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Map hexes

Map hexes

Can there be more information on this:

"So we’re adding hexes, because they make better maps"

In GC2, there was no "unit" region. I actually liked this more than how Civilizations has it structured into finite cells. Thanks for listening.

510,808 views 71 replies
Reply #26 Top

One of the most interesting implications of hexes is that the map need no longer be square-edged, and indeed you could have a more disc-shaped galaxy.

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Reply #27 Top

Quoting jim_viebke, reply 25
I'm guessing sectors will be retained, just to keep large maps manageable.

Hex-shaped quadrants would make sense. I'll be interested to see how it's done.

 

I must add I'm very happy about the promise of still-larger galaxies. GCII Ultimate supported up to 22*22 sectors, or 484 sectors total. With 12*12 tiles (?) per sector, that's a total of 22*22*12*12 tiles, or 69,696 individual tiles. Looking forward to see what Stardock does with this! Brad, teasers or info would be welcome.

GC2 sectors were 15x15, so there were 108,900 tiles on the map

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Reply #28 Top

Quoting WIllythemailboy, reply 27


GC2 sectors were 15x15, so there were 108,900 tiles on the map

Wow, I was way off. Thanks for the correction. If/when SD tops that I'll be impressed.

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Reply #29 Top

Quoting NorsemanViking, reply 19


Quoting Nikioko, reply 11
Oh no. I hoped so much that the map would be 3D this time that I would have accepted both cube boxes or truncated octahedra. But it is once again 2D. This is not Civilization which is bound to a planet's surface. This is a game set in open space and therefore there is a third dimension.

 

The Universe does not have 3 dimensions, nor does it have only 4, it has 10 or even as many as 11 dimensions my friend.

 

it was never stated that the number of dimensions is 3 only that the third dimension exists

Reply #30 Top

Civ5 could have also done a modified version of 1UPT where instead of being limited to a single archer, your civilization had some sort of logistics value which would limit how big of a stack you could put in each hex.  (Stacks were nice from a control point of view, because it's easier to move 3 stacks then having to move 30 individual units.)

 

Fortunately, I don't see GC3 having that issue.  Just making the old square sectors into hexes will work just fine.  Because fights are determined at the fleet level, and the stack size inside each fleet is limited by the logistics skill -- there's no "stack of doom" issue like we had in Civ4.

 

My average game completion time in Civ4 on the "really big map size" was typically 40-60 hours from start to finish, spread over 2-4 weeks.  Huge empires, lots of turns, lots of time to get to know the neighbors and bend them to my will or undermine their plans.

Reply #31 Top

I am somewhat concerned that with the increased map sizes and increased number of ships (which I think I also saw mentioned), the processing of automoves will take longer.  It already ties up some of my longer Immense games in GC2.

Reply #32 Top

I will be getting a new processor, Graphics card and Increased RAM just so I can make the most of this game(within a reasonable budget limit) when it's released. It's almost like buying a new games console just for one game, except that the improvements will make all of my other games run more quickly and smoothly also. I'll just have to see how much disposable cash I have left over after christmas. I don't think I'd have done this for any other game though.

Reply #33 Top

Quoting Nikioko, reply 11

Oh no. I hoped so much that the map would be 3D this time that I would have accepted both cube boxes or truncated octahedra. But it is once again 2D. This is not Civilization which is bound to a planet's surface. This is a game set in open space and therefore there is a third dimension.

Even in real life, the galaxy's width is so much bigger than it's height, that it can be thought of as in 2D. In more local places 3D might be important, but in the grand scale of things not so much.

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Reply #34 Top

In real life? Real life also has a sense of scale... ;)

People just ain't smart enough for true 3D. Look at all the conceptualized battles in space made by movies and television shows.

I mean, I'm fine for it 'cause I'm brilliant and handsome and all. But not you guys.

Reply #35 Top

If you start an "immense" map you have 22x22 sectors. But I think this map size came with Twilight of the Arnor. Can anyone confirm that?

Reply #36 Top

Quoting jim_viebke, reply 25
teasers or info would be welcome.

Currently a hex sector, has a 12 hex radius, so there are 397 hexes per sector, which is a bit larger than a 16x16 GC2 sector. The smallest galaxy is currently 7 sectors. The largest we will leave as a surprise, for later. These values are all set out in data, that modders will have access to later, which should be fun.

That said this is something we will be tweaking for quite a while, but it gives you some ideas. We even have a few things up our sleeves that no one has guessed at yet. :) 

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Reply #37 Top

Quoting Hal9000, reply 35
If you start an "immense" map you have 22x22 sectors. But I think this map size came with Twilight of the Arnor. Can anyone confirm that?


Yes, immense was only in twilight. 

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Reply #38 Top

Quoting jim_viebke, reply 25
With 12*12 tiles (?)

 

Wasn't it 15*15 tiles per sector? Just a minute, let me check. --- Yep. at least on GC2: Dread Lords, it is 15*15.

Reply #39 Top

Quoting mormegil, reply 36
Currently a hex sector, has a 12 hex radius, so there are 397 hexes per sector, which is a bit larger than a 16x16 GC2 sector. The smallest galaxy is currently 7 sectors. The largest we will leave as a surprise, for later. These values are all set out in data, that modders will have access to later, which should be fun.

Will the earliest alpha support full-sized maps?

Quoting mormegil, reply 36
That said this is something we will be tweaking for quite a while, but it gives you some ideas. We even have a few things up our sleeves that no one has guessed at yet.

Pocket galaxies?

Reply #40 Top

OOOpppsss. That last post comes from seeing the last post on a page and not checking to see if there are more pages. Sorry.

Reply #41 Top

Quoting mormegil, reply 36


Quoting jim_viebke, reply 25 teasers or info would be welcome.

Currently a hex sector, has a 12 hex radius, so there are 397 hexes per sector, which is a bit larger than a 16x16 GC2 sector. The smallest galaxy is currently 7 sectors. The largest we will leave as a surprise, for later. These values are all set out in data, that modders will have access to later, which should be fun.

That said this is something we will be tweaking for quite a while, but it gives you some ideas. We even have a few things up our sleeves that no one has guessed at yet.  

 

That sounds interesting. How about having something like layers in the map. e.g. 3 layers of 'space planes' (let's call them). Imagine the 3d chess of star trek. 

Star Trek Chess

 

People usually play in the middle one but both upper and lower can be used: maybe they have more planets, or can be used as a hyperspace and move faster. 

That would be interesting.

Reply #42 Top

Quoting Achronous, reply 41
That sounds interesting. How about having something like layers in the map. e.g. 3 layers of 'space planes' (let's call them). Imagine the 3d chess of star trek. 

People usually play in the middle one but both upper and lower can be used: maybe they have more planets, or can be used as a hyperspace and move faster. 

That would be interesting.

Nice! That's very close to what I was thinking, but with different mechanics. If any Stardockians are reading, please hear me out!

Pocket galaxy type 1: (natural)

There are optionally one or two stable wormholes on the main map per game, with one more possibly spawning from a random event. Each leads to its own single-sector pocket universe with one or two stars, each star having only extreme planets to prevent early colonization. True to game lore, there would be a solid black background with no stars or nebulae in the pocket universe.

These would be considered "public" pocket galaxies, because anyone can enter or exit them via the single point of entry on the main map.

Pocket galaxy type 2: (artificial access)

Each civilization can construct massive tech-intensive high-upkeep space stations that serve as points of entry to their "own" pocket universe, that is, the only way to access your pocket universe is through your stations, likewise for other races.

Enabling or disabling one of your station's wormhole generators takes several weeks and a lot of bc's, so it would be more convenient to leave the wormhole running. This prevents abusing the stations (opening one just long enough to warp in, then warp out across the galaxy) since anyone can use your station when it's running.

Also:

  • The stations act like stargates, but between dimensions instead of across space.
  • You can have as many stations as you can afford (and your enemies can destroy them).
  • Stations can move one parsec per turn.
  • Entering or exiting a wormhole consumes all remaining ship/fleet moves.
  • The planets inside the pocket galaxy don't keep you in the game if you lose all of your main-map planets.
  • Additional research and construction would reduce the time required to enable or disable the wormhole generator.

Thoughts, comments? Pocket Universe expansion maybe?

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Reply #43 Top

Quoting mormegil, reply 36
Currently a hex sector, has a 12 hex radius

Envisioning a 12 hex radius is a bit difficult. Could you restate this as xx hex tiles on a side?

Reply #44 Top

Quoting Lucky, reply 43
Envisioning a 12 hex radius is a bit difficult. Could you restate this as xx hex tiles on a side?

A 12 hex radius amounts to 12 hexes per side.

Reply #45 Top

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Reply #46 Top

Ah. GCII had square parsecs forming square sectors, so I assumed GCIII would have hexagonal parsecs forming hexagonal sectors.

Edit: I *just now* realized that doesn't tessellate.

 X|

Reply #47 Top

Well the sector lines themselves, may actually cut through individual hexes, so part of the hex is in one sector and another part is in another, I'll see If I can find an image to show that clearly.

Reply #48 Top

A hex sector, is X number of hexes out from the center in all six directions, the result is a hex shaped sector, not circle, or square.

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Reply #49 Top

Quoting mormegil, reply 48

A hex sector, is X number of hexes out from the center in all six directions, the result is a hex shaped sector, not circle, or square.

Thanks, that clears things up a bit

Reply #50 Top

Quoting jim_viebke, reply 46
so I assumed GCIII would have hexagonal parsecs forming hexagonal sectors.

You awesome correctly. For the record, your sample would be a sector with a radius of 4.

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