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South Island, New Zealand
This is why I'm happy about the move to hexes. Assuming they really do make the world round it will mean a Civ on the edges of the map wont get the benefit of a 'safe' border, unlike a Civ on the equator who has to watch every direction.
Sure it may take some tech or air power (subs under the north pole?) to use this but I think its a great idea.
If you wanna check out hex-based combat and how it compares, try a free and extremely well done game called "battle of wesnoth." IMO wesnoth illustrates how well hex-based can be done - it has very good combat and AI. You need to be on top of your game even playing on easy levels or wesnoth's AI will flog you mercilessly. The tactical and strategic elements are so vastly superior (IMO) it's ridiculous.
The arguments that squares are somehow enable superior gameplay is amusing. Hexes have been standard in serious or semi-serious wargames for decades.
Hi,
I haven't posted in a long, long time.
But I made my way back here the other day, and noticed this conversation. I understand the reasoning for hexes, but I still prefer squares. I like to go in the cardinal directions. Can you imagine if RL urban planners mapped out cities using hexagons? No right-angled intersections.
In case you don't know, the preference by square grids in city planning is a major contributor for traffic clogging in citiesBut I made my way back here the other day, and noticed this conversation. I understand the reasoning for hexes, but I still prefer squares. I like to go in the cardinal directions. Can you imagine if RL urban planners mapped out cities using hexagons? No right-angled intersections.
Reminds me of a argument about Master of Orion 3 having real time battles. One person that didn't like real time said that turn based was more realistic. There were many gameplay arguments to make in favour of turn based, but they chose realism, a bad argument for many reasons, most obvious being that "real time" has the word "real" in it.The arguments that squares are somehow enable superior gameplay is amusing. Hexes have been standard in serious or semi-serious wargames for decades.
Most old cities don't have "square based" roads. Also, civ is a bigger scale, so we'd be dealing with inter city roads which aren't often in right angles.Hi,
I haven't posted in a long, long time.
But I made my way back here the other day, and noticed this conversation. I understand the reasoning for hexes, but I still prefer squares. I like to go in the cardinal directions. Can you imagine if RL urban planners mapped out cities using hexagons? No right-angled intersections.
It would be interesting to see how a city would be designed if there was no inherent bias to having square blocks, but I think that's too ingrained in our thoughts to get past, as some in this topic have shown. I'm not sure no right angle intersections would necessarily lessen accidents though. Imagine having intersections of not two but three roads! Actually there's one of those right near my house, and it's fine, but most of them are one way streets, and the street I'm on, the north and south aren't even connected going by car.In case you don't know, the preference by square grids in city planning is a major contributor for traffic clogging in citiesAnd to be honest, no right angles intersections means less acidents as well
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Well, IMHO, all urban planners that map out cities in square grids need to be shot. Use some imagination for christ sake.
Wrong.
In Civ IV, the eight directions are treated as equal, and thus THEY ARE EQUAL.
Diagonal movement does not strictly let you move faster. One square diagonally is exactly as far as one square horizontally or vertically.
I've lived cities in cities with organic road networks for most of my life, and never had that problem. In fact, I have the opposite problem in grid based cities; I can never quite tell where I am (without looking at street signs). I also find grid based cities a pain to navigate by bike, because I have to cross an intersection every 100 meters or so. Compare that to the 3 intersection that I cross biking 9km to work everyday.Square, right angle city planning was a huge advance over the unplanned road-going in any direction status-quo for most of the world for most of history. A grid also a lot better for finding your way around, especially when the streets have an orderly naming system. I lived in a southern city for over a decade that built on the random cow-path system, and it was maddening to try to learn how to get around.
The problem with cities like DC is that they take the worst of two worlds. It is a grid but not quite.Washington DC is a good example of a city that was designed with a lot of imagination, various diagonals and loops etc. The map is pretty, but that's not what city planning is for. It's a real pain to try to navigate DC.
Yes, that is why new urban development in the old world never adopted a grid system.The grid pattern has some faults in the automobile age, but it ruled before that, and still has significant advantages.
Now this might be an odd time to bring this up, but another consequence of moving to hex based system means use of the numberpad on the keyboard for movement is going to be much less obvious than it was before. I guess one would just eliminate the 2 and 8 as movement keys? Or, if units all do have 2 movement points minimum, 2 and 8 could be allowed (south and north) but they would use up 2 move points. This might be a bit weird to show on the interface...
Now this might be an odd time to bring this up, but another consequence of moving to hex based system means use of the numberpad on the keyboard for movement is going to be much less obvious than it was before. I guess one would just eliminate the 2 and 8 as movement keys? Or, if units all do have 2 movement points minimum, 2 and 8 could be allowed (south and north) but they would use up 2 move points. This might be a bit weird to show on the interface...
I've lived cities in cities with organic road networks for most of my life, and never had that problem. In fact, I have the opposite problem in grid based cities; I can never quite tell where I am (without looking at street signs). I also find grid based cities a pain to navigate by bike, because I have to cross an intersection every 100 meters or so. Compare that to the 3 intersection that I cross biking 9km to work everyday.
I would just eliminate 7,8 and 9. 1=DL, 4=UL, 5=U, 6=UR, 3=DR and 2=D. There is no need of a center key that the square formation only has because of the square configuration of the keys. So you have your six directions in a slightly flattened form. Personally I think that would even be easier to handle with the keypad than the grid movement in the long run.
Is any one stull moving units with the keyboard rather than with the mouse? I mean, with the mouse you can click and never make any single error, with the keyboard you can make some nasty mistakes. Also my right hand is on the mouse all the time, my left on the keyboard for worker shortcuts and scrolling with the arrow keys. I do not want to shift my left hand all the time.