misho: I was being sarcastic with my point #1. However, a turn does represent a great amount of 'time' in which there would may many season changes. While the single turn based year, 50, 5, ect. has no real effect on game play it does have an effect on the scope of the game, at least it does to me. Weather just does not fit in.
With regards to point #2, You have to (should) be able to calculate a few turns ahead in this game. After all, it is a strategy game. I would still be able to do this with a weather system in place, provided there is some structure to it.
As I see it, there are 2 options for implementing weather:
1: The alternating between one turn being summer and the next being winter option.
I do not see this as being a viable option because of two reasons, the first being that fast moving units lose some of their effectiveness since once every two turns they lose their speed advantage and slow units are able to catch up. (I am assuming that in winter and spring, fast units are slowed down due to snow and mud). Plus, the game would lose momentum of invasions during wartime. Instead of punch (turn 1) punch and take (turn 2), it would drag down into punch (turn 1) wait and enemy heal (turn 2) and punch and maybe take in turn 3.
2: A series of turns being summer then a series of turns being winter option.
This is a little better and it gives you time to plan your attacks to correspond with the new seasons. I could live with this option, but then you would have the "50 year = 1 turn" crowd screaming about it not being realistic that one summer lasts 50plus years. (note: If this option is used, I would like to see some variable dictating the length of the summer and winter seasons, so it is not always predictable on when winter hits)
There are probably other ways to implement weather into the game that have both good and bad points. But I still think that the inclussion of this whole element will be too complicated for the new fans that Fixaris wants to bring to the franchise, at least in my opinion.