Square tiles are very easy in comparison to hexes, so that's likely thwe biggest 'appeal' to having them in a game
I'm looking forward to the AI no longer moving my units in bizaar zig-zag patterns because square tiles make diagnal moves essentially faster than straight moves.
I'm not looking forward to having to re-invent the wheel with my map script(s) so I hope that have some handy utility functions ready to go out of the box.
Zing!How many turns does it take to re-invent the wheel?
I just hope that the pathfinding is robust enough from the side of the AI to deal with hex maps...
How many turns does it take to re-invent the wheel?
TW games until the latest instalement always had a square grid ( hidden OFC ) . ETW has no grid, but also had ( not sure if still has... have not touched that for a while ) quite some issues with pathfinding in complex map areas, especially with the navy ( enough to crash the game out ) . So, I guess that keeping a grid is better for nowI like the hex grid system better than the squares, but I'm supprised that Civ V actually used a grid system at all. I would have expected them to move to a more open and free feeling topographic map (more like Total war), where unit's have a zone of influence based on tech, scouting, etc.