I don't like the 5 turn rule. It made sense in Noobs v Vets III as it stopped the obvious tactic of the noobs creating 12 flying pretenders and having 2 shots per vet at knocking out each one in the first couple of turns. The noobs only needed to close down two or three capitals and even if they lost most of their pretenders the vets would have been finished before summer of the first year arrived.
That can't happen here. Nor does knocking down one opponent at great cost and risk to yourself win you the game as the other two teams can make expand properly while that is going on. Consider that the flying pretender can't breach the walls he just closes down the capital at high risk to himself. Likewise a very early rush by elites/sacreds. In this game you have team mates to rescue you. And everyone has the option of an awake pretender to counter, it's just some nations will choose not to take it.
The rule would only help the nations that have relatively slow starts but still want a nice bless (or scales) so no awake SC. Like Fomoria

Niefel and Hinnom. Why on earth are we protecting these nations which are widely considered the best in the age? They are not going to give the rest of us a nice 5 turn break once they have tooled up SCs charging around the map are they?