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Steam News14 March 20263mo ago

Devlog #14: Why a real-time hexagonal grid?

Hi there! Several of you have asked me about the choice of a hexagonal grid design for a real-time strategy game.

In this update3

Full notes

Full Avant-Garde: Napoleonic Battles update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition5 changes0 removals
  • Maps
  • Performance
  • Balance
  • Gameplay
changedFoundation: HistoryBuilding around history isn't always easy and can be complex. Just think of all the resources used to create the game maps for Assassin's Creed. That being said, a historically inspired map doesn't necessarily mean the game is historically accurate. The spectrum of historical accuracy can be very broad.
changedFoundation: HistoryBeing a game designer for a historical game is a highly complex challenge. Between my programmer's aspirations, the precision of historians, and the rigor of players, a fierce optimization battle is being waged. No one wants to give an inch. With this in mind, I rely on a fundamental design choice in my game: discretization (working in increments). Everything in my game is discretized: time (every 15 minutes), the number of soldiers (in increments of 5), the hexagonal grid, morale (in increments of 10%), fatigue (per level), ammunition (per level), and so on.
changedFoundation: HistoryThis gives me some leeway regarding the level of historical authenticity represented in the game. Mentioning that "ammunition level is low" avoids having to specify that there are exactly 82 bullets remaining, when the precise historical information is unknown. The hexagonal grid works the same way; it's there to indicate that the unit was approximately in that area of ​​the battlefield at a given time, rather than at a precise, specific location. The same applies to biomes (rivers, forests, fields, mountains, etc.), for which it's often difficult to find accurate information.
changedFoundation: HistoryAs a developer, player, and history enthusiast, the irony of the game is that I desire high historical accuracy but can't present it without presumption: historical facts are therefore presented with imprecise accuracy. What a contradiction! Essentially, it's a design choice I made for the sake of communicating the accuracy of historical facts.
addedBoard Game StyleAnother reason for the hexagonal grid's existence is its "board game" aesthetic. As a big fan of board games, I took the liberty of adding a personal touch and incorporating this design into the game. As you've noticed, the game is based on a distinct visual style, reminiscent of a board game like Catan Universe. This aesthetic element adds depth and relevant context to the gameplay. The hexagonal tiles, of course, emphasize this unique visual aspect of the game.
changedSo, why real-time?Why didn't I choose to make a turn-based game instead of real-time? My aim is for you to feel the pressure exerted by the enemy army's movement and to have to adapt and take responsibility for your own choices and mistakes. Once the battle begins, your choice isn't about planning what will happen each turn, but rather about reacting to events unfolding on the battlefield.

Avant-Garde: Napoleonic Battles changes

changedBuilding around history isn't always easy and can be complex. Just think of all the resources used to create the game maps for Assassin's Creed. That being said, a historically inspired map doesn't necessarily mean the game is historically accurate. The spectrum of historical accuracy can be very broad.
changedBeing a game designer for a historical game is a highly complex challenge. Between my programmer's aspirations, the precision of historians, and the rigor of players, a fierce optimization battle is being waged. No one wants to give an inch. With this in mind, I rely on a fundamental design choice in my game: discretization (working in increments). Everything in my game is discretized: time (every 15 minutes), the number of soldiers (in increments of 5), the hexagonal grid, morale (in increments of 10%), fatigue (per level), ammunition (per level), and so on.
changedThis gives me some leeway regarding the level of historical authenticity represented in the game. Mentioning that "ammunition level is low" avoids having to specify that there are exactly 82 bullets remaining, when the precise historical information is unknown. The hexagonal grid works the same way; it's there to indicate that the unit was approximately in that area of ​​the battlefield at a given time, rather than at a precise, specific location. The same applies to biomes (rivers, forests, fields, mountains, etc.), for which it's often difficult to find accurate information.
changedAs a developer, player, and history enthusiast, the irony of the game is that I desire high historical accuracy but can't present it without presumption: historical facts are therefore presented with imprecise accuracy. What a contradiction! Essentially, it's a design choice I made for the sake of communicating the accuracy of historical facts.
addedAnother reason for the hexagonal grid's existence is its "board game" aesthetic. As a big fan of board games, I took the liberty of adding a personal touch and incorporating this design into the game. As you've noticed, the game is based on a distinct visual style, reminiscent of a board game like Catan Universe. This aesthetic element adds depth and relevant context to the gameplay. The hexagonal tiles, of course, emphasize this unique visual aspect of the game.

Hi there!

Several of you have asked me about the choice of a hexagonal grid design for a real-time strategy game. I therefore felt it was important to dedicate a Devlog to clarifying this rather unusual design choice for the genre, on which I decided to build my game. TLTR is at the very end of the post. ⬇️

Foundation: History

In the past, I've had the desire to offer games rich in history. To design games that appeal to young schoolchildren or adults passionate about learning more about historical culture. I still hope to one day create educational games for future generations.

Building around history isn't always easy and can be complex. Just think of all the resources used to create the game maps for Assassin's Creed. That being said, a historically inspired map doesn't necessarily mean the game is historically accurate. The spectrum of historical accuracy can be very broad.

Being a game designer for a historical game is a highly complex challenge. Between my programmer's aspirations, the precision of historians, and the rigor of players, a fierce optimization battle is being waged. No one wants to give an inch. With this in mind, I rely on a fundamental design choice in my game: discretization (working in increments). Everything in my game is discretized: time (every 15 minutes), the number of soldiers (in increments of 5), the hexagonal grid, morale (in increments of 10%), fatigue (per level), ammunition (per level), and so on.

This gives me some leeway regarding the level of historical authenticity represented in the game. Mentioning that "ammunition level is low" avoids having to specify that there are exactly 82 bullets remaining, when the precise historical information is unknown. The hexagonal grid works the same way; it's there to indicate that the unit was approximately in that area of ​​the battlefield at a given time, rather than at a precise, specific location. The same applies to biomes (rivers, forests, fields, mountains, etc.), for which it's often difficult to find accurate information.

As a developer, player, and history enthusiast, the irony of the game is that I desire high historical accuracy but can't present it without presumption: historical facts are therefore presented with imprecise accuracy. What a contradiction! Essentially, it's a design choice I made for the sake of communicating the accuracy of historical facts.

Board Game Style

Another reason for the hexagonal grid's existence is its "board game" aesthetic. As a big fan of board games, I took the liberty of adding a personal touch and incorporating this design into the game. As you've noticed, the game is based on a distinct visual style, reminiscent of a board game like Catan Universe. This aesthetic element adds depth and relevant context to the gameplay. The hexagonal tiles, of course, emphasize this unique visual aspect of the game.

So, why real-time?

Why didn't I choose to make a turn-based game instead of real-time? My aim is for you to feel the pressure exerted by the enemy army's movement and to have to adapt and take responsibility for your own choices and mistakes. Once the battle begins, your choice isn't about planning what will happen each turn, but rather about reacting to events unfolding on the battlefield.

Contrary to my initial plan, I'm still allowing you to pause the game, because you made it clear during playtesting that this is a feature you value. Furthermore, it helps mitigate the drawbacks of the interactivity inherent in video games. This means that, in addition to having to manage absolutely everything, you also have to deal with

Source

Steam News / 14 March 2026

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