I'm sure that many other players agree with Solam here, but IMO a game like Elemental is more likely to attract folks who disagree than was a game like GC2. Here, I suspect that having a game that works like a good story will be more important to more players. That leaves me leaning to the idea of a very generic way of describing turns/time, *unless* the devs can devise a meshed time management scheme that can whip the problems described above about mixing sub-plots that involve things as different as a quick brawl in the woods and building a major temple. My guess is that at least for its first incarnation, Elemental will be better off calling a turn a turn.
I'm not sure if I agree. That same people that will be annoyed by the fact that it only takes 2 days to build a wall will be annoyed by just calling a turn a turn, too.
Let's say it takes:
2 turns to build a wall
3 turns for my scout to cross the average-sized forest to my left
1 turn to for population to increase by 1%
That means that over 2/100 people (2/50 women) will give birth in the time it takes to build the wall (maybe not so unrealistic), and 3/100 people (3/50 women) will give birth in the time it takes my scout to... cross a forest? 6% of all the women in my nation give birth in the time it takes my scout to cross a forest?! I can put up 3 walls in the time it takes my scout to cross the forest and return?
My point is, anyone who is going to be annoyed or complain that the chosen timescale makes no sense is going to complain no matter what stardock does. Civ IV's turn system worked pretty well (turns = more years later in the game), but nonetheless there were still inconsistencies. Early research went insanely fast, and moving units was completely out of whack - in the later part of the game a turn could be 5 years. Tanks had ~3 movement... That means a tank could cross roughly one city in 5 years without roads/railroads. Tanks can move a lot faster than that.
This is the biggest part of any 4X game that requires suspension of disbelief. The genre just wouldn't be fun if everything was on a realistic timeframe. The different aspects of 4X games that the player has direct control over happen at such disparate rates that they can't be meshed realistically and still be fun. It can take just a few days for a guy on horseback to travel 100 miles, and it took years to build city walls. The rates of those two activities differ by a factor of ~100, so to be realistic in this scenario a turn would have to be ~3 days, and it would take 100 turns to build your wall. I would get so bored waiting for the stupid wall to finish that I'd quit the game and never take it out again.
So whether they call it a day or a turn is irrelevant in my opinion, because whatever they call it the same complaints will still be relevant no matter what. I actually prefer day vs. turn. If it takes me x days to do something, it makes me feel like I'm part of a world. If it takes me x turns to do something, it makes me feel like I'm playing a computer game.
/rant...
Edit: seems like John Hughes and Solam got to a lot of my points before I did 