I told you two turns before they landed to put all your cavalry into Lapeter, which would have allowed you to wipe them out as soon as they landed. While the initiative system does have some flaws, your situation is only partially its fault. If your army is spread out all over the place then you are going to get screwed when a single strong army comes in the middle and stops them from merging, which indeed, was why I told you to gather them all in the first place.
As someone with actual programming experience, I disagree. But I've already contacted Vanigo to ask him about it. In short: The game already generates the turn order when you hit "Run turn." The only difference would be adding an extra parameter in the XML that saves the turn order, and generating it for the next turn rather than the current one (as well as when you create a new game). It might be marginally difficult to add some way of presenting this to the players, but it's not strictly necessary in the short term. They can just read it in the XML.
Yeah, there are a few different changes to the initiative system that would be pretty trivial to implement (rotating first players, first player next turn predetermined, bidding system).
Some are significantly harder (nominally ones which change the time that combat takes place), but still not impossible.
But for all of them Vanigo would have to do it, and he hasn't really been interested in working on this game for a very long time.
No, it would take just as much time. The turns are only slow because certain people are slow. Their turns would take just as long. Everyone else's would be much faster.
If it takes the slowest player a week for their turn, and everyone else takes an average of 2 days, that means that a 6 player game would take 17 days, or significantly over two weeks.