn the cities and their surrounds).![]()
I think you should send me your hotmail address by PMandI'll send you that mod
