Copying from the previous topic;
So, I found out on my first playthrough that the game area was a rectangle. Alright, no big deal, probably to have some kind of perspective effect matching the background image, I'm not a great fan because I then see that means travel times are different along the two axes, which throws off how you perceive distances; a bit annoying. But wait, there's more! I then realize that travel times are actually all wrong. Indeed, if the board represents a circular galaxy seen at a tilted angle, you can assume at first that if the X (horizontal) axis is longer than the Y (vertical) axis on the game board, you'll spend more time traveling ten squares along the Y axis than ten squares on the X axis (because it represents a longer effective distance with the angled view).
Yet, the game does exactly the opposite! You spend more time traveling ten squares on the X axis than ten on the Y axis, which means that if you actually had to redraw a board that did 1 square = 1 turn no matter the axis to simplify distance appreciation, with the current system you'd end up with a map that would look like a very large horizontal map (imagine a map double the size horizontally!).
To summarize and conclude;
-Having an angled view is terrible to judge distances if you implement with it different travel times along the two axes.
-If an angled view is absolutely necessary; don't get your travel times all mixed up between the two axes!
Thanks in advance!Also, to illustrate the issue, I made a couple screenshots showing what I mean; Clicky clicky