question on hex tiles

civhelp121

Prince
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With the switch to Hex tiles, I keep on reading that it will bring more strategy because the units have more choices in terms of movement, and cities and such can be surrounded by more units. However, don't Hex tiles only allow 6 sides, while square 8? It sounds counter-intuitive, since square tiles only have four sides, but thanks to the square set up units can move diagonally, meaning each corner effectively counts as another side in terms of movement. However, with a hex set up, you can't move on the corners, you can only move on the side.
 
With the switch to Hex tiles, I keep on reading that it will bring more strategy because the units have more choices in terms of movement, and cities and such can be surrounded by more units. However, don't Hex tiles only allow 6 sides, while square 8? It sounds counter-intuitive, since square tiles only have four sides, but thanks to the square set up units can move diagonally, meaning each corner effectively counts as another side in terms of movement. However, with a hex set up, you can't move on the corners, you can only move on the side.

I've never heard that units will have more "choices" in terms of movement, only insofar as all units get at least 2 movement points rather than 1 movement point per turn.

But The whole movement aspect of combat in CiV has been reformed because teh placement of your units on the map will ACTUALLY MATTER!
 
With the switch to Hex tiles, I keep on reading that it will bring more strategy because the units have more choices in terms of movement, and cities and such can be surrounded by more units. However, don't Hex tiles only allow 6 sides, while square 8? It sounds counter-intuitive, since square tiles only have four sides, but thanks to the square set up units can move diagonally, meaning each corner effectively counts as another side in terms of movement. However, with a hex set up, you can't move on the corners, you can only move on the side.

Well, you have to consider the change to hexes in context of all the other changes to unit movement + combat.

Also, the hexes may allow 2 less directions of movement, but solve a problem with squares - diagonals on a square grid are longer (about 1.4 vs. 1), but with hexes all 6 directions are the same length.
 
You did indeed read that units would have more "options" for movement even though there are actually 2 fewer movement directions. Those person(s) either mis-spoke or did the simple comparison of 6-sides to 4-sides (or were factoring in the additional movement rate without specifying so). 1UPT actually reduces the movement choices since non-terrain features now impact where you can move to; but, combined with the limitations to unit production and supply, greatly (IMO) enhance the combat/tactical aspects of the series by making the terrain more important than just what it provides to cities.

The real benefit to hexes is that, as mentioned, movement is now more consistent and map features no longer have to deal with "corner movement" - like with mountains and ocean/land bridges.
 
Well, considering that base movement is now 2, your standard 1 tile per turn unit in civ 4 has 8 options to move to, your standard two tile per turn unit in civ 5 (ignoring terrain modifiers) has 12 options. More if you consider that they could only move one tile if you needed them too.
 
Hex tiles do indeed allow for fewer moves. It's just that some square tiled games count diagonals as two moves, so it can get confusing if you're not paying attention.

Anyway, trying to pull off 1upt without hexagonal tiles would've been difficult. Ever try putting up a defensive line in Civ4? It's practically impossible because you have to deal with all of the diagonals. Every diagonal border requires twice as many units or the enemy will go right through it. Hexagonal tiles and the flanking penalties for combat make it actually possible to defend a wide open area by reducing the number of units needed and by giving more advantages to the defender.
 
It's more that movement and movement options are more obvious, clear, and natural. With squares the diagonal moves or attacks are kind of cheap since there is no real "side" or facing. With a hex the six sides or facing are equal and fully visible.
 
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