Difference between revisions of "Block Hex"

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[[File:Carter Post.jpg|right|560px]]
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'''Blocks''' are physical spaces that act as locations in the game setting, with which the player characters interact.  When describing built locations, blocks will typically fit within an hexagonal area that is 145 yards in diameter — but a block may describe a notable feature surrounded by a prevalent topography, vegetation or civilisation[https://en.wikipedia.org/wiki/Natural_environment Natural environment] "blocks" are often much larger, but may be considered a collection of adjacent block-sized hexes sharing the same characteristics. The blocks that can be found in the world setting are distributed according to their [[Development Levels|development level]].
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'''Block hexes''' are standardised map units with a diameter of 145 yards, primarily used in city mapping, siege scenarios and tactical engagements over an area too large for a typical 5-foot [[Combat Hex|combat hex]] battlemapThe distance allows for archery and siege units to fire into adjacent hexes or to join combat within hexes, where they can be settled using large unit combat resolution.
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__TOC__
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This size of hex provides a structured method for sketching out the general layout of a town or city without requiring the placement of every individual building. Rather than mapping structures one by one, these hexes allow for the broad organisation of urban space, distinguishing between different districts, their purposes, and their relationships to one another. The arrangement of hexes determines the flow of movement, access to resources, and the overall structure of a settlement, shaping how inhabitants interact with their environment. Major features such as roads, rivers, walls, and marketplaces emerge naturally as the city takes form, guiding expansion and influencing the placement of residential, commercial, and civic spaces.
  
== DEV-4 ==
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A city mapped with block hexes balances precision and flexibility, providing enough detail to define its major elements while leaving room for natural variation. The placement of hexes defines the density of development, the availability of open space, and the structure of key infrastructure, but it does not dictate the exact arrangement of streets or individual buildings. This approach allows for strategic planning at a city-wide scale while preserving the organic feel of historical or fantasy settlements. Whether a town is tightly packed within defensive walls, sprawled along a riverfront or arranged in orderly districts, the use of block hexes provides a framework that supports both structured design as the city develops.
==== Natural Environments ====
 
:''[[Beastland]]:'' a verdant or barren area that spontaneously spawns wandering monsters into the [[Prime Material (inner plane)|Prime Material Plane]], typically as rarely as once a year.  As these monsters venture outwards, it is often difficult to locate the originating beastland.
 
  
:''[[Blasted Deadlands|Blasted deadlands]]:'' areas devoid of all life, even insects, marked by excessively harsh climateThese areas are inherently malevolent and spawn (serves as a gateway) unnatural monsters such as undead, demons and other creatures from the [[Outer Planes (sage study)|outer planes]].
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== Block Types ==
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In a dense urban core, this is sufficient space to fit approximately 80 to 90 townhouse like structures, with narrow streets, so approximately one neighbourhoodWorkshops and other buildings that require yards, storage space or addition workspace beyond the living space of the family, would equal four such townhouses in size; this would mean that a block hex attributed to a guild would have about 20 to 25 such buildings.  Mills, with necessary clearance for the presence of water, wheel, housing, sluiceways and storage, would be three times greater in size than a workshop, and therefore block hex would house 6 to 8 such arrangements.
  
:''Cliff gaces & canyons:'' vertical or nearly vertical areas of exposed rock, acting as impassable barriers or choke points where passage is enabled between high topographical formations.
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A public square could range from one-quarter to an entire block hex, depending on its purpose and the layout of the surrounding city. A smaller square taking up about one-quarter of a hex would be a simple open space, perhaps centered around a [[Water Well|well]], a [[Shrine|shrine]] or a small [[Market|market]] with just enough room for daily gatherings. A larger square, occupying half or the entirety of a block hex, would be a major civic space — used for markets, festivals, public speeches or military mustering. If a full hex were dedicated to a grand plaza, it would likely be surrounded by important buildings such as a town hall, a temple or merchant stalls, creating a focal point in the city. The fewer structures placed within the hex, the more open space is left for pedestrian movement, carts or designated assembly areas.  Such buildings would take up additional adjoining hexes, with marginal spaces again filled with townhouses or mansions of various size.
  
:''Coastlines:'' atolls, beach, coral reefs, grottos, headlands, lagoons, sea cliffs
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=== Fortifications ===
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Citadels, castles, and fortresses might fill up one or more block hexes, depending on their size and function within a city. A small citadel — a fortified stronghold designed to protect government officials, military leaders or ruling authorities — might occupy a single hex, containing a central keep, barracks, and a small courtyard enclosed by defensive walls. A larger castle, particularly one designed for both residence and military defense, would spread across multiple hexes, incorporating gatehouses, inner and outer baileys, stables, armouries and training yards, as well as halls for governance and ceremony.
  
:''Dunes:'' large masses of windblown sand, most common in [[Desert (range)|desert]] environments but sometimes located near beaches. An area of dunes is called an ''dune expanse''; large dune expanses are called ''ergs'' or ''sand seas''. These are notably devoid of any vegetation (see waste).
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A fortress, constructed with purely military intent, might be even larger, prioritising walls, bastions, and defensive structures over residential or administrative spaces. These structures would often be positioned at key strategic points within a city, such as along walls, overlooking harbours or at major crossroads, ensuring that their placement reinforces the city's defenses. Unlike civilian buildings, fortifications demand wide clearance, access to supplies, and strategic sightlines, making their placement within block hexes a defining element of the city's overall layout.  
  
:''Glacier & snowfield:'' persistent bodies of dense ice that form where the accumulation of snow is greater than its melting and sublimation.  Glaciers form from snow fields, with crevasses and other stress features due to their movement.
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In cases where fortifications extend beyond the city itself, a block hex could also represent a walled perimeter, a detached outpost or a fortified gatehouse, each contributing to the settlement's larger defensive strategy. The number of hexes a fortification consumes is dictated by its complexity, whether it functions as a compact citadel, a sprawling fortress or an integrated castle-palace serving as both a stronghold and a seat of power.
  
:''Grazing land:'' untapped hunting grounds with extensive grass supporting large herds of meat-bearing animals.
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=== Fairgrounds ===
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Fairgrounds or jousting fields require significant open space, often occupying one or more block hexes, depending on their function and scale. A small tournament ground with a single jousting lane and modest spectator seating could fit within a single hex, allowing space for contestants, officials, and gathered nobles while maintaining enough clearance for safe movement. A larger jousting field, accommodating multiple lanes, grandstands, and tents for knights and their attendants, would likely extend across two or more hexes, particularly if hosting festivals, feasts or large-scale competitions.
  
:''Jungle:'' areas of dense forest and tangled vegetation, often with poor drainage, acting as considerable barriers to travel.
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A fairground, with its mix of stalls, performance areas, livestock enclosures, and public gathering spaces, requires an even greater footprint. A modest market fair, consisting of merchants, food vendors, and small games, could fit within half a block hex, often positioned alongside a town square or adjacent to a major roadway. A major festival ground, however, could spread across multiple hexes, incorporating open fields, grandstands, race tracks, livestock pens, and temporary pavilions, especially if it is meant to accommodate thousands of visitors or host significant annual events.
  
:''Lakeland:'' watered land with numerous bodies of fresh water, often acting as barriers to travel. Lakelands also occur where geological shield formations block or minimize river drainage.
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The placement of these spaces is critical to city planning, as fairgrounds and jousting fields require access to major roads, accommodations for travelers, and nearby markets or inns to support those attending the event. Whether positioned within city walls as a noble gathering place or outside the settlement where space is more abundant, these areas serve as hubs of activity, shaping the cultural and economic life of the city.
  
:''Mangrove swamp:'' a submerged woodland or shrubland, formed by mangrove trees in brackish tidal salt water. Creatures from both land and sea mix together in these areas.  
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== Military Maps ==
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A block hex tactical map provides a structured framework for designing the battlefield around a besieged city, allowing for clear spatial organisation while maintaining flexibility in play. Each block hex defines a specific area of terrain, fortifications or siege activity, ensuring that movement, engagement and positioning remain manageable at a tactical level.
  
:''River rapids:'' sections of a river where the river bed has a relatively steep gradient, causing an increase in water velocity and turbulence.
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The settlement itself is divided into block hexes, outlining key districts, walls, gates and major streets. Defensive structures, such as outposts, palisades or secondary walls, each occupy their own hexes, layering protection around the city and creating staging points for combat. Gates, bridges and rivers determine access points, with each placed within a hex to influence movement and engagement.
  
:''Roncaria:'' rough scrubland abounding with brambles and briars, prickly scrambling vines or shrubs, ground thorns or other impassable vegetation. Commonly interspersed with grazing land.
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Attacker encampments and siegeworks are distributed in their own hexes, with the main siege camp positioned outside of effective missile range, often spanning multiple hexes if the force is large. Advanced siege positions, including trenches, trebuchet emplacements and battering ram staging areas, move closer to the city, creeping hex by hex as the siege progresses. Stockpiles, command posts and support camps are placed further back, controlling logistics within the siege network.
  
:''Shingle land:'' gravelly areas existing as sandless beaches or as extensive desert areas.
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The surrounding natural terrain is also structured by block hexes, influencing the battlefield. Open field hexes allow easy movement but expose forces to missile fire. Forested hexes provide cover and opportunities for ambush. Hills, marshes and river hexes create obstacles that impact strategic positioning. Road and bridge hexes define access routes, controlling reinforcements or supply lines. If reinforcements are expected, their likely arrival path is assigned a road hex, dictating their approach to the battle.
  
:''Swamp:'' a forested wetland that acts as a transition between land and both freshwater and salt water. Related to bogs (moors lacking trees), fens (tall grass and shrubs) and muskeg (coniferous forest swamps). Marshlands describe lands that annually flood, while remaining dry through much of the year.
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== Sub-blocks ==
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With each block hex dividing into nine [[Sub-block Hex|sub-blocks]], where seven central hexes fit neatly and the six corner diamonds combine with adjacent hexes to form full hexes, each sub-block measures 48 yards across. This subdivision allows for finer tactical detail within a block hex, making it possible to represent smaller-scale engagements, troop movements or structures with greater precision.  Each sub-block hex is slightly larger than a Squad Leader hex, which measures 44 yards across. This means that tactical movement, line-of-sight considerations and positioning within a single block hex can be handled in a manner similar to traditional squad-level wargames. The structure also ensures that individual buildings, fortifications, siege works or other battlefield features can be mapped with increased granularity, while still maintaining the broader strategic clarity that block hexes provide.
  
:''Verdant:'' mixed meadowland and rich vegetation, wild but excellent for hunting and future homesteading.  Excellent habitat for large herbivorous browsing monsters; animal trails abound.
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This subdivision also means that multiple engagements can be resolved within a single block hex, as the smaller hexes allow for finer unit placement. It creates an effective transition between regional-scale mapping and small-unit tactics, ensuring that battles remain both organised and fluid without requiring overwhelming detail at larger scales.
  
:''Wasteland:'' distinct from dunes, ergs and sand seas in that they are sandless, featuring areas of broken stone and gravel without vegetation.
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With each sub-block being approximately 145 feet (48 yards) wide and a standard D&D battle map using 5-foot combat hexes, a full-scale battle map within a single sub-block hex would be 29 combat hexes across. This makes the transition from large-scale tactical movement to individual skirmishes seamless, allowing for smooth scaling between regional strategy, unit-based combat and personal encounters.
  
:''Watered land:'' unoccupied verdant land with rich soil and an extensive water table near the surface.  Springs are common.
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This system allows a block hex to be used for high-level strategic planning, while individual sub-block hexes provide a detailed framework for resolving unit-based engagements. When combat narrows down even further, a single sub-block hex can expand into a full battle grid, accurately accommodating individual movement, formations and terrain interactions.
  
:''Waterfall:'' an area where water flows over a vertical drop or a series of steep drops in the course of a stream or river. Waterfalls also occur where meltwater drops over the edge of a tabular iceberg of ice shelf.  Plunge pools are common features of waterfalls.
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Because a block hex divides cleanly into 9 sub-blocks and each sub-block conveniently holds a D&D-scale battlefield, this means that zooming in from a full 2x2-mile tactical map all the way down to individual combat encounters is not only possible but highly structured. The nested scaling ensures that a DM can fluidly move between army movements, squad engagements and personal fights without breaking immersion, making this an ideal system for sieges, large battles or military campaigns where encounters shift between strategic and personal combat.
  
:''Waterways:'' lakes, ponds, rivers
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=== Computer Modelling ===
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A computer system to manage unit locations and automatically generate visual battlemaps for precise resolutions would make this system efficient and practical. The ability to track movements across block hexes, shift to sub-block tactical engagements and then seamlessly render an individual battle map for unit skirmishes or personal combat would eliminate the need for manual recalculations and redrawing. With a properly designed interface, the system could:
  
==== Built Areas ====
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:* Track and display unit positions at the block hex level, ensuring that large-scale strategic movements remain clear.
  
:''Barbaric camp:'' a primitive humanoid settlement thriving in a fertile wilderness region. May be friendly, may even have goods that can be bartered for; will ordinarily have no contact at all with civilization.  Usually adjacent to grazing land, verdant or watered land blocks.
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:* Dynamically zoom into sub-block hexes, resolving battles at the squad or formation level while maintaining alignment with the larger map.
  
:''Dungeon:'' a labyrinthine environment serving as a mixed biome for numerous creatures, not usually more than two miles deep.  Denizens might exist independently at different levels, or they might be obedient to an overarching master race.
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:* Automatically generate a 29-hex-wide battle map when combat needs to be resolved at the individual level, populating it with terrain, fortifications and unit positions based on the broader tactical map.
  
== DEV-5 ==
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:* Handle real-time adjustments, so that changes at one level (e.g., a city wall breach or a retreating force) update seamlessly across all layers of the map.
==== Hinterland ====
 
  
:''Fertile land:'' areas where the soil is capable of producing in abundance, typically well-watered with one or more springs, formerly verdant, with easy access to rivers, ponds and lakes, adjacent to known animal trails and watering holes.  Bottomland fits this description.
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:* Store and recall unit history, allowing for fog of war, tracking of casualties or reinforcement logistics without manual input.
  
:''Forage land:'' indicates naturally rich food sources related to animal and plant life, such as patches of fruiting trees and shrubs, bird mating grounds, extensive sources of honey, crab grounds, muscle and clam shoals, etc.
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:* Integrate dice rolls and combat resolution mechanics, applying D&D rules or a customised tactical system as needed.
  
:''Ford:'' a shallow place with good footing where a river or stream may be crossed by wading. Such places may be impassable during seasonal high water.
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This approach would transform sieges, city battles and large-scale warfare into a fluid, manageable and visually intuitive experience. With procedural generation for buildings, streets and natural features, a DM could instantly generate an appropriate battlefield rather than needing to prepare individual maps in advance. It would also streamline battle resolution, allowing players to shift between the macro- and micro-levels without breaking immersion.
  
:''Groves & dales:'' these are naturally idyllic wilderness places existing as gathering places for benevolent spirits, able to [[Healing|heal]] and restore worthy persons to a state of health and life. Worthiness is determined by the manner in which the subject became infirmed, disfigured or killed.
 
  
:''Ocean banks:'' submerged plateaus that are shallow compared to their surrounding area, accessed by boats and improved by markers and navigation to become fishing grounds.
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See also,<br>
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[[Land Hex]]<br>
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[[Village Hex]]
  
:''Protected beach:'' with fishing boats that are pulled high upon the beach to protect them from storms, with boats light enough to be carried; the settlement is located behind the beach in trees or among protective rocks.
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[[Category: Incomplete]]
 
 
:''Sacred places & isles:'' These are naturally occurring geographical features that lend focus to wild magic and other energy, increasing the effectiveness and power of spells, typically from 20-50%. Such places are typically marked by a monolith.
 
 
 
==== Monuments ====
 
 
 
:''Cairns & columns:'' these are unnatural piles, or stacks, of stones, serving as landmarks and guideposts.  [[Divination (sage study)|Diviners]] are sometimes able to communicate with spirits related to the cairn.
 
 
 
:''Geoglyphs:'' these are large designs or motives produced on the ground and formed of broken rocks or similarly durable material. These function as monoliths, but as they cannot be understood from the ground, they are comprehensible to only a small number of holy persons who understand their nature.
 
 
 
:''Monoliths & megaliths:'' a humanoid-made monument in the form of tumulus, dolmens, barrows, mounds, kurgans and like structures, existing as markers, burial sites or features intended to channel magical energy. The presence of monoliths demonstrate a shared cosmology among primitive cultures. These places act as catalysts for empowerment, visions, self-awareness and direct communication with the cosmos. Their presence adds +1 culture.  ''Megaliths'' are mindbogglingly immense monoliths, adding 1d6+2 culture; 1 in 100 monoliths will be a megalith.  Monoliths and megaliths are commonly [https://en.wikipedia.org/wiki/Rock-cut_architecture rock cuts].
 
 
 
:''Trading site:'' a specific agreed-upon location usually coinciding with an unusual geographic feature such as a stone platform, high embankment or isolated tree or standing rock.  A cairn or other minor construction may be present.
 
 
 
==== Villages ====
 
The nature of the village and its juxtaposed landscapes depends upon the food source exploited by the inhabitants.  Nomadic [[Clan (group)|clans]] will sometimes create temporary villages that are not technically "blocks" because of their impermanant nature (and are therefore not included); they are more appropriately deemed [[Encounters|encounters]].
 
 
 
:''Hut village:'' component settlement blocks with semi-permanent wooden huts and movable hide huts.  The block provides consistent forage throughout the year, surrounded by grazing and verdant lands.  Seasonal change of permanent residents reflects the season, with clans gathering in cold and dry seasons and dispersing when the weather improves.  Natural features provide defense and protection from monsters and raiders.  The population of such a conglomeration is between 100 and 150 males, females and children.
 
 
 
:''[[Village Centre|Village centre]]:'' a collection of long-established durable buildings organized around a village green and common water supply (natural spring, pond or river), with paths leading beyond.  Settles 100-150 persons.  Village centres are only present in settlements of 500 persons or more, with remaining population distributed among other village blocks.
 
 
 
:''Water village:'' small settlement constructed on a tidal mud flat, freshwater pond or marshland, with houses on pillars or jetties, allowing direct access to boats tied to each house. The village is often reachable only by boat.  The population of such a conglomeration is between 75 and 125 males, females and children.
 
 
 
[[Category: Development]]
 

Latest revision as of 17:10, 19 March 2025

Block Hex.jpg

Block hexes are standardised map units with a diameter of 145 yards, primarily used in city mapping, siege scenarios and tactical engagements over an area too large for a typical 5-foot combat hex battlemap. The distance allows for archery and siege units to fire into adjacent hexes or to join combat within hexes, where they can be settled using large unit combat resolution.

This size of hex provides a structured method for sketching out the general layout of a town or city without requiring the placement of every individual building. Rather than mapping structures one by one, these hexes allow for the broad organisation of urban space, distinguishing between different districts, their purposes, and their relationships to one another. The arrangement of hexes determines the flow of movement, access to resources, and the overall structure of a settlement, shaping how inhabitants interact with their environment. Major features such as roads, rivers, walls, and marketplaces emerge naturally as the city takes form, guiding expansion and influencing the placement of residential, commercial, and civic spaces.

A city mapped with block hexes balances precision and flexibility, providing enough detail to define its major elements while leaving room for natural variation. The placement of hexes defines the density of development, the availability of open space, and the structure of key infrastructure, but it does not dictate the exact arrangement of streets or individual buildings. This approach allows for strategic planning at a city-wide scale while preserving the organic feel of historical or fantasy settlements. Whether a town is tightly packed within defensive walls, sprawled along a riverfront or arranged in orderly districts, the use of block hexes provides a framework that supports both structured design as the city develops.

Block Types

In a dense urban core, this is sufficient space to fit approximately 80 to 90 townhouse like structures, with narrow streets, so approximately one neighbourhood. Workshops and other buildings that require yards, storage space or addition workspace beyond the living space of the family, would equal four such townhouses in size; this would mean that a block hex attributed to a guild would have about 20 to 25 such buildings. Mills, with necessary clearance for the presence of water, wheel, housing, sluiceways and storage, would be three times greater in size than a workshop, and therefore block hex would house 6 to 8 such arrangements.

A public square could range from one-quarter to an entire block hex, depending on its purpose and the layout of the surrounding city. A smaller square taking up about one-quarter of a hex would be a simple open space, perhaps centered around a well, a shrine or a small market with just enough room for daily gatherings. A larger square, occupying half or the entirety of a block hex, would be a major civic space — used for markets, festivals, public speeches or military mustering. If a full hex were dedicated to a grand plaza, it would likely be surrounded by important buildings such as a town hall, a temple or merchant stalls, creating a focal point in the city. The fewer structures placed within the hex, the more open space is left for pedestrian movement, carts or designated assembly areas. Such buildings would take up additional adjoining hexes, with marginal spaces again filled with townhouses or mansions of various size.

Fortifications

Citadels, castles, and fortresses might fill up one or more block hexes, depending on their size and function within a city. A small citadel — a fortified stronghold designed to protect government officials, military leaders or ruling authorities — might occupy a single hex, containing a central keep, barracks, and a small courtyard enclosed by defensive walls. A larger castle, particularly one designed for both residence and military defense, would spread across multiple hexes, incorporating gatehouses, inner and outer baileys, stables, armouries and training yards, as well as halls for governance and ceremony.

A fortress, constructed with purely military intent, might be even larger, prioritising walls, bastions, and defensive structures over residential or administrative spaces. These structures would often be positioned at key strategic points within a city, such as along walls, overlooking harbours or at major crossroads, ensuring that their placement reinforces the city's defenses. Unlike civilian buildings, fortifications demand wide clearance, access to supplies, and strategic sightlines, making their placement within block hexes a defining element of the city's overall layout.

In cases where fortifications extend beyond the city itself, a block hex could also represent a walled perimeter, a detached outpost or a fortified gatehouse, each contributing to the settlement's larger defensive strategy. The number of hexes a fortification consumes is dictated by its complexity, whether it functions as a compact citadel, a sprawling fortress or an integrated castle-palace serving as both a stronghold and a seat of power.

Fairgrounds

Fairgrounds or jousting fields require significant open space, often occupying one or more block hexes, depending on their function and scale. A small tournament ground with a single jousting lane and modest spectator seating could fit within a single hex, allowing space for contestants, officials, and gathered nobles while maintaining enough clearance for safe movement. A larger jousting field, accommodating multiple lanes, grandstands, and tents for knights and their attendants, would likely extend across two or more hexes, particularly if hosting festivals, feasts or large-scale competitions.

A fairground, with its mix of stalls, performance areas, livestock enclosures, and public gathering spaces, requires an even greater footprint. A modest market fair, consisting of merchants, food vendors, and small games, could fit within half a block hex, often positioned alongside a town square or adjacent to a major roadway. A major festival ground, however, could spread across multiple hexes, incorporating open fields, grandstands, race tracks, livestock pens, and temporary pavilions, especially if it is meant to accommodate thousands of visitors or host significant annual events.

The placement of these spaces is critical to city planning, as fairgrounds and jousting fields require access to major roads, accommodations for travelers, and nearby markets or inns to support those attending the event. Whether positioned within city walls as a noble gathering place or outside the settlement where space is more abundant, these areas serve as hubs of activity, shaping the cultural and economic life of the city.

Military Maps

A block hex tactical map provides a structured framework for designing the battlefield around a besieged city, allowing for clear spatial organisation while maintaining flexibility in play. Each block hex defines a specific area of terrain, fortifications or siege activity, ensuring that movement, engagement and positioning remain manageable at a tactical level.

The settlement itself is divided into block hexes, outlining key districts, walls, gates and major streets. Defensive structures, such as outposts, palisades or secondary walls, each occupy their own hexes, layering protection around the city and creating staging points for combat. Gates, bridges and rivers determine access points, with each placed within a hex to influence movement and engagement.

Attacker encampments and siegeworks are distributed in their own hexes, with the main siege camp positioned outside of effective missile range, often spanning multiple hexes if the force is large. Advanced siege positions, including trenches, trebuchet emplacements and battering ram staging areas, move closer to the city, creeping hex by hex as the siege progresses. Stockpiles, command posts and support camps are placed further back, controlling logistics within the siege network.

The surrounding natural terrain is also structured by block hexes, influencing the battlefield. Open field hexes allow easy movement but expose forces to missile fire. Forested hexes provide cover and opportunities for ambush. Hills, marshes and river hexes create obstacles that impact strategic positioning. Road and bridge hexes define access routes, controlling reinforcements or supply lines. If reinforcements are expected, their likely arrival path is assigned a road hex, dictating their approach to the battle.

Sub-blocks

With each block hex dividing into nine sub-blocks, where seven central hexes fit neatly and the six corner diamonds combine with adjacent hexes to form full hexes, each sub-block measures 48 yards across. This subdivision allows for finer tactical detail within a block hex, making it possible to represent smaller-scale engagements, troop movements or structures with greater precision. Each sub-block hex is slightly larger than a Squad Leader hex, which measures 44 yards across. This means that tactical movement, line-of-sight considerations and positioning within a single block hex can be handled in a manner similar to traditional squad-level wargames. The structure also ensures that individual buildings, fortifications, siege works or other battlefield features can be mapped with increased granularity, while still maintaining the broader strategic clarity that block hexes provide.

This subdivision also means that multiple engagements can be resolved within a single block hex, as the smaller hexes allow for finer unit placement. It creates an effective transition between regional-scale mapping and small-unit tactics, ensuring that battles remain both organised and fluid without requiring overwhelming detail at larger scales.

With each sub-block being approximately 145 feet (48 yards) wide and a standard D&D battle map using 5-foot combat hexes, a full-scale battle map within a single sub-block hex would be 29 combat hexes across. This makes the transition from large-scale tactical movement to individual skirmishes seamless, allowing for smooth scaling between regional strategy, unit-based combat and personal encounters.

This system allows a block hex to be used for high-level strategic planning, while individual sub-block hexes provide a detailed framework for resolving unit-based engagements. When combat narrows down even further, a single sub-block hex can expand into a full battle grid, accurately accommodating individual movement, formations and terrain interactions.

Because a block hex divides cleanly into 9 sub-blocks and each sub-block conveniently holds a D&D-scale battlefield, this means that zooming in from a full 2x2-mile tactical map all the way down to individual combat encounters is not only possible but highly structured. The nested scaling ensures that a DM can fluidly move between army movements, squad engagements and personal fights without breaking immersion, making this an ideal system for sieges, large battles or military campaigns where encounters shift between strategic and personal combat.

Computer Modelling

A computer system to manage unit locations and automatically generate visual battlemaps for precise resolutions would make this system efficient and practical. The ability to track movements across block hexes, shift to sub-block tactical engagements and then seamlessly render an individual battle map for unit skirmishes or personal combat would eliminate the need for manual recalculations and redrawing. With a properly designed interface, the system could:

  • Track and display unit positions at the block hex level, ensuring that large-scale strategic movements remain clear.
  • Dynamically zoom into sub-block hexes, resolving battles at the squad or formation level while maintaining alignment with the larger map.
  • Automatically generate a 29-hex-wide battle map when combat needs to be resolved at the individual level, populating it with terrain, fortifications and unit positions based on the broader tactical map.
  • Handle real-time adjustments, so that changes at one level (e.g., a city wall breach or a retreating force) update seamlessly across all layers of the map.
  • Store and recall unit history, allowing for fog of war, tracking of casualties or reinforcement logistics without manual input.
  • Integrate dice rolls and combat resolution mechanics, applying D&D rules or a customised tactical system as needed.

This approach would transform sieges, city battles and large-scale warfare into a fluid, manageable and visually intuitive experience. With procedural generation for buildings, streets and natural features, a DM could instantly generate an appropriate battlefield rather than needing to prepare individual maps in advance. It would also streamline battle resolution, allowing players to shift between the macro- and micro-levels without breaking immersion.


See also,
Land Hex
Village Hex