Follow-up Comment #1, bug #13642 (project wesnoth):

I think this wouldn't work very well in practice.

The problem is that, in general you need to assume everyone has very bad lag
when playing mp games. When each player moves one at a time, its fine -- when
their turn starts they have all the info they need, and when they want to move
a unit, they don't have to ask the other computers if that hex is free,
because no one else can be moving. When you end the turn (or when a move
becomes not undoable) your client seals up all the data and sends it off to
the server.

If you have simultaneous turns, the time between when you click and when a
move happens would be about half a second sometimes, while you wait to hear
back from your ally's computer.

This is probably insurmountable so I think maybe we should close this.

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