Connection ErrorBad RequestThis page went staleSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
This page went stale
Your security token was rejected, usually because the page sat open too long or you signed in elsewhere. Nothing was saved. Reload the page and try again.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
A system with initiative, speed, and rounds simultaneously appeared in Heroes 6 and has been in all the Homm-like games I know since then. It works simply: the one with the highest initiative goes first, but if the stat is equal, then either speed or the slot number in the army decides. This is so much simpler than the system in the fifth game that I don't understand the complaints at all. It actually contributes more to balance.
Simpler is when, with the same initiative, a "fixed random" triggers in one direction or another, and that unit goes first. This gives all creatures with equal initiative, but absolutely different other parameters, a chance to go first. And not when another parameter starts to decide for the initiative, and then another one, and creatures with the same initiative, but with low other parameters or "the wrong slot," have no chance to go first. It's as balanced as it gets. You're reading selectively.