I keep it very simple.
1 turn = 1 day.
On night Corps Commander gives his orders to his Units and may send letters to other players.
Units are game elements with possible size from regiment to Division.
At start most are Divisions.
On day (turn) Units do what was commanded. Moves to pointed direction.
One move command may be fulfilled with several turns, so troops will move without additional orders, until they reached destination or met with enemy.
So at beginning several turns may occur without players involved.
On middle of turn (halfday) possible changes are checked and Corps Commanders may react to situation. But more limited way than on night.
When Units met, they stops and will observe the enemy.
If Corps Commander is near, he may order to engage with enemy.
There are three levels of battle contact.
Long distance fighting – only guns and skirmishers.
Close contact fighting – infantry conduct line firing (twice per day).
Both contacts may last day long.
Charge – winner will be determined after short intensive combat, but player general (or his ADC) must be with charging Unit.
If there occurs general battle, several corps on table, then it will be played separately with turns by 20 minut. But more simplified way than usual battle by EMPEROR rules, to avoid wasting of players time.
Every player will have his secret internet staff page to get information but will send his orders by e-mail.