It's a bit of a tricky question, because it completely goes against the intrinsic design of AI War and every aspect that makes it unique. It's kind of like asking how do I turn a jet fighter into something I can go down the road to the shops with. It's sort of possible, but it goes against the actual design of the jet fighter.
You may have answered your original question there. It would also help to know if you had multiplayer games in mind - I can understand the argument for shorter games in multiplayer. And AI War caters well to this, surprisingly.
To go off on a tangent for a moment... I found SoaSE plays not much different to any other RTS (TBS/RTS hybrid my rear) except for being very slow. The base game, at least, has plenty of time for thought but I found it doesn't need any. Upgrade taxes, develop resource infrastructure, and... you're mostly done! There on, offense and mobility are key just like in many other RTS's and you just steamroll/bash your way forward to victory or loss.
In contrast, as Keith suggests, AI War is highly objective-based. There is always something consequential to do and the approach to do it will be different. i.e. turret defence vs a wave, a deep raid, a neighbouring data centre raid or a deep capture of a mark IV factory. Each objective will require different play.
To me, AI War is built to run slow. It just doesn't work any other way. But unlike SoaSE, which to me feels like it's slow just for kicks, AI War is slow so you have time to think, to plan and to execute. It's a much deeper level of thought.