Onionsoilder
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- Joined
- Mar 19, 2007
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In past Civ games, the grid has always been rectangular. Some people like it this way, but some people think a different system would be better. What do you think?
Definitely hexagons. To me, bringing in hexagons is the single most important change that could happen in Civ5. If Civ5 comes with hexagonal grids and no other improvements over Civ4, I'll be happy (well, almost happy. I would still like to see some better colonization and trade features...). Hexagons have all advantages over squares, both gameplay-wise and aesthetical.
Maybe you should add the option of staggered squares to your poll, Onionsoilder. It plays like hexagons but is visually more like rectangles. I remember an earlier thread where many people opted for a compromise like that.
Maybe they like squares better, since it is similar to chess? Or they like abusing the diagonal movement "feature"?
Just say, if the next Civilization game were to have a Rubik's cube type style of game play. How would hexagons replace the cubes?
I'm up for hexagons to supersede squares but will it work if the grip level system is divided into air, sea and land?
You can't do a round planet with hexagons without distorsions, exactly like squares.
If, by Rubik's Cube, you are referring to a geodesic discrete global grid (ie taking a regular polyhedron (such as a cube) and dividing the faces to create a 3D grid) you can better represent a sphere by using an icosahedron (20 equilateral triangle polyhedron). You can either build a grid of hexagons with 12 pentagons at the vertices, squares/rhomboids (diamonds) by combining pairs of triangles or leave the grid triangular. A Geodesic Discrete Grid would be excellent if implemented, I created one for my dissertation, including a visualisation, although that wasn't perfect.
My argument for a hexagonal grid would be that it displays uniform adjacency, which, as others have said, is the problem with squares, which have neighbours which share vertices and not edges. I could go much further into this, I wrote my dissertation on it!
I'm not sure what you mean by air, sea and land? Air is above sea and land, sea and land are both surfaces, do you perhaps mean subterranean or sub-surface (as in above, surface and below), in which case you would have three separate grids and would be a waste of time. If you simply mean different tile types, this is not a problem at all, the grid could be of an irregular tiling polygon and that would still be straight forward.
rofl
those arent layers in an anything, its a scripted way of movement, it has almost no bearing that i can think of on the grid system
I have only played Civ 3 and 4 yes, not 1 & 2, so only 5 years of gameplay. And being a software engineer I don't have ANY understanding of how the game works.You obviously have not played the entire civilization game series to understand how units move on the current square grid.
Both undersea & above sea would be one level of grid. Mountains, hills, rivers, forests, etc. would be another level of the grid. Planes, missiles, gunships & airships would be the last level of the grid.
I voted squares.
Indeed, hexagons would have the same imperfection than squares: a distance distorsion. I explained it in another topic.
The only good reason for hexagons would be to have a round planet, and i'm not sure of its cruciality.
Some of us favour the notion of air units that move as actual units (and not stupid Civ III/IV missions) in a different layer of (square) grid existing above the land/sea level grid, so it seems relevant to the discussion here to me.
With the lat & long, altitude is another co-ordinate that has not been included. Altitude has bearing on sea level so in a sense underground would be relevant to an altitude under sea level or inside terrain such as mountains.Like Chiyochan says those aren't layers of the grid, and have nothing to do with it. Think of the grid as Lat and Long, your position, your height/depth is irrelevant. Each cell has a terrain type, Ice, Ocean, Sea, Coast, Dessert Tundra, Plains, Mountain, Hills, these base types have modifiers, such as forests, rivers to the north or east, resources. But all of that has no bearing on the grid, like I said! What you may be getting confused with is where I suggested having three levels of grid for each, this was if you wanted a game like Metal Fatigue where you could go under ground. However its got nothing to do with Civ, I agree.
With the lat & long, altitude is another co-ordinate that has not been included. Altitude has bearing on sea level so in a sense underground would be relevant to an altitude under sea level or inside terrain such as mountains.
The thumb, point finger and middle finger are your x, y & z points.