As I wrote in my reply to rightfuture, movement on any kind of tiled map, which happens in distinct steps, is an abstraction of one form or another. I do not take it "literally", and I do not think that we should. I do not view movement on a tiled map as one unit "driving" from one tile to another, and therefore "losing distance" if it drives across hex tiles in a zig-zagging motion. I view the movement as taking place in instantaneous, distinct steps, from the center of one tile to another. That is the abstraction of movement which we use when we play on a tiled map, where every unit is allowed to move x distinct steps per turn.
The zig-zagging movement does not change the fact that the distances of the center of one hex to the centers of the neighbouring hexes are equal, and that in this regard, hex maps have more accurate distance / movement modelling across the tiles in all directions than square tile maps.
I'm all for taking the movement as an abstraction. I'm not for condensing movement into 2 less directions, or having to plan around natural directions movements to shoehorn into terrain convenient hexes. My imagination, ability to conceive, or understanding of it's advantages in globe creation/terrain overlap are not the problem. Neither is my desire to try new things. It's the gameplay limitations of hexes that frustrate me. I like movement choices, and having more opportunities to navigate around terrain. Not less. Hexes don't improve tactical gameplay. (they make it simpler by reducing options)
Being able to
move freely in any direction(8 directions), without being forced to tack to it, is a
Big deal.
I understand how distances are so important, modeling globes, terrain overlap, giving an extra flanking turn radius; that is why D&D(roleplaying) settled on hexes for outdoor maps, but when they made anything that required tactics or group strategy, especially for battles, they went to tiles with 8 directions of movement. Even outdoors. Quicker, simpler, and easier games tend to hexes for strategy because they are useful for speeding up gameplay, and abstracting movement to reduce choices.
When video games use them the developers are mostly using them to save computing space, and not for their perceived strategic or tactical 'advantages'. This philosophy holds true for most games, video or board(I have played a lot of them, and love both board and simulation ones). I am a simulation and realism purist, but since all gaming is an abstraction, rules that confine any gamplay for reasons other than fun (like sacrificing gameplay for distance representation) take away from options that are natural to our real world movements.
When distances can be calculated to compensate for diagonal movement discrepancies, 8-directional tiles demonstrate the obvious directions people can go on a map, on a gps equipped phone(google maps), with a paper map, flying over a city in a plane, and pictures over with satellites. Equi-distance visualization simply does not trump movement flexibility or directional options,
Here is some more discussion on the subject:
http://boardgamegeek.com/thread/616113/history-of-the-hex-grid-and-boardwar-games
http://boardgamegeek.com/article/6352585#6352585
http://warlockshomebrew.blogspot.com/2011/06/grids-vs-hexes.html
The conversation goes both ways.
Here is a gem
"The main reason for hex maps is that you can move in any direction and get a pretty good approximation of the real distance from the number of hexes moved while square grids suffer from diagonal movement issues (even alternating 1 and 2 moves is only a rough approximation). I think there are two main reasons why they weren't used more. First, in the days before laser printers, it was hard to find hex paper and it was often expensive. Second, it can be difficult to represent square or rectangular rooms, buildings, and hallways on top of hexes. One direction is always going to cut against the grain of the hexes. In wilderness settings, there are fewer right-angles to worry about."
http://www.therpgsite.com/showthread.php?t=23021
Here is another good one, this time from a 2k forums discussion before Civ V:
"The main reasons most military boardgames went to hexes like forty years ago is that it regulates movement of units far more effectively than squares can. If you move diagonally on squares you cover much more territory in less time.
Another advantage may be that you don't wind up with as much dead space in the middle of your kingdom. By this I mean that you will be less likely to have to significantly overlap cities at times to take full advantage of available terrain and associated bonuses."
and
"If you compare the geometry of the two shapes...
http://image.absoluteastronomy.com/images/encyclopediaimages/4/45/45-45-triangle.svg.png
http://www.zaimoni.com/grafx/UnitCircleW_InscribedHexagon.gif
The answer is quite clear.
When traveling diagonally in the square grid system your units are traveling at the speed of:
unitSpeed = length of the square's edge
unitSpeed x 2^(1/2)
note, 2^(1/2) ~ 1.414 > 1
when traveling vertiacally or horizontally however, your speed would just be:
unitSpeed x 1
Thus, a unit moving diagonally in the square grid system covers a larger distance in the same amount of time as one traveling vertically or horizontally. Since, in Civ 4, there is no compensation for this, it essentially unbalances the game or at the very least, makes it an exploitable feature.
However, with the hexagon geometry every movement direction choice is equidistant. The result is a more balanced and less exploitable game mechanic.
EDIT: I just realized like 5 people before me said exactly what I have just attempted to prove."
http://forums.2kgames.com/archive/index.php/t-61321.html
All great reasons to consider hexes.
IF you want to go deeper into game design reasons:
http://books.google.com/books?id=UM...X&ei=G_4FUeqjAcnkygH2j4DYDA&ved=0CDQQ6AEwATge
worth reading a few pages
and here is another good comparison:
"The grain of the hex as the man said kills hex as a real feature driver. Go look at a 1/50000 scale map even better 1/25000 scale. The roads cannot be sensibly fitted to a hex map and give the same fields of fire. You cant get a strait road in other than 6 orientations."
That's a very good example.
I suppose one can look at it this way:
Rulers/Templates = analog…infinite possibilities with respect to position, angle, etc. which is both a curse (people start measuring tiny little yet crucial distances which could be changed with a bump of the table or stand slipping down a slope) and a blessing (you could achieve near perfection in terrain presentation but even then most ground scales make a mockery of terrain representation anyway.)
Hexes/Squares = digital…(very!) limited possibilities with respect to position, engle, etc. which is also a curse (your terrain must conform to the grid and units can't face one another at any angle) and a blessing (absolute 100% precision with respect to relative position, distance, angle, etc.)"
"So the question is in modelling the real world have you got your parameters wrong. Terrain is normally the key. If you are compromising that more than is necessary then you need to look at the parameter weighting of the model. A model like a chain is only as good as its weakest link. "Super accurate" modelling (even if its more accurate and not just badly designed ill weighted parametrics (see m240 above) of one section of the model compared to all the rest in the end has minimal effect on overall accuracy.
So as before hex makes excellent modular hills but should not drive everything."
http://theminiaturespage.com/boards/msg.mv?id=160088
So I say for map simulation hexes are the best fit,
For movement simulation 8 directional tiles give more options and positions of units around each other, as well as more accurate directions and control.
It almost all normal cases we give directions to others in 8 directions, go to the NE, or the SW, that building lies to the east.
Board games and strategy games tend to use hexes
-for distance calculation accuracy (can be calculated behind the scenes -visualization not necessary)
-to simulate natural (rounded) terrain,
-to make programming simpler and
-to limit movement options to make strategy quicker. (biggest problem I see)
In the real world military a grid is used. In actual military wargames, hexes are sometimes used to simplify strategic planning. Actual War uses grids.
IF C2C is just a board-game that simplifies gameplay to make things easier then by all means use hexes to simplify programming, player movement options, and combat.
IF C2C is also a simulation and the depth of the gameplay options is important, then 8 directional movement gives more natural maneuvering options (try playing chess with hexes).
I think C2C should be more of playable simulation, than a representational board-game.
The approximations, abstractions, representations, and simulations are there to immerse you in a deeper, more involved gameplay, which connects you to the experience of controlling your own civilization. The rules should free and expand your options, (not limit them to 6 movements), and immerse you in meaningful choices that you manage(automate, group, build order, and direct) so that you can control the details you want to instead of being lost in the rules(needless micromanagement, constraining rules, limited options.) The goal is to keep improving the experience.
Which direction is it that you really want to go?
More simulation? or more simplified boardgame?
In the real world, maps are almost always used in a grid, .
Movement choices are 'literally' usually described in 8 directions - not 6. Try giving directions in 6 directions in normal english for complicated directional discussions, you will miss the use of e,w or n,s for ease of use.
There is a reason why hexes are used in games, and everywhere else, grids. It is for maximum simplification of strategic detail. That is why it is used.
My solution would be to have the hex grid for terrain/climate fall beneath a grid (8 directional) movement map. Or just superimpose a hexagon over hexes for movement (just an idea-possibly less workable).
Then we can always see which direction units are actually going in (and the game calculates distance computationally behind the scenes.)
This way unit positioning is naturally and visually lined up in more strategic directions (8).
Choices of unit positioning was my biggest functional problem with CIV 5.
This is why 8 directional tile movement is superior to hex movement (and more often chosen for more positioning of units).
Please consider this as well as my other previous arguments.
I vote more immersive simulation.