I downloaded Kipper's code, but I've never really done intensive projects (read: useful) in PHP; so I swapped it over to Java. Still working out kinks, and setting up the back end, but I'll get an applet up and hosted somewhere at some point "soon".
Here's a current working screenshot (forgive the ugly GUI, making it pretty is down on the todo list):
clicky for bigger
And currently I've implemented:
I'm using the hex map for Indar as seen in the various videos and screenies
You can customize the starting layout, or start with a neutral board, or a three-way preset (seen above)
you can select a custom target to be attacked next round by any empire, or let the random selection logic select one itself
The selection logic is this:
If there is a neutral hex connected to an owned hex, select it (if more than on, a random one is chosen)
If there are no neutrals; select the hex with the most sides connected to your owned hexes (in the case of a tie, random selection among the best)
If the entire board is neutral, select a random start point
With a 1/100 random probability, a totally random hex will be selected anywhere on the board, and overwrite the previous logic
You can select to 'defend' a hex, and doing so makes the enemy fight over the hex for a longer period. As does multiple empires attacking the same hex.
You can move the simulation one turn at a time, or have it auto-play at various speeds (from 1 turn every 5 seconds, to one turn every 10 ms)
Capturing a hex takes 3 turns; at the base level, (unless it is neutral, then it flips in 1 turn). The already mentioned delays are then added onto that base time.
Things I want to add:
Variations in hex worth, and attack time; currently every hex is treated the same.
Delays based on if an empire is being double teamed
Possibly a way to choose an empire's "population levels" and then have that population affect target selection, and fight times
the option for secondary (or tertiary) targets.
The ability to layout a 'battle plan' several steps in advance, rather than having to select targets one at a time
"Hotspots" both visually, and in the sense that target selection will take into account the current fighting zone, rather than move across the board sporadically.
"Make it pretty"
Any other suggestions would be welcome, though I can't promise that everything will be feasible with my current code setup...