I brought this up in another thread and nobody commented but since this one is dedicated to the topic I'll post it again:
I feel like you could probably make this easier. If the event doesn't trigger a player log entry (other than the interrupt message itself), ie something that affects the player's assets, the game continues to auto cycle through whatever increments the AI needs until you reach the turn increment the player chose. Technically you are still going to run through all the interrupts for AI purposes but at least the player himself doesn't have to sit there hitting next turn.
I don't personally mind long turn processing times. What I do mind is hitting the button, assuming and accepting its going to take a few minutes to process, go get a snack/make dinner/kiss the wife, come back and find out instead of running a turn for ten minutes to get to the increment I selected it got interrupted one minute in and was just sitting there waiting for me to hit "next" for the other nine.
I realize this does not address the delay due to calculations of the various game assets but I would weather those better if I wasn't getting interrupted all the time.