Now there are valild concerns with simultaneous moves, such as you might give orders to attack a city, and reinforcements arrive, concerns about moving into FoW etc. I think the best solution is still have an orders phase but then have some interaction during the moves phase. In other words, if you are attacking a city (or another stack) then during the movement phase a confirmation window comes up that shows your forces vs their forces and confirms if you want to attack. The player you are attacking would also get a notification window with the option to either stand ground and fight or ATTEMPT to flee - in other words you could issue or alter movement orders during the move phase. When moving into Fog of War, some things that might trigger an opportunity to change orders would be discovering a dungeon, enemy or neutral troops beoming visible, resource or town becoming visible, or many others.
I think some variant on this would be best. tell a troop to do something, confirm before taking any serious action (yes no questions only) has a small set of optional 'if this then confirm a change to do.' Like if something runs out of the FOW the nearest army(s) get a run to, run from, continue with orders. so you scout can run away when he first sees a opposing unit, and the next nearest army can be chosen to alter course. if you see fit.
As i see it there are only a few situations that you could want to change the action plan, all of which are within detectabilty.
But they will never actually be able to get away, either. You would be running around the entire map, which just does not sound feasable.
.
in any TBS you can spend a lot of time chasing down a unit of the same speed as you. that doesn't change anything. fi they are faster they eventually get away, if they are slower you catch them, but normally over the span of more then one game turn, so not relivant to this conversation.
I'd rather have regular turns, take twice as long at multiplayer, and screw the annoying simultaneous turns. It blows chunks for single player, and I've not used one yet that I preferred to waiting in multiplayer.
well it's not so much a matter of twice as long, if the system is badly setup multiplayer turns can have deadtimes between turns of 30-45 minutes (see heroes of Might and magic 3. ouch)
Best wishes all take care.