Please use hexagons instead of squares!

glanmark

Chieftain
Joined
Apr 10, 2003
Messages
15
Why on earth is Firaxis, Sid and other sticking with squares when the vastly superior hex system exist? Is there a reason for this or just history?
 
Umm, so people can move units with the number pad?

789
456
123

5 is where the unit is, and the other numbers go with a corresponding direction.
 
Please use hexagons instead of squares!
No, I prefer squares. I would only add the "2 diagonals = 3 movement points" rule, that's all.
 
I wish they would, too, but I'm not holding my breath.

Bluemofia said:
Umm, so people can move units with the number pad?

789
456
123

5 is where the unit is, and the other numbers go with a corresponding direction.

Remove the 4 and 6 keys from the picture. You have an easy system for moving across hexes.
 
What's so wrong about hexagons? Hexagons would also open up the possibility of truly (well, nearly) round worlds when used with interspaced pentagons. Imagine sheets of hexagons on the triangles of an icosahedron, line of hexagons on the edges and pentagons at the vertexes. It's not perfect, but as an option I think it would still be pretty playable and having a truly round world would be really neat. (I was contemplating this as a good template for civ2 sequel since before I even had heard of civ3.)

You could even just take the normal civ rules and place them on the different map with almost no changes. The only different is that there are two less tiles in the first ring of a city, so the total number of tiles in a city radius add up to 19, not 21. But that's really a tiny change, one I doubt that would need much if any changes in the rules.

Obviously this can't happen in civ3, but it would be a really cool option for an expansion pack or civ4. With the game fully 3D, envisioning the whole globe is feasible now.
 
Yes but the 8 directions of a square are not equivalent 4 move you farther than the other 4 (there are really only four 'directions' in a large scale square based map)
 
I've seen many a game that gave a 1.5 cost to going the short way to make them roughly fair. (It would have to be 1.4142135623730950488016887242097... to be correct, but 1.5 is pretty close and easy to implement)
 
or just 2 for horizontal and vertical and 3 for diagonal.
I would prefer hexagons though. It would be easier to secure borders or create blockades. Game designers would have to decide between if two land tiles are conected and two coast tiles are conected, both by diagonal, which should be passable. All tiles are connected by full borders not cornors.
 
Pounder said:
Squares are 8 directions to move in and hexagonals are only 6 directions to move in.

So I think squares are better.

Pffft. Dodecagons all the way. They're 50% better than squares and 100% better than hexagons!
 
Crayton said:
or just 2 for horizontal and vertical and 3 for diagonal.

Isn't this 1.5 times the cost of 2?
 
kasmasnou said:
I prefer squares.

More simple to manage units, build cities and improve terrain. Hexagons are... difficult or less predictable for all terrain purposes. Must disagree.

:confused: What's so complicated about hexes?

It impacts not one jot on the use of the keypad.

The only issue is the extra work which would have been required of Firaxis - the impacts on player use would be virtually invisible, whilst impacting with mighty positivity on mapping and global movement.

Do it! :goodjob:
 
Ya, its the same. I'd think whole numbers are easier to use than decimals.
In that case, 7 for horizontal and vertical and 10 for diagonals.
2 and 3 are only a single integer apart, therefore (according to me) easier.
Of course, you don't have problems with diagonals on Hexagons.
Too late for Civ4, maybe Civ5.
 
Hexagon's would be nice, also damage modifyers by attacking an enemy force by the rear so that positioning is important and by flanking :D Use more advanced tactic's that you can control instead of dice throws

My great wall of tanks and battleship row would be very effective then :D
 
for plane earth square is the choice , for round earth hexagons can be used instead.
In hexagon tiles, the distance between two tiles that are spaced by one tile will be decreased.

It appears that the path in '1' is longer than the path in '2' , but if somone do the math it can be shown that the path in '1' is 75% the path in '2', (if the box is 1x1 bath1 will be 1.5 and path2 will be 2).
 

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