This is the tip of the iceberg.
4) I have been thinking about the manner in which other items are fixed by TURN instead of DATE. Not only would buildings need to be looked at for balance if there were a manipulation of the year/turn ratio, but so too would the impact of more unit production, and also money surpluses. Since a surplus is based on the end of a turn and unit production is also, increasing the number of turns significantly ups the quantity of these two resources in relation to the end of the game and given dates. While your merchantmen will now die more often, you will also be earning cash faster per year and build up experience more than once and rather quickly. While it will still be the same number of TURNS to get somewhere on foot or by boat, this will also happen faster in terms of historical dates and the end of the game...
A .50 game would mean 900 game turns compared to 225, and surely there are other things that fall in category 4 such as the impact of more crusades or jihads, more conversions and so forth I have not thought of...
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