Actually, I've been pondering to do a sci-fi TBS on my own for quite some time, but I realised that I wouldn't get anywhere on my own, and the last bunch of folks that I talked to had basically the ressources (skills, webspace, etc.), but now it looks like most of them won't have any time to spare (one is going into business for himself, the other one got job in the gaming industry, etc.
)
So maybe I could help you out with some ideas, before I forget 'bout them :
"Architecture"
Have a "master" program with GUI, that lets the player
a) set up a game (settings like no. of players, AIs, etc.), and supplies the current "rules" file to all clients
b) admin the server (which is commandline-only, and could be run from batch file as well) via TCP connection so remote admin is possible
c) add player (clients; make TCP connection, or load up emailed turn files)
d) plug-in AIs, which work like player clients in all regards
e) "morph" (start other GUI in background, minimize itself) into a player client for doing a turn
Have a "server", which takes order files, generates the turn files, according to the games "rules" file he's been provided with.
Have a "client", which basically is the GUI every player (on the master comp as well) uses to display his turn and issue orders
Have "AI plugins", which are standalone programs, which take standard turn files, and produce standard order files, which they send to the server via TCP (must run on the server, if there will be some kind of serial no copy protection. Otherwise players could make their own client which proposes to be an AI and play for free)
There's a big catch to this, though (at least, one that I realised
):
The "rules" files must describe the complete game, no functions or values can be hardcoded, or you'll will end up doing the same code three times for server, clients and AIs, and most likely will introduce nasty bugs that way.
Unless you forgo complete "sanity checking" of the order files on the server side ... what would open the door wide for all kind of cheats