We want a tiling that allows for a fully spherical world.
What tilings can be morphed in such a way that you end up with a very slight curve to the entire grid?
I think the size of the tile impacts the pattern needed to make a sphere. Soccer balls (or "footballs" for non-US readers) use a hexagon/pentagon pattern, but I think that the pattern only works with a certain proportion ratio between the tile size and the total surface area of the sphere.
Personally, I like the cylindrical shape of the CIV world. It's not entirely accurate at high latitudes, but it more or less works. You can even justify it by saying that inclement weather makes travel difficult at those latitiudes, and that's why there are so many tiles up there.
ollj said:
Hexagonal fields actually REDUCE the freedom of movement, every tile has less neighbors. That simply requires larger maps to pay off for strategy and realism, and it is barely worth it. A square grid is an acceptable simplification for a simple model.
I think reduction of freedom of movement is a good thing, since it allows you strategically restrict the movement of your enemies.
As it stands, if a unit is travelling east/west, and an enemy unit sits
directly in their path, the moving unit can use diagonal moves to bypass the blockade
with no slowdown whatsoever. That's just silly, if you ask me. What it means is that movement has no tactical significance at all, since it is effectively impossible to restrict it (this is especially true in the water).
Using a hex pattern does help this somewhat, since if you block the "straight line access" to a target, the attacker has to either attack the defended tile, or sacrifice turns moving around it. I say it helps "somewhat" because it's still possible sometimes to steer around a defender without losing movement points (if the target is not in one of the six primary directions), but it would be much less common and require more planning to do so.
My biggest beef with the square tile system is that it makes diagonal moves more valuable than "straight" moves, because diagonal moves grant more travel distance for the same number of movement points. This means that the optimal movement pattern is not a straight line, but rather a wide diagonal zig-zag pattern.
Using hexagons makes all directions equal, so you don't lose out by moving in a straight line. That's
much more intuitive.