It would be nice if the whole dynasty system actually mattered. Make the turns "seasons" and give some recognizable sense to ruler/child aging. Give the ruler a target life-span based on constitution; they could even add spells to extend life. Then when the ruler does finally die, his or her heir could take over as the leader. Etc. etc.
There is so much unmet potential here.
The problem is, seasonal turns don't scale with the game. Large cities cover 5 squares in length from end to end. Horse archers can move 10 squares a turn along roads, which is "roughly" a day' worth of movement at this scale. Making turns "seasonal" .. well a 5mp horse archer squad could move from end-to-end dozens of times across a large map.
The fact is, the whole dynasty thing & turn-length/game-scale are completely out-of whack.
With a dynasty system you need to have the squares measure something like 100 miles across to give the proper relationship between time & distance. The dynasty system is completely mismatched with the time scale of the game. With 100 mile squares and turns of a "fortnight (2 weeks)," then you'd have roughly the correct scale as to terrain & movement as we have now with the exception of towns which would need to be constructed on a totally seperate screen, perhaps something like civ did, in order to match the proper scale (they're way too small scale as is now .. with the quoted scale it would take an entire season to walk past a rock quarry or university! if not in the town. That's some big building!). And, notice I said "roughly" the correct scale.
So, 26 turns = 1year, 20 years would be 520 turns (which is about the max time it should take anyone to win this game), that would correlate well with children & baby grandchildren. And, a restructuring of the city-building mechanism would be needed. Age should be taken into account for NPC, perhaps having a chance to loose a point of constitution or strength or something like that each year past a certain age (for humans).
Also, I might add, at 100 miles a square stacks should be able to move through any other stack without hindrance, even if enemy. No unit should be able to "block" another unit. I could live with the 12-unit cap, call it "command & control" or "rank," although I would've made even this scale in the game (perhaps only "nobles" should have a max or 12 leadership influence, other adventurers should have a leadership based perhaps on charisma or charisma & level, ... something like that anyway)