Is there somewhere, Wodan, where you've said exactly which assumptions you make and exactly which solution you propose?
I've summed it up several times, such as post #190. In brief:
-- locations are by pixel location (X,Y) not 1:1 tile
-- When units move, rounding is performed (<1%) to conform to the hex grid
-- When units display, rounding is performed to conform to the hex grid
That's it.
Normally I can follow any mathematical argument that has atypical assumptions but I've not been able to follow this one.
That's because it does not rely upon exact mathematics, thus it is not a mathematical argument. The base assumptions of the "mathemathical arguments" put out there by people who say a true hex/sphere game is impossible rely upon assumptions that:
-- all units must conform to the hex grid at all times (a 1:1 correspondence must be held true at all times)
-- units must always be exactly 1 tile distance apart, with no fractions of tile distance.
Neither of which have to be true.
I cannot agree that all consistency problems are avoided.
Well, let's look at the consistency problems you think can't be avoided, and avoid them.
It seems to me from what I've read, that it might be possible for a player to end his turn with, say, 10 tiles distance between two of his units. After another player has his turn and perhaps causes some unit position rounding, the distance between those 2 units could change.
Rounding is < 1% so there's no way it would cause a change you describe. Unless those units were, say 90 or more tiles apart... that's the only time it could happen. One assumption we do have is that no unit has a movement capability of > 20. So this isn't even
close to an issue. We have a factor of 5x coverage.
The world that has every tile filled with units is not all that contrived.
I didn't mean that a "filled" world was contrived. Sure, that can happen. What is contrived is saying
-On a sphere the circumference of a circle (or hexagon) does not grow linearly with its radius. (It is 2pi*R Sin[r/R] with r the radius of the circle and R the radius of the sphere)
-Since on the locally imposed hex tiling the number of units in each ring does grows linearly with the size of the ring, the density of units on each ring (as measured on the actual sphere) grows with the size.
-This means that (since map was already filled with units) from some other view point multiple units MUST be in the same tile.
The above imposes a set of mathematical rules on the game which do not have to be the case. That makes it a self-fulfilling example and contrived is an appropriate word.
This whole idea of there only needing to be one viewpoint is even more confusing...
Why? It happens every time you play and has happened in every version of Civ to date. You only see what's on the screen.
Let's look at another anology. Get rid of hexes and think of squares (as we have now). Imagine if we implemented a "vanishing point" visual engine, where if you scolled, instead of truly scrolling the screen, it stayed in place but
rotated the viewing angle so as if you are looking toward the horizon. The lines of the square grid would change in size as they go into distance. Like this:
Okay, now, imagine that with a hex grid.
In essence, that is what my proposal does.