S.Kroeze, why are you speaking about cheat?
I agree that rush building anything from scratch to completion is unrealistic.
Thinking twice I will like more a system to let you add money to multiply turn production (e.g. double it or some more clever rule) BUT not let you force things to an immediate completion.
You are building a temple in 6 turns, if you pay x money you can hurry to finish it in 3 turns, not faster (but because you hurry up things so much you can end with a 50% probability to have a production problem that will add one turn more).
Same about wonders, so you can know that someone is building them (word of mouth will let this kind of epical project know to any Civ) but you can't do a miracle to catch it by the tail, if you aren't advanced enough into same building (plenty of money or not).
Of course real solution should be others: no "unique" wonders, no switch of wonder mid-building, but that's another thread (and List 2.0 contain enough ideas about it).
I don't think that difficult is equal to boring. If I look at modern city I can't see any reasonable similitude to Civ model. I really see room (and needs) for a different growth model (i.e. immigration from near village or city or far countries).
I don't understand why you feel the need to wait years and years to build so basic infrastructure.
May be I'm not a player good enough (but beware of take only the master players as benchmark about game difficult, IMO).
I really would prefer to have some different task to cope with to make the game balanced from start to end.
On the same line, why we don't have to build any unit as phalanx still in 1980 before to upgrade it to mechanized infantry?
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Admiral Naismith AKA mcostant