Well, SP and MP are pretty different imo:
Ok sorry for the all the quotes I'm going to put but here are the answers.
-in SP the enemy has decent base at the start which grows a bit slower than yours in army (eventually). Why you think there is no peacetime in SP?
In SP in the future with the AI (or even now with dynamic scripts)you could let the AI start with the same basic base as the player and let it build and attack.
Why I think there is no peacetime in SP ?
1)Because the AI is not as stupid as a human being to do something as lame and not fun as a militia rush to kill its enemy.
2)Because in the original game there was no PT and the peacetime was invented to force human beings not playing lamely.
By the way, some maps in MP don't require a PT, and in multiplayer you'll be able to insert AI players to fill the slots when it'll be finished.
So this point is not a difference.
-SP has sometimes starting army's that also need food and are needed to go through the first attacks
You could do that in MP too, but mapmakers didn't feel like doing it much for now, but nothing is limited to SP and MP currently, you can code a nice AI in both case, you can make this AI start with nothing or a lot of things, you can make the payer(s) start with an army or not, well nothing limited to one gamemode, it's all consistant.
-in SP, the enemy is always fine with food (infinite food), gold and sometimes other sources. You can't attack a town, kill some bakers or so so the enemy might get food trouble.
In sp you can do an AI that doesn't have infinite food and yet doesn't starve, as well as you can do an AI in mp (coop) that would have infinite food, again all possibilities are available in both sp and mp.
-Dynamic scripts that might favor one party more than the other in SP (in MP, it should be equal)
In MP you can do non equal dynamic scripts too and add terrain disadvantage or player count malus for the advantaged team, or anything. As wel las you can do equel advantages in SP, I don't see any difference.
I think globally you didn't describe the difference between SP and MP, but the difference between an AI and a human. Because currently in the remake, all the possibilities,
all of them, are available for a mapmaker in both SP and MP, a proof being that there are coop maps (even if that's not the mapmakers/players priority).
And probably more stuff I'm missing right now, thing is, there is a nice bit of variation between sp and mp. I found it sometimes funny to crush a whole army (or just a single militia) with 25 catapults, or once I killed a bakery without attacking it (just the people walking next to it). If one doesn't want to use them, fine, than he doesn't.
In KaMRemake, there is not,
absolutely not, any difference between sp and mp play except the very difference that in mp you can have other humans. (which seems obvious but well).
And the "fine he doesn't use this" part is not really an argument in my opinion, because it would still be here. And even if you don't use it that's still an unconsistancy in the game modes.
And I don't see how it can be very confusing, like, is it confusing you can't build lots of buildings on tsk missions, or not build towers on Rich Land/other maps? Perhaps a little, but not causing headaches.
You know what would cause headaches ? The fact that you start adding differences between SP and MP has many consequences.
Here are my examples :
-it would cause the map editor to be overly complex because you need to add a differentiation between SP and MP
-it would make porting maps between SP and MP harder
So again,
there is currently no difference at all between SP and MP in the remake. All possibilities are opened to both modes.
And, again, I'm against adding any difference because it feels unconsistant and adds many complications that nobody wants to have.
As far as I know Krom and Lewin are against inconsistancies in the game, that's their argument for not allowing unit stat changes in dynamic scripting. (correct me if I'm wrong).