I realized today that, for me, Hex Tiles have lost their flare. While they were a neat innovation, I feel that the problem I have with them is two fold: They are Space-Inefficient. I'm sure I'm not the only person that has noticed that the hexes are gargantuan when compared to the squares. It just seems as if there are fewer "hexes per map" (HPM) than a comparable map comprised of squares. Not just a couple hexes smaller, but it seems to be a significant amount of space is lost by moving towards hexes. This is compounded by my second point. They actually limit more moves than they provide. The "squares" in the previous civilizations are, in practice, octagons. With Hexes and with Squares, you can move to any adjacent tile. While this sounds like the hexes are adjacent to 6, and squares are adjacent to 4; one must remember that on a square grid, you are also adjacent through the corners- leaving 8 possible options for movement. While the hexagonal tiles make more sense at a glance, they feel flawed for this reason above all others. Hexes are mapped poorly for keyboard movement. If you really wanted to, you could move a unit with absolute precision by use of the keyboard. The keys were arranged:    Five is where the unit IS, and 1-4,6-9 provided an intuitive method to control units. While the mouse is just as functional in this situation, the point is that it's easy to grasp. I figured it out in Civ2, with a crappy mouse and an accidental button press, that 9 will move a unit "Up and Right." I was so new to the game, I did not know that I could move diagonally. In hexagonal tiles, I am afraid to push these buttons, because I have no idea what will happen. However, I know that I will not move "diagonally" to a hex I did not know I could access. The only "Intuitive" interface I could see would be: [W][E] [A][D] [Z][X] where is the unit location, and W,E,A,D,Z & X are movement keys. This would limit shortcuts for the player, but would be the only logical placement on the keyboard. Most players who use those keys for movement will automatically understand it due to the widespread use of the WASD movement convention. The only advantages to the hexagonal tiles that I could think of were that Hexagonal Tiles made landscape rendering more fluid. An improvement that I'm sure many players will find marginal, at best. (I actually tried to think of two, but the second bullet I was going to use was "Easier to understand at a glance", which is actually just not true. Hexagonal Tiles are harder to understand than the Square (Pseudo-Octagonal) Tiles.