Oh I see. Then it is dividing the turn in smaller sub-turns that are taken sequentially. Once a player is happy with all his movements, the other players can still make all movements as they wish. And when no player wants to make more movements, a new "big" turn starts. Thanks for the clarification Thezzaruz

I still think it is too slow, even for speed games. If the aim of the proposal is to have a more simultaneous game without making it freestyle (and thus keeping it strategical) I would go with the chained attacks method that I proposed in the previos post. Or, alternatively, the turn could be split in four phases: A reinforcement phase, a declaration phase, a resolve phase and a fortification phase. Let me explain it:
1-During the reinforcement phase each player deploys his reinforcements without knowing where the other players are deploying their own reinforcements. Once all reinforcements have been deployed, or the time limit (*) has passed, all reinforcements are displayed in the map and the next phase begins.
2-During the declaration phase, each player declares his attacks. Where he will attack and from where he will do it. Again, all players do it simultaneously, without knowing what others players are declaring. Once all attacks have been declared or the time limit has passed, the resolve phase is started.
3-The resolve phase is automatic, without needing any action from the players. All attacks are resolved and the effects are automatically displayed on the board.
3-1 First the clashing borders. That is, places where two adjacent territories are attacking each other, are resolved. As there is no defending army, when both players have the same dice, no one dies and it is rolled again.
3-2 Second, multiple attacks. Territories attacked from two or more borders are resolved like two simultaneous attacks. Each attacking army throws its dices and they are compared with the defendind dices.
3-3 Third, normal attacks are resolved in the normal way
3-4 Last, if two or more armies from different territories attacked a territory and dfenders were defeated in 3-2, they fight each other like in 3-1 to see who finally gets the territory. If it was the last territory of the defending player, the wining player gets the cards (if any)
Just for the record, I didn't invent this or the previous method I described. They are two of the different ways in which I have played Risk before.
(*) Time limit is 24 hours in casual and 5 minutes in speed. So in casual a full turn could last 72 hours at most no matter how many players where in the game in casual or 15 minutes in speed.