Hi, had pretty speedy results last time i posted here so I'm gonna make use of the community more often, I'm building a game, it's essentially M.U.L.E. (for those of you that know the game) but customized to specifically reflect the town in which we live, anyway, most aspects are running smoothly and are relatively easy to program, what i am struggling with, mainly because of the absence of the other programmer, I'm left to teach myself how to get the enemy players to do what they need to do each turn alongside the player, I've programmed enemies in other games that simply attack the player or chase the player whilst firing at them, I've also done classic platform enemy movements, but this is different to anything i have experience with, essentially the turns go like this:
-players take turns to choose a plot of land
-player, and enemies, then go and fetch "mule" and choose which resource it will carry
-players then take their chosen "mule" to their plot of land where the "mule" will produce the chosen resource
-players then go and end their turns by going to the pub, where the remaining time is converted into a reward for the players
-next the players' plots of land produce resources the players can use in the next stage of the turn
-the players now head into the commerce stage, where each players can sell excess and buy needed resources to each other
-at the end of the commerce stage random events trigger that can both benefit and hinder the players
-The turn then ends and the sequence starts again beginning with plot choice
what i need help with is programming the enemy players so that each turn they choose their land and buy their resources and participate in the auctions, now, it's easy enough to make them do this stuff in sequence, what i dont know how I'm going to do, is get the enemies doing this by their own choice sort of thing, a reeeeally primitive AI, so they buy relevant resources when they need them and to sell or buy resources intelligently, this is essential because if the enemies just do the same thing every turn, the player will face no challenge and after playing the game once, they'll know what is coming every time and therefore would have no interest in playing a second time, and obviously, as game designers pouring our time and effort into building a game, we want people to enjoy our game enough to play again and again, any help will be greatly appreciated, thank you.