Perugia
Prince
OK here's some simpler ways to illustrate the problem with squares in game terms 1) Exploration 2) Roads/railroads and 3) Irrigation Quirkiness.
Exploration
Ignoring the effect of hills, rivers and coasts that either slow your scout down or allow it to see further ie I'm talking about flat terrain, no features, most players will move their scout 2 squares diagonally rather than orthogonally as 2 diagonal moves will reveal 10 squares of blackness against 6 squares moving orthogonally.
Road/Rail Network
Likewise when workers are laying a strategic road (or later rail) network and again ignoring rivers, coasts etc (or the hooking up of resources). Laying a diagonal or zig-zag road will allow units using the road to reach the maximum squares not yet roaded in a single turn.
Given a choice I always explore or road diagonally.
Irrigation Quirkiness
With squares there are some wacky rules for deciding if it's OK to irrigate a plot (and the subset of plots that can be watermilled instead) when they are only adjacent on the diagonal. This is very confusing when learning the game. With hexagons there would be no such problems.
Squares
AFAIR the rules for irrigation with squares are:
Irrigation allowed both diagonally or orthogonally from fresh water lake (or irrigated non-hill city)
Irrigation allowed diagonally from river except directly from source or mouth (no watermill allowed).
Irrigation or Watermill allowed orthogonally from river
Hexagons
With hexagons the rules would not catch out begineers:
Irrigation allowed adjacent to fresh water lake (or irrigated non-hill city)
Irrigation or Watermill allowed adjacent to river
Exploration
Ignoring the effect of hills, rivers and coasts that either slow your scout down or allow it to see further ie I'm talking about flat terrain, no features, most players will move their scout 2 squares diagonally rather than orthogonally as 2 diagonal moves will reveal 10 squares of blackness against 6 squares moving orthogonally.
Road/Rail Network
Likewise when workers are laying a strategic road (or later rail) network and again ignoring rivers, coasts etc (or the hooking up of resources). Laying a diagonal or zig-zag road will allow units using the road to reach the maximum squares not yet roaded in a single turn.
Given a choice I always explore or road diagonally.
Irrigation Quirkiness
With squares there are some wacky rules for deciding if it's OK to irrigate a plot (and the subset of plots that can be watermilled instead) when they are only adjacent on the diagonal. This is very confusing when learning the game. With hexagons there would be no such problems.
Squares
AFAIR the rules for irrigation with squares are:
Irrigation allowed both diagonally or orthogonally from fresh water lake (or irrigated non-hill city)
Irrigation allowed diagonally from river except directly from source or mouth (no watermill allowed).
Irrigation or Watermill allowed orthogonally from river
Hexagons
With hexagons the rules would not catch out begineers:
Irrigation allowed adjacent to fresh water lake (or irrigated non-hill city)
Irrigation or Watermill allowed adjacent to river