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| View Poll Results: What type of grid system? | |||
| Rectangular |
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15 | 20.00% |
| Triangular |
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1 | 1.33% |
| Hexagonal |
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49 | 65.33% |
| No Grid |
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5 | 6.67% |
| Other |
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5 | 6.67% |
| Voters: 75. You may not vote on this poll | |||
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#2 |
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Warlord
Join Date: Jul 2007
Location: Norway
Posts: 127
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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.
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#3 | ||
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Reaver
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Quote:
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#4 |
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Warlord
Join Date: Jul 2007
Location: Norway
Posts: 127
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Okay. I have never posted a poll, so I didn't know whether it was possible to edit it or not. Although I realize now that if you could edit polls you could probably tweak it to any result you wanted...
Anyway, does anyone have any good reasons for wanting squares rather than hexes. I'm merely curious, as I can't see any myself (other than "Civ has always been like that", whish is itself a poor argument IMO). |
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#6 |
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Warlord
Join Date: Nov 2008
Posts: 172
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The main thing I don't like about squares is moving along nodes. It doesn't make sense gameplay wise. Also, a square can now be reached in one move by 8 squares. Hexagonal grid would bring it down to 6 squares. It makes surrounding an enemy doable, and chokepoints would be more common on the map. Most chokepoints that are 1 rectangle wide can now be crossed by diagonal movement. Hexagonal grids wouldn't allow that.
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#7 |
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Prince
Join Date: Oct 2005
Posts: 464
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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?
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#8 |
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Emperor
Join Date: Oct 2007
Posts: 1,397
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#9 | |
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Prince
Join Date: Nov 2006
Posts: 403
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Quote:
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. |
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#10 |
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Deity
Join Date: Aug 2003
Posts: 2,413
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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. |
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#11 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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You can't do a round planet with hexagons without distorsions, exactly like squares.
I'm indiferent to the grid system, but I would prefer to keep things as they are, just by laziness.I do remember the time I took to format my mind to the concept of the Civ IV grid, being used to the SMAC and Civ III iso grid......
__________________
" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#12 |
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Deity
Join Date: Aug 2003
Posts: 2,413
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#13 |
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King of myself
![]() ![]() Join Date: May 2006
Location: Lisbon, Portugal
Posts: 13,818
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Well, that is another cup of tea
![]() But only hexagons is impossible.
__________________
" I'm the Lord of the lords, not the servant of the serfs" - D. Joćo II of Portugal My Civ lema: Qui vincit non est victor nisi victus fatetur Lonely Hearts Club Bullpen / You , Yourself and your shadow : Some lessons on isolated starts |
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#14 | |||
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Prince
Join Date: Oct 2005
Posts: 464
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Quote:
Quote:
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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. |
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#15 |
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King
Join Date: Jul 2007
Location: Chiyochan's Country
Posts: 687
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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 |
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#16 |
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Emperor
Join Date: Oct 2007
Posts: 1,397
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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.
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#17 | |||
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Prince
Join Date: Nov 2006
Posts: 403
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Quote:
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As for my dissertation I created a spherical grid of land, mountian and sea tiles, with objects that moved around on it, I would say this is precisely relevant to Civilisation, also the fact that I referenced Civ IV code in it, and used Civ as the main benchmark to evaluate it against I think I know what I am talking about! Icosahedrons, look it up, its really not that scary! Quote:
A plain hexagonal grid would not be spherical. Any grid trying approximate a sphere using a regular pattern will have distortions, try looking at Buckminster Fullers work on Discretising the sphere. |
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#18 | |
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Prince
Join Date: Oct 2005
Posts: 464
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Quote:
This probably gave way to the Civ III / Civ IV missions. I'm not sure how a Rubik's cube grid system would allow units to occupy a space. Can Team Red's Bomber be in a cube that is above Team Blue's Land unit? |
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#19 | |
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Prince
Join Date: Oct 2005
Posts: 464
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Quote:
The thumb, point finger and middle finger are your x, y & z points. |
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#20 | |
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King
Join Date: Jul 2007
Location: Chiyochan's Country
Posts: 687
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Quote:
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