There I edited what we've done the eras I hope are all somewhat unique and help give an idea of game length, though if it feels too long or constricting we can just cut it up into smaller eras like Creation, Prehistory, Antiquity, Medieval, Industrial, Space, Final. This would make the buffs each age gave more unique and also more vital to player strategy. We could also have ages not give a buff so players can do whatever they want for each turn.
EDIT
Deity Types:
Anthropomorphic - Easier to change environment. Can gather followers faster.
Animalistic - Easier to make new life forms for to draw followers to, living idols to worship. Creatures can add to power directly as things to use in final battle.
Formless - Harder to change environment. Higher rolls when determining power supernatural servants give. Has difficulty gaining followers, but upon losing followers can reappear elsewhere after a 1-2 turns.
Elemental - bonus to rolls dealing with their element. Weaker rolls on things not dealing with their element.
Religion Types:
Proslytic - Easier to convert spread religion. More susceptible to conversion themselves.
Ethnic - More resistant to conversion. Harder to spread religion to others.
Religion Forms:
Polytheistic - Can form alliances with other polytheistic deities. Less powerful individually.
Monotheistic - Can't ally with other deities. Very powerful on their own.
ERAS
Creation: 2 Turns (Players build their domains and first assets to their power in this stage).
Eden: 1 Turn (Players expand assets by making supernatural servants for themselves.)
Mortals: 1 (Worshipers are introduced. Can start formulating religions and continue expanding assets)
Stone Age: 2 (Worshipers. Domain expansion stops. Can still create beings to serve.)
Agricultural Revolution: 1 Turns (Base worshiper numbers increase exponentially from now on.)
Antiquity: 3 Turns (Being production stops. worshiper amount doubles each turn.)
Dark Ages: 1 Turn (each player loses 1/5 - 1/3 of all worshipers.)
Age of Chivalry: 1 Turn (each player will have a heresy roll if it happens it will divide their worshipers by a random ratio)
Age of Gunpowder: 1 Turn (ethnic religions gain more worshipers.)
Age of Enlightenment: 1 Turn (conversion is made harder)
Age of Imperialism: 1 Turn (Conversion is much easier this turn.)
Industrial Revolution: 1 Turn (Worshiper amounts triple.)
Great Powers Age: 1 Turn (lose any where from 1/16 - 1/8 of worshipers due to world wide wars.)
Digital Revolution: 1 Turn (conversion is much easier, but worshipers won in a roll can also be divided up into heresy.)
Space Age: 1 Turn (1/16 - 1/3 of all worshipers leave due to space colonization)
Collapse of Civilization: 1 Turn(Being Production starts again.)
Final Age: 2 Turns (Can expand domain assets and make more beings once again.)
Apocalypse: However long it takes (All Worshipers and Assets are converted into power and final confrontation begins.)