Trias
Donkey with three behinds
- Joined
- Oct 1, 2008
- Messages
- 594
So what kind of grid should the next version of civ use. The old familiar square grid, a hexagonal grid, or maybe some kind of gridless solution?
An overview of the options:
Square:
This has been the option of choice for all the civ games to date. Units and cities are placed on a square grid, and units can move both to the next neighbors as well as along the diagonals, leading to some unintuitive movement situations. The city catchment area is the familiar although a bit irregular BFC.
Pros: Civ tradition.
Cons: Irregular unintuitive unit movement.
Hexagonal:
An option that has been popular with many turn based strategy games. Tiles are laid out in a hexagonal (or honeycomb) grid. Since in a honeycomb grid tiles only border tiles with which they actual share a side, all moves on such a grid are equivalent, leading to more regular movement. The catchment area of cities would also have a more regular hexagonal shape. An aesthetic benefit is that rivers on the edges of the tiles now no longer make 90 degree turns, an have more natural 3-way forks.
A possible downside is that since there only six movement directions on each tiles it might be less intuitive when using the keypad controls for unit movement. (But aren't we all using laptops without keypads anyway?)
Pros: Altogether more regular than square grids.
Cons: Less intuitive controls.
Gridless:
Some sort of solution without a grid. This, ofcourse, has been popular with RTS games. It is however unclear to me how this would work in a civlike enviroment. The only 4X game I now of that uses a gridless solution is Cosmic Supremacy, and that is set in space so the natural objects are planets and solar systems which can be place off a grid without a problem. If you are voting for this option please explain how you would like this to work in civ.
Pros: Can be quite elegant if it works.
Cons: Unclear how to make it work.
Other:
Other options exist like irregular grids (think Risk), etc. Please explain how and why.
An overview of the options:
Square:
This has been the option of choice for all the civ games to date. Units and cities are placed on a square grid, and units can move both to the next neighbors as well as along the diagonals, leading to some unintuitive movement situations. The city catchment area is the familiar although a bit irregular BFC.
Pros: Civ tradition.
Cons: Irregular unintuitive unit movement.
Hexagonal:
An option that has been popular with many turn based strategy games. Tiles are laid out in a hexagonal (or honeycomb) grid. Since in a honeycomb grid tiles only border tiles with which they actual share a side, all moves on such a grid are equivalent, leading to more regular movement. The catchment area of cities would also have a more regular hexagonal shape. An aesthetic benefit is that rivers on the edges of the tiles now no longer make 90 degree turns, an have more natural 3-way forks.
A possible downside is that since there only six movement directions on each tiles it might be less intuitive when using the keypad controls for unit movement. (But aren't we all using laptops without keypads anyway?)
Pros: Altogether more regular than square grids.
Cons: Less intuitive controls.
Gridless:
Some sort of solution without a grid. This, ofcourse, has been popular with RTS games. It is however unclear to me how this would work in a civlike enviroment. The only 4X game I now of that uses a gridless solution is Cosmic Supremacy, and that is set in space so the natural objects are planets and solar systems which can be place off a grid without a problem. If you are voting for this option please explain how you would like this to work in civ.
Pros: Can be quite elegant if it works.
Cons: Unclear how to make it work.
Other:
Other options exist like irregular grids (think Risk), etc. Please explain how and why.