Octagon movement favors diagonal movement too (or am in misssing something here?).
It would have complications.
First, it wouldn't be a radius, but an irregularly shaped blob due to terrain slowing movement in some bits and speeding it in others. Modeling that, the fact you could NOT go in a straight line, and the effect enemy troops could have on where you move would not be trivial in terms of displaying where you could go (they'd almost have to have some kind of display showing all possible end-points). Then there are aspects of how close you'd have to go to start combat, whether you could tell if you ended up in rough terrain that provided a defensive bonus or not, etc, etc, etc. It's not exactly easy stuff, especially since unlike an RTS, you can fix it on the fly, but are stuck with any mistakes, misunderstandings, or program errors you end up with between turns.
Let me just repeat myself here.
Squares : Unit moves East = 50 km. Unit move North East = 70.7 km (c2=a2+b2)
BUTBUTBUTBUT.....
Hex : Unit with 3 moves left moves East to a hill with forest = 50 km. Unit with 0.1 move left move North East to a hill with forest= 50 km.
See my point? It doesnt really matter that movement is more "correct" when it basically is this much flawed in the civ series.
Trying to justify keeping one part of a system broken by saying that another part is also broken is pretty weak.
Let me just repeat myself here.
Squares : Unit moves East = 50 km. Unit move North East = 70.7 km (c2=a2+b2)
BUTBUTBUTBUT.....
Hex : Unit with 3 moves left moves East to a hill with forest = 50 km. Unit with 0.1 move left move North East to a hill with forest= 50 km.
See my point? It doesnt really matter that movement is more "correct" when it basically is this much flawed in the civ series.
That's not what he said. He said that this "other part" is broken to a degree that it doesn't matter whether the first art is fixed or not (unless the other part is addressed as well, which he does by suggesting tile-less movement). You can agree or disagree with it, but it's a valid way of looking at the problem (imho).
So in other words, that IS what he said.
I don't know what's so difficult about understanding the difference between:
"Your solution isn't perfect so it doesn't matter if it's better" (which is how you interpret him)
and:
"Your solution is irrelevant as long as the underlying bigger problem isn't fixed." (which is what he meant, as he clarified above, paraphrased by me to highlight the difference).
Anyway, I don't really have a dog in this race and personally I don't think that tileless movement would be good for Civ (Rusty Edge explained the main reasons above). I don't even agree with the notion that fractional movement is so big a problem that it renders others irrelevant. It just irked me a bit that someone was criticized for an "awful" or "absurd" argument that he didn't even make.
By that wonderful reasoning, circles would be even better, since they'd allow for an infinite number of directions!
And to those naysayers who say "But octagons don't tasselate!", I reply: "Then le'ts play Civ on the hyperbolic plane!"
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Trouble is, you can't make a sphere purely from regular hexagons. You'll notice that animation has a few pentagons in it!I don't see much of a difference in terms of gameplay at all. Sure, CiV looks pretty and the tiles all mesh together well, but they don't really change anything at all. They are just a different way of moving from one tile to another.
What I anticipated when they moved to a hex grid was globe's instead of flat maps. Like this, but instead we ended up with the same flat maps? Why move to hexes and change nothing?