The idea:
Although hexes do not lend themselves to a round word, they do allow one possibility not possible with square tiles: hexagonal tiling. Much like a square map can be made to loop at both north-south and east-west, so a hex map can be made to connect opposite sides of a hexegon. This requires not only hexagonal tiles, but a hexagon shaped map. Square tiling is likened to a pseudo-torus, although unlike a torus square tiles are the same distance around at all parallels. A hex tiled map has no easy to conceive analogue. Nevertheless, I think it would be fun to play.
How it would work:
This image gives an idea of how this would work. The central 19 uniquely colored tiles represent the un-looped map. I also circled these in red. Each unique color represents a single tile on the map. The tiling causes the locations to loop, so that colors on the opposite edge of the map appear adjacent. I put in several red center dots to show how the tiling expands, but really only the adjacent tiles matter.
Notice that each tile is shifted slightly so it is not on the strict 0-60-120-180-240-300 degree lines. This is the result of the fact that the hex shaped map is made up of smaller hexes and the middle row must contain a hex directly above it, instead of being the dividing line between the two tiles. The effect gets smaller as the number of spots on the map increases.
Granted it is unlikely that civ 5 implements this behavior out of the box, but it is possible that this would not be a hard mod to make.
Here's an image for a larger map:
Features and benefits:
The map would be such that no square could be called the center, except under the hood. The perspective from every tile is identical. And there are no edges.
Unlike square tiling, however, the world from the perspective of any tile is approximately round (really hexagonal).
This has the game-play advantage that no civilization would have a safe front. Every direction can be a point of attack, unless blocked by terrain.
What do you guys think?
Although hexes do not lend themselves to a round word, they do allow one possibility not possible with square tiles: hexagonal tiling. Much like a square map can be made to loop at both north-south and east-west, so a hex map can be made to connect opposite sides of a hexegon. This requires not only hexagonal tiles, but a hexagon shaped map. Square tiling is likened to a pseudo-torus, although unlike a torus square tiles are the same distance around at all parallels. A hex tiled map has no easy to conceive analogue. Nevertheless, I think it would be fun to play.
How it would work:
This image gives an idea of how this would work. The central 19 uniquely colored tiles represent the un-looped map. I also circled these in red. Each unique color represents a single tile on the map. The tiling causes the locations to loop, so that colors on the opposite edge of the map appear adjacent. I put in several red center dots to show how the tiling expands, but really only the adjacent tiles matter.
Notice that each tile is shifted slightly so it is not on the strict 0-60-120-180-240-300 degree lines. This is the result of the fact that the hex shaped map is made up of smaller hexes and the middle row must contain a hex directly above it, instead of being the dividing line between the two tiles. The effect gets smaller as the number of spots on the map increases.
Granted it is unlikely that civ 5 implements this behavior out of the box, but it is possible that this would not be a hard mod to make.
Here's an image for a larger map:
Features and benefits:
The map would be such that no square could be called the center, except under the hood. The perspective from every tile is identical. And there are no edges.
Unlike square tiling, however, the world from the perspective of any tile is approximately round (really hexagonal).
This has the game-play advantage that no civilization would have a safe front. Every direction can be a point of attack, unless blocked by terrain.
What do you guys think?