Thunderbrd
C2C War Dog
Yeah... I like both but do prefer squares from a player perspective (but would also love it if we could have such a method on a spherical map, which seems to be somehow impossible.)
Yeah... I like both but do prefer squares from a pl ayer perspective (but would also love it if we could have such a method on a spherical map, which seems to be somehow impossible.)
Hexs have 6 sides and miss two main cardinal points.
Hexes have the obvious advantage that the distances from the center of one hex to the centers of the adjacent hexes are equal, which allows for more consistent / realistic modelling of unit movement. That is why hexes, not squares, are the de facto standard in military boardgames.
Actually of the eight points of the compass, hexes miss at least six of them!
There is no real advantage here. Moving against the 'grain' of the hexes requires you to zig-zag and lose distance by doing so. Similar to what would happen on squares, if diagonal movement was not allowed! I'm not convinced that hexes in boardgames was anything more than a fashion.
What is so important about cardinal directions? Why are right angles magically significant? Squares give you two straight line directions that are not distance-distorting. Hexes give you 3 (so that's 50% better!)
On a pure practically point - pathing calculation have a lower branching factor on a hex map, which means the game is likely to run faster (pathing is a major source of AI turn time consumption)
What is so important about cardinal directions? Why are right angles magically significant? Squares give you two straight line directions that are not distance-distorting. Hexes give you 3 (so that's 50% better!)
On a pure practically point - pathing calculation have a lower branching factor on a hex map, which means the game is likely to run faster (pathing is a major source of AI turn time consumption)
If you only use the four sides of a square, a six sided hex is better. But if you use the diagonals of a square/ tile, you have 8. The natural shape of a hex limits one of the four directions. Eaither north/south, or east/west is split into two directions. You end up having to negotiate between the two to go in a straight line.
I've played many hex games, and I always find a way to play them, I just find them a little awkward in back and forth movement in two directions.
Always in hexes, 1 direction (N/S, or E/W) depending on the orientation of the hex, is split between 2 different ways of back and forth going in a direction. It is inconsistent with the other 2 directions, and it gives 2 choices for going in a direction one way, and only one in another. This is inconsistent. So when you go north or south you have 2 choices to get there, but when you go east or west there is only 1(or vice versa), this just isn't consistent. Basically you drop a natural direction and navigate between the close by one, NE and NW for example, and you keep moving in a zig-zag pattern to follow a straight line (in only 2 directions but not the others).
This is why it can be annoying.
You can think about it, movement should be the same in any direction. With hexes this is simply not true. Hexes are just an over-simplified way to do movement to match the natural conveniences of using triangles to manage maps and terrain distances to keep them consistent.
Diagonals in a tile or square cross differently than N,S,E,W and the major complaint is that the distances are wrong. Visually this makes sense, and using a map in the real world, like google maps, you always go in those directions when the roads travels in diagonals. On a hex map, the directions vary depending on which way you are turned - not easy or consistent. And when lot's of things are moving or changing positions (like the ai players) it is a lot harder to follow, the differing rules.
An Octogan gives equal movement to all 8 directions. Not a zig-zag in 2 instead of a straight line. Tiles are just taking a square and making it seem like a normal map, in a grid of same sized distances.
Hexes are not consistently the same with directions.
Hexes didn't drive me out of Civ V, poor simplified gameplay did. But it was frustrating that you had to play different in different directions. If you are a real life unit, you are limited by your map. In tiles you are prevented from going in a straight line.
Basically hexes prevent you from easily going in a straight line in 2 directions.
I don't really like randomness in there. Better to have at least a certain amount of predictability.Back to an earlier point, finite resources in a completely closed system.
Have world value for the resources. Once a certain amount has been used, run checks to close a mine at random, however, it could not happen at all and it checks again until a mine is actually closed. That way the world will at least have a minimum amount of a certain resource flowing in it, but with the potential to have a little bit more.
The predictability comes from the minimum amount of resources that will enter the system, to ensure that there is enough.About the square vs. hex discussion:
I don't really like randomness in there. Better to have at least a certain amount of predictability.
For the sake of realism I prefer an open system as resource usage is far from closed.-A 'closed' system.
I prefer a system in which the randomness is part of the initial world generation, but from there it is not random (but it might seem to you in some parts because you don't know everything about the world at the start).-Finite resources are actually 'finite'.
-Some measure to allow an 'open' and 'infinite' resource system, but make it optional.
-Random
No, realistically even until now, the resource system of Earth is rather closed.For the sake of realism I prefer an open system as resource usage is far from closed.
I prefer a system in which the randomness is part of the initial world generation, but from there it is not random (but it might seem to you in some parts because you don't know everything about the world at the start).
Input is closed (for non renewable resources), but output is far from closed in the current way resources are used on earth. They are used up by being burnt for energy or by being spread too thinly to be efficiently harvested (resources can be considered at different entropy levels depending on what form they are used in).No, realistically even until now, the resource system of Earth is rather closed.
That is also what I've been referring to as a system for this entire time as well... Earth as a whole.
Not the separate countries on it, but the entire Earth as the system from which the countries play their game on...
That was also my pie metaphor, the world is essentially a pie, and humanity just fights over it. The slice we can take from the Earth just gets bigger as we develop better technologies, but ultimately we will only have the pie.
Up until the point where the game can extend the system to asteroid mining or extra terrestrial colonization, we are generally stuck with what Earth provides.
If I remember correctly from one of my elective classes, to provide everyone on this planet with the same standard of living as the average American, you would need the resource equivalent of 2 Earths.
To provide everyone with the equivalent of a high end private jet businessperson, it would be somewhere above 5 Earths.
[If I remember the story correctly, I think for the businessperson part it should be higher, but I guessed conservatively.]
Basically, once it is mined, that unit of copper will stay in the system, regardless if you turn it into a luxury or a tool.
Edit: Unfortunately, even the soils deplete unless properly manage by restoring the need materials. That would require A LOT of work...
Input is closed (for non renewable resources), but output is far from closed in the current way resources are used on earth. They are used up by being burnt for energy or by being spread too thinly to be efficiently harvested (resources can be considered at different entropy levels depending on what form they are used in).
Very few resources are efficiently recycled so an open system fits far more at the current time.
Hex pathing is just to much of a visual leap to be good for most humans. [...]
So for display and movement strategy for the average person, Tiles
tiles is the only way to go. [...]