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I tested the proposed option. In the first round, the turn order was correct (I played with two players, without AI). But starting from the second round, the turn order began to change slightly, according to an unclear algorithm (I didn't engage in battles, only maneuvers). For the Squires, the turn didn't start from 1st (although not from 6th or 7th), but more often from 3rd; the Wolf-Faeries had fewer glitches. Sometimes it was like this: the 6th unit was supposed to go, but the 3rd unit went first (it went first in the previous round), then the 6th unit with low morale, and then, as it should be, according to speed – Wolf-Faeries, Squires. After waiting, the order was reversed according to speed – Squires, Wolf-Faeries, and within each speed group, the order was the same as it was before the wait in that round.
It seems that this violation does not depend on whether it is a human or AI player and is random. Perhaps it depends on how far a unit has moved from its starting position, but it is unlikely. And it is difficult to test this on a diagonally wavy field. This is like a distraction tactic for the AI – it is not certain that it will fall for it. It will only fall for it if it can immediately destroy the distraction. More often, it will pass by the distraction to attack the main unit.
I have noticed similar violations of the turn order before, but I didn't recheck it and didn't pay much attention to it – I just moved and attacked. Sometimes, due to such a violation (not due to low morale), plans were disrupted, there was no one to counterattack, losses increased, and I had to find a way out of the situation, and in case of critical losses, I had to look for another tactical solution.