The dynamic nature of the game depends more on the map. And many people like to savor the game before the finale.
Those who enjoy a long game can do so on any mod; the question is, what is the balance tailored for? In the original game, the balance is clearly designed for a relatively long game with a finale around 2 months. This means that at shorter timeframes, the balance is disrupted (for example, Chaos magic), and therefore, the game becomes less interesting.
An example is the perk for "Recruiting." What is +5% troops per day, rounded down? Not that much, if we're talking about a dynamic game and short timeframes. But what if the game lasts for a month? It's overpowered. On the other hand, if it's, for example, +2%, it could be a good perk in a long game, but absolute garbage in a fast-paced game. Are we suggesting that we should consider long timeframes when creating useless perks? No, quite the opposite; if the opponent drags the game out, they are to blame. Dragging the game out is also a strategy that should have its counters.
Although, in principle, this is exactly the kind of perk that could simply have different numbers for different projects, but the same general meaning.