I'd say turns should be unit based, not "side" based. I'll quote what I wrote in this suggestion post
https://forums.elementalgame.com/395918
- Now, when I mentioned unit speed in the sub-title, I was refering to the way the game handles turns. Personally, I don't think it should be "First attacker, then defender". In fact, turns shouldn't be determined by side, but by each unit individually. And how to determine which unit is supposed to move first? Well, their speed stat/rating. So, let's say side KINGDOM has 2 cavalry units, a hero on foot and 2 archers, and side EMPIRE has 2 units of heavy infantry, a catapult and a mounted hero with a SHORTSWORD OF MIGHTY SPEED. Now, the turn order would be something like this:
Mounted hero (E) -> Cavalry (K) -> Archers (K) -> Hero (K) - > Heavy infantry (E) -> Catapult (E).
Now, this order is mantained until a unit gets their speed buffed/debuffed. This system gives fast units an advantage that doesn't really overpower them (like the hability to attack FOREVER if you have a shortsword equipped), and it doesn't put the defender in a terrible disadvantage like the current system does. Now, this doesn't mean units would get only 1 move per "round" (round as in, everytime this turn cycle gets completed). The speed difference may be so big between some units, the fast one will get 2 or 3 moves before the slow one can make 1 move. Making it exagerated, it'd be something like this, with 3 units only:
fast unit -> fast unit -> normal unit -> fast unit -> normal unit -> slow unit.
Having a side based turn system like this it's like, if you were playing chess and you were able to move all your pieces ONCE, and once you're done, your opponent does the same.