In my own project I have 10 day "weeks" as turns, 40 a year. Which is a very short turn time. Part of that is to enable the social simulation for the characters. Part of it is combined with an "Attention Point" system. I'm still fiddling the numbers but my goal is like ~20 average cost actions per turn, so like simulating 2 "chunks" of a day. Something like you see in Academagia or other slice of life sim rpgs. But applied to a fantasy map and menu game with a world simulation like a strategy game.
There are social sim actions, strategy actions, management actions, and rpg actions, plus in rare cases adventuring or magical ability actions. The idea is to smooth things out so each turn has at least a few important decisions and then sometimes you do relationship upkeep actions or w/e.
With games like Civ and somewhat SE and also with Paradox games, though is is long stretches of speed 5 rather than empty turns, I feel like you are so often in the position of waiting for "yearly" actions like a new building during the pre-modern era or training an infantry unit properly, or 10 years of research on a new tech or w/e. Even on "significant" turns you are often doing maybe 1 or 2 major actions which then require multi turn waits. Usually this is filled with workers or military units doing pretty boring mindless actions. Especially worker units. Talk about alienation from labor jeez. It just doesn't feel good. Not only do characters add some framework for historical events but they add "immediate", "personal", "human-scale" actions for players. A worker unit building a railroad of obviously not "John Henry" doing it all alone, it is a large corp of faceless mooks represented by a boardgame style "token".
I'm not sure how much a truly character centered method of making turns feel meaningful on average could be transfered to something like SE but I think there's a decent amount you can do.
My one criticism of Shadows Of Forbidden Gods is how often you literally mash end turn 10 times doing absolutely nothing. And Shadow Empires improves on that somewhat since unlike SoFG you can have more than 5 "entities" to manage/control but you still end up with the Civ-esque dead turn issue.
For me "one more turn" always seemed a bit empty as an advertisement for 4X games because it was really like "in only 10 more turns I'll get to an interesting turn.