KGB:
There are multiple options to how to approach the single player option. The one requiring the least amount of work should be like I think you suggest. Then you will need an internet connection to play single player. Most of the time that shouldn't be a problem.
The most negative with that approach is that I think it will take quite a while to wait for the AI to do it's turn since every action must be sent from client to backend the same way as when a human is playing. Even if the AI script takes very little time to compute its actions the backend calls takes time so waiting will be frustrating. Especially if there are several AIs and as the game progress and gets bigger.
The work required to get that version working in the simplest form should be much less.
In the client the return from the backend will still require a separate action depending on if its the AI playing or a human playing.
Also the player will be able to see everything the AI does in the current form at least
. That could hidden of course.
But it's probably the best way to get started and then slowly move part by part to the client to speed the AI up and eventually make it possible to play single player without any connection.
I just looked at the AI for the first time. It's in many cases just a random deciding between options. Most of the work is to make it possible to do action without any logic behind the choices (like which hero to pick or what to do with a conquered city). I'll see if I can post the file on github today. If you have a github account and want access please send me your github name. The file still contains direct calls to DB so I don't want to post it in the open until I have time to figure out if there is any security risk.
Chazar
I see what you mean and its hard to find a good tradeoff. The one you suggest is pretty easy to say but how are you going to judge if one army is stronger. Depending on bonuses it can be superior or weaker against a certain army. Where would retreat make it go? It's often very important to move to exactly the right position to avoid being attacked. I think that if it's going to remain the same game the best shot is working with whatever tweaks we can rather than changing the game.
I like sim FFA games but like you say it can often come down to who gets to do an important move first. It's hard to see a way around that situation. No matter how many freeze time type of activities we invent one player will get to do before the other and it can decide the outcome of the game. All we can do it make it harder to control who gets to do first (like before freeze time it was good to do last because then you got to do first the next turn).
I think the only way around that is a different game which is also something that I keep coming back to.
I got Wesnoth yesterday to test it out a bit and see if I get any ideas there. What other turn based strategy games are worth looking at? I've played Heroes 3 and then tried or looked at the others.
Paradox have been successful with Europa universalis. Anyone here who played those games? What is the reason they are so successful?