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Cause I'm having trouble seeing any major difference between one and the other.
Also, considering that Civ 4 is somehow, someway, taking time away from Mass Effect 2, the idea of this coming out is a bit frightining.
Basically a hex grid leads to "fair" movement.
For example, in a square grid you can go at diagonals every turn whilst you explore and you will cover more terrain in the same number of turns as you would going in a straight line. The only way to deal with this problem is
1) Disallow diagonal movement
2) Apply some sort of cost on diagonal movement (1.41x straight movement)
3) Use a hex grid
In truth, there really aren't all that many differences.
Anything you want to do in squares you can do in hexes, and vice versa, so long as you don't mind a bit of rounding. Generally, it comes down to aesthetics as to which you prefer.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Alpha Centauri's an EA IP, Firaxis works with 2K. In the meantime, there's a nifty Civ IV Alpha Centauri mod out therep.
Hexes will also make it easier to make a true global map and make the polar regions a bit more accurate.
Yessss.
Well... Hexes impose that cost when trying to move in the direction of one of its points (most noticeably on the "North-South" movement). The only real advantage is they don't have to track that movement penalty as a fractional variable so its easier to immediately understand.
Hexes also mean you have to defend from fewer directions which seems like it could be very important in the system they are hinting at.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Graphics in the screencaps look pretty although I'm not especially happy with how the river looks (no estuary at the sea?). I like the large formation animations they're going for with for the military units though, that gives it a nice 'mass warfare' look.
It'll be interesting to see how culture spread has been tweaked, from those 'caps it doesn't seem to be uniform (assuming the red/yellow line is a culture border of course).
I'm not too fussed either way about the changes to warfare - the current setup is pretty schematic and somewhat wonky for sure, but warfare shouldn't be a dominating part of the game IMO so I'd be down on changes that increased the ratio of time warfare uses in the game. Changes that added some more credible strategic/logistical considerations without making warmongering take for ever would be cool however.
No more BFC is kind of a shame, but hexes are fine and they give lovely callbacks to boardgames and such (although we're exchanging diagonal movement wonkiness for hex-grain wonkiness, which might become an issue if stuff like stacking limits or frontage concepts are introduced).
[*] We're Confucians in the semidemocratic Civ4 LP Enlightenedbum is running ATM
Bravo! :^:
It'll make it easier to place your cities without overlapping squa...hexes and less unused space. (Assuming that the farmable area around your city is, say, 2 movement instead of the fat cross.)
I forsee the future:
The Egyptian AI contacts you: Greetings! Do you have any sheep? How about some brick? Two wheat and one wood for that stone? Will you declare war against the foul long road'ed Greek?
Why do I recall that Civ III's initial release had more content than Civ 4's initial release? Or am I remembering that wrong? I hope they don't simplify the game play with this new iteration.
EDIT: Also, the map looks less dense than Civ 4.
Kotaku says there will be new combat mechanics http://kotaku.com/5474750/civilization-v-hexes-pcs-this-fall
but it might just be opinion, lol
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What? Assuming its a "circle" of hexes around a city, it will be much much harder with much more overlap and unused space. Fat Crosses roughly tessellate in many configurations, hex circles do not do it well at all.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Sorry to jump on you so quick about this, but it's been one of my peeves since Civ 1 that I can't use EVERY SQUARE IN THE WORLD without overlap.
Time to start praying for a native OS X version!
1. G4 the feed, scroll scroll scroll, all this I don't care about aw crap! Civ 5 is coming, I am going to buy it and have fun.D:
2. ah, here is the civ thread, HOT DAMN! There are hexes!
3. If there are hexes, I wonder if mods will become better as well?
Steam ID : rwb36, Twitter : Werezompire,
Ok, thanks for confirming this. I actually just spent the last 5 minutes doodling to convince myself that this is the case. Edit: was being silly about the rhombus thing.
And yeah, fat crosses don't tessellate at all.
On the other hand, I'd like to know what Tag is smoking, 'cause that must be some good stuff.
Ah that two, I was counting the center hex for some reason. /facepalm
Though I still find the hex circle harder to harder to visualize when mentally laying out an empire. Additionally, a fat cross is 20 squares while a 2 radius hex is 18 so every single hex city is "losing" two resource squares from the start. Overlapping fat crosses are also really a non-issue since it takes forever for a city to be able to work all 20 tiles anyway, especially with specialists.
Edit: And I said roughly tessellate because for every 4 cities you lose only a handful of squares (3 or 4 depending on configuration) which probably are nothing special anyway. Or you can overlap and only have 2 squares lost. Meanwhile 4 hex cities perfectly tessellated as described start you 8 down no matter what. And how often do you get to do perfect tessellation anyway? This seems like a non issue but I still think the fat cross is at the advantage in it aside from, perhaps, theoretical aesthetics.
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
Civ 3's culture borders were just awful. Exploitable and broken, frankly. They had resources that never seemed balanced with that pointless colony system (build a colony on a resource outside your culture borders, except someone could just build a city and take it away.
Civ 4 was far better. Better tech tree. Better graphics. Better wonders. Great People. Religion to add some fun to the culture game. It went from a war game to being a game themed on civilizations.
Civ 3 was basically the low point in the series. Civ 4 the high (although Civ 2 was a close second).
i've been running it on windows 7 without a hitch
Is there a mod or option to make automated workers not overturn player created improvements [in Civ4]? The worker bog is the only thing I don't truly care for and yet it's an incredibly important feature to the game and tests my patience playing on the higher difficulty levels.
In the Settings/Options you tick [ ] Workers leave current improvements. Also you can tick off to leave forests alone.
Of fuck. I was holding off until Blizzard announced D3's system specs, but it's looking like I'll be putting together a new computer a bit sooner than that.
Got to have this running day one on full settings out of my 42" TV and speakers.
I made an overstated claim (the biggest?) about a tiny aspect of the game, and you're taking it like it was a serious point. I was just saying that it would be possible to tessellate the map with cities. I made no claim about practicality of doing so.
I loved Civ 3.
It makes you think a bit differently, but I went and got a hex grid online and was able to figure it out without too much difficulty. (Your cities don't end up lined up on the grid rows like with squares, but they can be used as vertexes in a hex grid, just rotated from the one the game displays.)
Yes. It's in the options dialog. Allow workers to improve over existing improvements or something.
Edit: And I really need to learn to type faster
It was alright. I couldn't go back to Civ2 after Civ3. Too many new features. Then again, I couldn't go back to Civ3 after Civ4. I expect that'll be the same with this one.
Apparently, advisors are back in. I hope they're the Civ2 style advisors. Miss them.
http://www.youtube.com/watch?v=FlTIk80uBPg
http://www.youtube.com/watch?v=oFQDeYXq_iw
http://www.youtube.com/watch?v=SzHOhIdTpw0
http://www.youtube.com/watch?v=XqPC08cPGJw&feature=related
Me, too - but I also feel that CIV is basically Civ3++, and thus superior in all ways.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
What's CIV?
EDIT
And I echo the statement that once you play Civ 3, you can't go back to Civ 2, and so on with Civ 4 and Civ 3.
Oh I'm not trying to criticize you, I'm mostly trying to figure out whether the move to hexes is a good idea or not; city layout is just one of the aspects (although another one that, from an optimization side at least, seems to go with squares still). Also when I had the wrong radius of hexes I was completely confused ;P
On a different hex point, I will miss being able to use the numpad for unit movement since Civilization has been my single player travel game of choice. I guess they could use something weird like "wedxza".
Black Desert: Family Name: Foolery. Characters: Tome & Beerserk.
(Retired) GW2 Characters (Fort Aspenwood): Roy Gee Biv
(Retired) Let's Play: Lone Wolf
I can readily go back between Civ2 and Civ4. I can't play 1 or 3 at this point. 1/2 feel more streamlined then 3/4 and I enjoy both 'styles' of the series.