Hexagons more restrictive on movement?

Effectively eliminated? pfft terminated is more like it. Never to be seen again I hope and pray. But civ VI is a long ways off. :D
 
the hex tiles, ranged bombardment, and 1 unit per tile will make field battles inevitable. this is more like history: armies made lines on the field, they didn't just travel in a huge stack from city to city. SoDs are unrealisitc, in the real world, you aren't going to fit 4 catapults, 10 axemen, 4 spearmen, 6 swordsmen, 2 horse archers, 5 longbowmen, and a chariot (32 units) onto a land area equivalent to a medieval farm. that's just not possible, the units are too big! @l3illyl3ob: your point about V patterns being equal to straight patterns is a good one. that always annoyed me that i needed 2 tiles of units instead of 1 to cut off a path.
I don't a tile was meant to represent that small a space. If that were the case, a whole city would have to fit into such a small space as well.
 
@frekk:
You realize that SoD's are effectively eliminated by the fact that you can't have more than one unit (of the same domain) on the same tile?

Ouch! Really? That's a little harsh. Why not just cap it at 3 or 4 units? You ought to be able to concentrate force a little ... the SOD was schwerpunkt gone insane, but completely eliminating force concentration altogether is a bit excessive.
 
Ouch! Really? That's a little harsh. Why not just cap it at 3 or 4 units? You ought to be able to concentrate force a little ... the SOD was schwerpunkt gone insane, but completely eliminating force concentration altogether is a bit excessive.

Not mention that in terms of scale, most armies before the WW1 era could fit on one tile...
 
hey guys, see this picture which i just made.
View attachment fog bust with hexes.zip
we start the game in 4000BC. blue horse is our starting point. white horse has 12 hexes to go with 2 moves. light green hexes are the slots that the white horse sees. for some plots, there are 2 ways to reach there, so 1 of the green hexes only will be seen by the horse.

if u count light grey hexes, u can observe that wherever we move our horse, only 6new hexes will be fogbusted with 2 moves.

in civ4 (squares) with 2 moves, it was possible to fogbust
* 10 new squares if u move diagonal
* 6 new squares if u move non-diagonal
 
SoDs are unrealisitc, in the real world, you aren't going to fit 4 catapults, 10 axemen, 4 spearmen, 6 swordsmen, 2 horse archers, 5 longbowmen, and a chariot (32 units) onto a land area equivalent to a medieval farm.

Medieval Farm? On a Civ 4 standard size map, one tile represents about 300 square miles. That's one hell of a farm. You could fit a nation's entire military in an area that large, even China's. That's my beef with this new one unit per tile deal, it isn't at all realistic according to the scale of the overall map. I would rather have a special tactical map for battles. Pretty powerful Archers to be able to lob an arrow at an enemy 600 miles away.
 
The only way I can suspend my disbelief and enjoy Civ is if I resist the temptation to pretend that there is any consistent correlation between any element of the game and real life. If a square is 300 sq miles, it is seventeen miles long on a side. Why can a unit only walk 17 miles...in five years ?!?!? (or forty, or twenty, or ten, or one or six months, or whatever!) Why does a mine make a city produce a unit of "scouts" faster? How the heck does building the Pyramids give me the ability to adopt forms of government that have never been discovered? How can the "American" civilization begin in 4000 B.C. half a world from the "English" civilization with which it shares a language? Take a deep breath, and remember it's a game, not a simulation. The historical details are there to make it fun, not to make it "real."
 
If a square is 300 sq miles, it is seventeen miles long on a side.

Ah no, that would be 300 miles on a side. A tile is 300 miles by 300 miles. Sorry if I'm using the wrong definition of square mile.

Take a deep breath, and remember it's a game, not a simulation. The historical details are there to make it fun, not to make it "real."

Yes, I realize all that but I personally feel that having a battlefront that will stretch for hundreds of mile is pushing the abstraction way too much. They could have easily had the conflict occur on a seperate tactical map, rather the main map.

Doing it the way they've done also poses another question. How much of a hassle is it going to be moving your units around? If it's one unit per tile, it could easily turn out to be a headache positioning your troops in the right way. You won't be able to send your mounted units through the melee to go to a spot on the other side. They will have to go all the way around your Archers and your Catapults. That could prove to be a major pain in the butt. Allowing multiple units on a tile in the world map, then switching to a tactical one for battles, would probably make positioning alot easier. Of course I can't say for certain how the actual mechanics of moving through a tile will work, but I am concerned.
 
I think hexagons are gonna rock - apparently the game world will look a lot more natural and organic. With square tiles, mountain ranges currently look pretty silly.
 
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