if your RTS engine is really deterministic you can go for the 1st one.
But IMHO, a really deterministic RTS engine is pretty hard to achieve, so I would go for the 2nd despite the network overload.
Hi Nems, thanks for your answer.You are totally right with your answer.I have implemented both situations and in 1st one for 8 players too much cpu works in peers. 2nd one worked just fine with a little network overload.Now i am trying to decrease that overload with some algorithms.Thank you very much.
It is nearly impossible to go mobile with this RTS, but i have tested 1600 character while game combat system is running and each unit was calculating shortest path