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An idea for balancing the turn order of enemy units when their movement ranges are equal. (It is designed to account for the possibility that enemy armies will have the same unit with the same number of soldiers, or two identical units in one army.)
1. The unit with the naturally longer movement range goes first (i.e., as if without a hero). The influence of the terrain on which the battle is taking place is taken into account (i.e., nomads do not lose the bonus for fighting in the desert).
If, after point 1, the movement range of the units is still the same, then:
2. Units move in descending order: a) teleporting -> b) flying -> c) walking.
If, after point 2, the units have the same movement type, then:
3. Units of higher rank move.
If, after point 3, the units have the same rank, then:
4. The unit with the fewest soldiers moves (there are fewer of them, which means less time is needed to change formation).
If, after point 4, the number of units is the same, then:
5. The unit of the most experienced hero moves.
If, after point 5, the heroes have the same experience, then:
6. The unit of the attacking hero moves. And in one army, the unit that is closer to its hero goes first (it will hear the hero's command first).
There are two ways to calculate the turn order for the entire army:
A. For all units, as described above.
B. For the first unit, as described above, and then alternate for different sides (the fastest unit moves -> the fastest enemy unit moves -> the less fast unit moves -> the less fast enemy unit moves).
For this method, hypnosis and similar spells (including blindness) do not change the turn order.