Knob
Tile grid
You might say: hexes or squares, map grid
How the map is cut into spaces where units stand and cities work land.
- What it does
- Sets movement, adjacency and distance, so it shapes combat and the spacing of cities.
- Ask
- How many neighbours does each space have, and is each neighbour the same distance away?
- Typical
- Squares and hexes; irregular regions; star lanes.
- Trouble
- A lane map with few links turns some systems into chokepoints that every fleet must cross, so a few spaces decide where wars are fought.
What to look for
- Square, hexagon or region outlines on the map
- Lanes drawn between star systems
Catalogue: Grid
- Squares: Square spaces that units and cities use on the map.
- Hexes: Hexagon-shaped tiles used for terrain and movement.
- Regions: Irregular geographical areas that divide a larger map into convenient subdivisions.
- Star lanes: Star systems joined by fixed routes; ships move only along the lanes, so chokepoints form.
Sources
- 2K Games, Sid Meier's Civilization V Manual, The World
the world is made up of hexagonally-shaped “tiles” (also occasionally referred to as hexes and spaces).
- Stellaris Wiki (Paradox), FTL, Hyperlanes
Star systems are connected to one another by hyperlanes, safe passages across interstellar space.
Use it on your project
teardown-apply: hold "Tile grid" (tile-grid) from the teardown at https://teardownatlas.com/4x-strategy/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal