Thanks dynadan, some comments on your comments...

1. Great suggestion (will also help with people not being ready at the start of their turn)
I meant that the counter would still tick, otherwise this could be abused and it would make the game even longer.
2. I don't think this needs any change as long as #1 is implemented (people can read the events if they want or decide to click right away.)
It is important for other players to see the player events, like glac-elves who only appear once and thus define the food strategy. Although if I remember correctly, you could skip this in the original, too. So maybe you're right.

3. I would leave this alone. I don't think the problems in this regard are due to the timer speed difference. I have mentioned in another thread that the timer moved twice as fast when you moved diagnally in the original c64 version (not sure about atari) I think this is what is causing the differences in what you are able to do during a turn. Personally i think the timer is perfect exactly like it is now.
For me it is a big change in game dynamics if you can switch 6 plots instead of 3. A better solution for me would be making the player movement slower, but since this thread was about speed-up...
A. In situations where all units have been bought or sold make the timer move faster or even just end the auction. i.e. Everyone has sold all their crystite. i.e. Everyone is on buy side for food, energy, or ore and the store gets bought out.
True. Moreover, this game differs from the original in such way that the store is immediately updated, and selling stuff to store makes them appear for sale, even if the store was originally empty. If the original mechanics were followed, more possibilities to speed up the game would be available.