[X] I've checked that there aren't other open issues on the same topic.
Describe the problem requiring a solution
Currently multiplayer modes give unfair advantage for certain players (depending on the turn order). This applies to both OG and fheroes2. For example in hot seat, only a player directly preceding AI player in the turn order can watch its movements on the world map. In hot seat you can't watch other human player's movements at all. In OG when playing over serial cable connection (yeah that was a thing back in the day!) some human players also saw other player's movements, some did not (depending on the turn order). There was even a "strategy" of placing your hero behind an enemy castle in hopes he won't notice the flag (for the sake of this example I placed my own hero there)!
Describe the possible solution
Let's be transparent. Record all the decisions made by players in their last turn (both human and AI alike) and play them back on the world map at the beginning of each human player's turn. That way everyone sees what needs to be seen just like in a single player games. If he doesn't like it, he could always set the world map movement speed of the opposition to "don't show".
Preliminary checks
Describe the problem requiring a solution
Currently multiplayer modes give unfair advantage for certain players (depending on the turn order). This applies to both OG and fheroes2. For example in hot seat, only a player directly preceding AI player in the turn order can watch its movements on the world map. In hot seat you can't watch other human player's movements at all. In OG when playing over serial cable connection (yeah that was a thing back in the day!) some human players also saw other player's movements, some did not (depending on the turn order). There was even a "strategy" of placing your hero behind an enemy castle in hopes he won't notice the flag (for the sake of this example I placed my own hero there)!
Describe the possible solution
Let's be transparent. Record all the decisions made by players in their last turn (both human and AI alike) and play them back on the world map at the beginning of each human player's turn. That way everyone sees what needs to be seen just like in a single player games. If he doesn't like it, he could always set the world map movement speed of the opposition to "don't show".
Additional info
No response