What principle is the hexagonal lattice of Civ6 made of

hi,guys.I don’t quite understand how the hexagonal grid of Civ6 is made, can I ask you about it?
1.How do the textures blend between the different lattice types? For example, between the steppes and the desert in Civ.
civ 6 Red part


civ4 Red part

2.How are rivers and cliffs formed?
3.How are the mountains connected? and blends into the adjacent lattice.

I could use some meshes to form mountains, but I couldn’t connect them, and there would be a gap in the ground.


This is the terrain I created with a Geometry Scripting.Actually, I want to create a map with a hexagonal grid.

My technique is so poor that I don’t understand how civ’s grid works.
I want to understand the technology or the principle and learn it.

easier said than done but each tile will know its neighbour/edge
you’ll need this for pathfinding etc
so from there you can blend between them

Ok, the short answer is that this is an LOT of work just to set up an grid. But fortunately, someone did an series about it an while ago

But the main takeaway about this series is that it’s basically setting up the framework for an grid based RPG and it’s mainly optimized for an square-based grid. And you need to add some extra stuff to the features of each type of tile, iirc. Stuff like movement costs, defensive bonuses.

And here’s an ongoing(?) playlist that’s specifically for an hex grid (disclaimer, I’ve never had the time to completely watch it)


But basically, your workflow should primarily be about landscaping before superimposing an grid on it.