Hexagon Grid

Im just curious to know if anyone else thinks a hexagon grid would be better than the square grid used in gc2 (and others like civ)

I think it would feel more natural, particularly with things like starbase ranges, ship maximum ranges....
Although the square grid has helped me to brush up on my trig a bit recently.

But it would definaly make movement more tricky, there would be 6 directions to go in instead of 4, but could alway use other keys.
13,659 views 11 replies
Reply #1 Top
hexes work great until you want to move sideways

If you want distance to be more accurate do this:
double movement points
it costs 2 points to move orthogonally and 3 points to move diagonaly

this formula will get you far closer to the actual distance (diagonal distance is equal to about 1.41 times a side, 2 and 3 would be pretty close)
Reply #2 Top
hexes work great until you want to move sideways


Define "sideways".

As long as you're moving closer to where you're trying to move, you're fine. The distance is ultimately equivalent.
Reply #3 Top
Hexes might be nice... I don't have a huge problem with the square grid though with one glaring exception. The starbase effect radius is clearly a radius, but since starships don't move that way, it's possible for a ship to move 8 in one direction, and still be in the starbase radius, but move only 6 on the diagonal and you're out.

*ponder*

Yeah, that should be fixed.
Reply #4 Top
Hexes might be nice... I don't have a huge problem with the square grid though with one glaring exception. The starbase effect radius is clearly a radius, but since starships don't move that way, it's possible for a ship to move 8 in one direction, and still be in the starbase radius, but move only 6 on the diagonal and you're out.

*ponder*

Yeah, that should be fixed.
You do realize that if you draw a line across the middle of a square from one corner to the opposite, it would be longer than any one side, right?
Reply #5 Top
The whole way distance is dealt with in this game is abstract. Switching from a square grid to hexagons is only going to change things from one abstraction to another. I'd much rather see the dev's energy put into things like they've already been doing with 1.1 etc. Just a thought.
Reply #6 Top
Using squares allows movement in 8 directions, using hexagons allows movement in only 6 directions, I'll stick to squares thanks.

J
Reply #7 Top
Wasn't this one of the complaints Brad commented on where someone wrote to Stardock telling them that until they implemented Hexagonal grids they wouldn't be buying the game? Or was that the one where someone wanted the moon to revolve the other way around Earth?
Reply #9 Top
People generally work with four directions - up, down, left, right. Hexagonal tiles would remove the ability to move in a straight line in two of them. What was once a straight line left becomes a waveform motion... up+left, down+left, up+left, down+left. The thing is, whatever the system, nobody is at any disadvantage compared to anyone else. hexagonal tiles just make it harder for the average brain to conceptualise, harder for the computer to deal with (X,Y co-ords don't work), and leave you with ragged map edges.

If you're talking about it being 'natural', the entirely missing 3rd dimension is far more of an issue that tile shapes. Of course IMO neither matter. It's a game, it's turn based, relaity takes a 2nd seat to fun.

Now if you want to talk about map disadvantages, there's the fact that players at the top of the map have a solid early game advanges (and it's still non-trivial late game) over those below them, with ships always launching from the bottom of the planet.
Reply #10 Top
You aren't taking the hyperspace distrotion into account. The diagonals are shorter in hyperspace.
Reply #11 Top
Space Empires 5 will feature hexagonal grind IIRC.

I think the grid is fine as it is even thou going sideways does give you illusion fo greater mobility :/