CTP1 did that one and it was boring as hell. It did not make a return in CTP2.It's another way of getting what I favour achieving with layered maps; air units able to move above ground units. Submarines able to move below surface naval units on the same square. Possibly even an orbit level.
CTP1 did that one and it was boring as hell. It did not make a return in CTP2.
Wouldn't it be better to simply have one 3D map, with gradual progressions between altitudes, rather than many flat maps with great leaps?
Well you achieve the same things with one map with various altitudes as you could with many maps with one altitude each.
Can you make grid diagrams for the fat cross on both gridsystems?
The max number of worked tiles per city is smaller on the hexagonal grid. This will influence gameplay/ game balancing.
Well you achieve the same things with one map with various altitudes as you could with many maps with one altitude each.
Can you make grid diagrams for the fat cross on both gridsystems?
The max number of worked tiles per city is smaller on the hexagonal grid. This will influence gameplay/ game balancing.
I can see there being problems if you want lots of air units, lots of land/sea units, and lots of underwater (or indeed underground) units on the same tile being harder to keep clear/visible/distinct on a single map.
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I wonder if it would be possible to mod a hex-grid (or something equivalent like half-shifting every other row). I'm really not sure what would be involved, but it probably goes to tinkering with the engine itself. (Maybe you could pull-off the ugly approximation of simply forbidding NE/SW movement, but you'd have to apply that to everything, like cultural-border calculations and city-radii. The graphical issues would be minor compared to the uglification already rendered.) However, I know nothing about tinkering with this.
Modding it into civ4 would be very tough, but FreeCiv actually has a hex-grid option, which you can try.
Just try it. (and no obviously no Fuller projection)Cool. How does it rate compared to Square or Isometric? I don't suppose it can manage a Fuller projection though, as any decent application of it requires a 3d engine.
That's possible, although it would be much easier to simply change the visuals to make the altitude difference more obvious than to implement more maps. And when would a sea and land unit be on the same tile, unless the land unit was in fact in the sea unit, or the sea unit was in a city (in which case the visual display wouldn't be an issue)?
A Hex grid will solve this problem by making the rivers turn at something closer to 45°.
With a Hex grid being used the tiles and terrain look a little better and more natural.