Gamemaster77
PC > Mac
I started out doing just hex vs square grids but if it easy enough I will make other images. The purpose of this is to allow people to visualize the ideas people are posting. I also have a question. How do I get to the Civ4 World builder in Civ4 complete? That will help me with some images. If you have any requests, post here.
90° River Problem
Who has ever heard of Rivers that turn at 90°? I know I sure haven't. I don't care how fancy the game makes it look but as far as game play and what the computer thinks it is rivers can look like this:
90° River Hex Solution
A Hex grid will solve this problem by making the rivers turn at something closer to 45°.
Crossing sea/land tiles Problem
When there is a point where the corners of two land tiles and the corner of two sea tiles meet in a checkerboard way it is hard to distinguish if only land units can cross or only sea units can cross or both.
___
Crossing sea/land tiles Hex Solution
With the addition of a hex grid it makes it so it is not possible for the four corners to touch.
___
Overall Look Problem
No matter how fancy the graphics make it look when you break it down to just squares and terrain it doesn't look good.
Overall Look Hew Solution
With a Hex grid being used the tiles and terrain look a little better and more natural.
Hex 6 Tile Con
With everything comes their disadvantages and hex grids have theirs. This is not a problem though because this is not currently implemented. This might be a strategic advantage to some but most would say that hex tiles only have 6 surrounding tiles is a disadvantage.
Square 8 Tile Pro
Again this could be seen as a strategic disadvantage to some but I think most would say that this is an advantage. Square grids have 8 tiles surrounding them instead of six.
Zig Zag Hex River (So far disputed)
If a Hex Grid is used it is not possible for rivers to go straight. It must go in a wavy, Zig Zag formation to be the closest to a straight line.
90° River Problem
Who has ever heard of Rivers that turn at 90°? I know I sure haven't. I don't care how fancy the game makes it look but as far as game play and what the computer thinks it is rivers can look like this:

90° River Hex Solution
A Hex grid will solve this problem by making the rivers turn at something closer to 45°.

Crossing sea/land tiles Problem
When there is a point where the corners of two land tiles and the corner of two sea tiles meet in a checkerboard way it is hard to distinguish if only land units can cross or only sea units can cross or both.

Crossing sea/land tiles Hex Solution
With the addition of a hex grid it makes it so it is not possible for the four corners to touch.


Overall Look Problem
No matter how fancy the graphics make it look when you break it down to just squares and terrain it doesn't look good.

Overall Look Hew Solution
With a Hex grid being used the tiles and terrain look a little better and more natural.

Hex 6 Tile Con
With everything comes their disadvantages and hex grids have theirs. This is not a problem though because this is not currently implemented. This might be a strategic advantage to some but most would say that hex tiles only have 6 surrounding tiles is a disadvantage.

Square 8 Tile Pro
Again this could be seen as a strategic disadvantage to some but I think most would say that this is an advantage. Square grids have 8 tiles surrounding them instead of six.

Zig Zag Hex River (So far disputed)
If a Hex Grid is used it is not possible for rivers to go straight. It must go in a wavy, Zig Zag formation to be the closest to a straight line.
